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EU4 - Development Diary - 11th of August 2020

Good morning! In today’s dev diary we’ll be taking a look at three nations in Maritime South-East Asia: the Sultanates of Brunei, Malacca, and Aceh. Each of these nations founded successful empires during our period, and each has a unique set of national ideas and missions.

dd_sultanates.png


malacca_missions.png


Mission trees for Malay nations other than Majapahit are split into 4 sections. In red are missions unique to that country, in this case Malacca. In green and blue are missions available to all Malay nations, and in purple are missions available only after forming Malaya.
The Malacca Sultanate is a descendent of the Srivijaya Kingdom which dominated Java, Sumatra, and the Malay Peninsula prior to the rise of Majapahit. Malacca won the favor of Ming China during the period of Zheng He’s voyages, which set the rising city-state up to be a serious contender to Majapahit’s hegemony. By 1444 Malacca is the richest city-state in the Malay world due to its maritime control over the straits. Malacca would go on expand further on the Malay Peninsula and even onto Sumatra, before ultimately succumbing to Portuguese invasion in 1511.

Malaccan missions reflect their expansion path and diplomatic ties. Some highlights:
  • Wherever appropriate, Subjugation CB’s are awarded instead of permanent claims
  • If you complete the Subjugate Pahang mission by vassalizing Pahang, they will get a ruler of your dynasty, reduced liberty desire, and their religion will be changed from Mahayana to your religion.
  • Malacca is no longer a Ming tributary in 1444. Though in theory they maintained their relations, in reality Ming had largely abandoned its interests in the region. The Emissary to the Emperor mission allows you to restore your special relationship with Ming China.
  • Befriend Champa ties in with one of Champa’s missions - Champa needs to make a Sunni friend in Maritime SEA which gives them the option to convert to Sunni. Completing this mission grants a Subjugation CB against Champa’s greatest enemy: Dai Viet.
  • The mission Make a Show of Force requires having a superior army to both Majaphit and Siak. By demonstrating your superiority over their old overlords, Siak will willingly become your vassal.
  • The Develop Malacca mission can upgrade Malacca’s Center of Trade to level 3 after you improve its development and construct buildings in the province - including a Fort to repel the pesky Portuguese.
  • Loyal subjects grants -10 Liberty Desire in all your subjects until the end of the game.
  • Destroy Majapahit, as you might imagine, requires Majapahit to entirely cease to exist as well as for Malacca to gain a foothold on Java. Completing this mission awards a version of Majapahit’s unlimited subjugation CB: the Malacca Campaigns CB can be used against any country in the Malay culture group and the warscore cost for vassalization is reduced by 25%.

Malaccan national ideas allow them to truly dominate the spice trade and get the most out of their vassals.

Code:
MLC_ideas = {
    start = {
        global_trade_power = 0.1
        naval_forcelimit_modifier = 0.33
    }
    bonus = {
        merchants = 1
    }
    trigger = {
        tag = MLC
    }
    free = yes
    mlc_vassal_princes = {
        reduced_liberty_desire = 10
        vassal_income = 0.25
    }
    mlc_maritime_laws = {
        global_ship_trade_power = 0.2
    }
    mlc_new_hegemony = {
        diplomatic_reputation = 1
    }
    mlc_islamic_sultanate = {
        tolerance_own = 1
    }
    mlc_habor_masters = {
        trade_steering = 0.2
        num_accepted_cultures = 1
    }
    mlc_daulat = {
        legitimacy = 1
    }
    mlc_jawi_script = {
        idea_cost = -0.1
    }
}


dd_aceh.png


The Aceh Sultanate wouldn’t reach its apex until the reign of Iskandar Muda in 1583, but it’s available to play from 1444. Aceh’s missions and national ideas are also available to neighboring Pasai, which was richer and more dominant in our start date. Iskandar Muda’s conquests would gain Aceh an empire spanning most of the Sumatran coast as well as parts of the Malay Peninsula. Perhaps the most important contribution of the Aceh region to history is its status as the Porch of Mecca, the most prominent hub of Islam in Maritime SEA.

Aceh’s mission tree follows their historical conquests of Sumatra and the Malay Peninsula, but more interestingly it also encourages the player to spread Islam across the region. Some highlights:
  • Completing the Porch of Mecca mission allows you to use the Propagate religion trade policy with only 35% trade power in a node (down from 50%), and also unlocks the Sword of Islam CB, which allows the Force Religion peace treaty against nations with Sumatran primary culture. This CB evolves as you continue to spread your faith across the islands, gaining the ability to target Javanese, Sundanese, Moluccan, and Sulawesi cultures. Completing this branch of the mission tree allows you to use the Sword of Islam CB against any neighboring heathen country.
  • Hindus and Buddhists in the Malay culture group now have a decision to convert to Sunni Islam if it becomes their dominant religion. This gives Aceh the option to spread their faith through peaceful trade or by military force; the choice is yours.

Acehnese national ideas reflect the focus on trade, navy-driven conquest, and religious conversion:
Code:
ATJ_ideas = {
    start = {
        global_ship_cost = -0.1
        global_missionary_strength = 0.02
    }
    bonus = {
        production_efficiency = 0.1
    }
    trigger = {
        OR = {
            tag = PSA
            tag = ATJ
        }
    }
    free = yes
    export_economy = {
        global_trade_power = 0.1
    }
    islamise_sumatra = {
        missionary_maintenance_cost = -0.25
    }
    rise_of_aceh = {
        province_warscore_cost = -0.1
    }
    military_adventures = {
        naval_morale = 0.15
    }
    porch_of_mecca = {
        technology_cost = -0.10
    }
    acehnese_moneylending = {
        interest = -1
    }
    settle_the_islands = { # same as malay ideas
        global_colonial_growth = 20
    }
}


dd_bei.png


Brunei is a renegade Sultanate, breaking away from Majapahit rule while also avoiding an uncomfortably close relationship with Ming China. The Bruneian Empire would grow to encompass the entire coast of Borneo as well as parts of the Philippines, and was able to resist repeated attempts at European domination long after many of its peers had fallen.

Brunei’s missions lead them to unite Borneo under their rule, and also on a campaign of conquest in the Philippines. The missions Impress Manilla and Impress Sulu vassalize those nations if you can maintain good relations with them, regardless of whether they’d normally accept vassalization. Many of Brunei’s missions also add a province modifier to uncolonized provinces that make them much faster to colonize, hastening their unification of the islands.

Brunei’s national ideas emphasize their dominant navy and diplomatic prowess:
Code:
BEI_ideas = {
    start = {
        land_morale = 0.1
        global_ship_cost = -0.1
    }
    bonus = {
        ship_durability = 0.1
    }
    trigger = {
        tag = BEI
    }
    free = yes
    bei_galleys = {
        galley_power = 0.2
    }
    bei_sea_nomads = {
        global_sailors_modifier = 0.2
    }
    bei_diplomacy = {
        diplomatic_reputation = 1
    }
    bei_vassals = {
        reduced_liberty_desire = 10
    }
    settle_the_islands = { # same as malay ideas
        global_colonial_growth = 20
    }
    bei_naval_prowess = {
        naval_morale = 0.15
    }
    bei_trade = {
        trade_efficiency = 0.1
    }
}


dd_orang_laut.png


One last thing for today - last week I showed off some new Estate Privileges, but there is one I didn’t show that is exclusive to countries with their capital in the Malaya region. The Orang Laut were (and still are) groups of maritime nomads who extensively engaged in trade with the Malay kingdoms. They were often employed to divert trade to certain ports and to deter pirates, and would grant their allies lands and titles on the islands within their domain. This is in fact how the Malacca Sultanate got its start - Seri Teri Buana, a Srivijayan prince, was granted the small Kingdom of Singapura (modern Singapore) by the Orang Laut, a polity which would eventually become the Malacca Sultanate. Malacca begins with the Orang Laut Alliances estate privilege.

And that’s all for this week! Next week’s dev diary will be a focus on Vietnam, including the new mission trees for Dai Viet and Champa.
 
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Yeah Portugal is super op at the moment xD
They might throw some merchants at ya.



Lmao, they wont pass kilwa either way.
That last sentence was me talking about the history, not reflecting the gameplay state at the moment.

Im not talking about particular european countries, im talking about the arrival of european countries in general. an ottoman help would be handy, as it historically did.
 
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@neondt
Since east asia was a place where the Portuguese were active can I suggest the addition of a nobility estate Order of Christ adding +1 Shock to Naval and Land leaders?

Since the objective of the Portuguese Crown was to destroy the muslim maritime network in the india ocean it also resulted in the formation of a strategic awareness that the eastern seas were a hostile place for the Portuguese.
Quoting Judi Upton Ward:

The urgent requirements of the novelty of the war on the eastern maritime front implied the sudden re-emergence of two realities that, in the last years of maritime exploration in the southern Atlantic Ocean, had tended to diminish greatly in terms of their traditional importance: on the one hand, the idea was again put forward that the crusade was a factor that legitimized the war, and, on the other hand, there was also a need for the king to reinforce the military preparation of the human resources involved in the armadas sailing to the Indian Ocean.

We do, in fact, have information showing that this problem was fiercely debated in the royal council, with the final option being in favour of offensive military intervention. In this context, the monarchy chose to support an intensive programme for the recruitment of military personnel, who, for quite understandable reasons, were sought among the members of the military orders. There then came a period in which significant use was made of the knights and commanders of the military orders, with many of them being transferred to the Order of Christ.

The king – I reiterate – was the governor of this Order and, for the reasons already mentioned, since the mid-fifteenth century it had enjoyed spiritual jurisdiction over a region that stretched all the way to the East. In this way, the scenario was created that legitimized such actions (in both ideological and legal terms), favouring this recourse to the knights of the Order of Christ, despite the difficulties that naturally arose in the process of transferring from one military order to another, and which were eventually overcome.

From this, it is understandable that a recent study of the presence in the East of knights from the military orders, in the first two decades of the sixteenth century, has produced a substantial list of names: ninety-seven knights have been identified. Some of them were important figures in the context of Portuguese history in the East at that time.

For example: Afonso de Albuquerque, a knight of the Order of Santiago and governor of India; António de Saldanha, a knight of the Order of Christ and admiral of the fleet in 1517; Diogo Lopes de Sequeira, a knight of the Order of Christ and governor of India; Duarte de Meneses, a knight of the Order of Santiago and governor of India; Fernão Peres de Andrade, a knight of the Order of Christ and commander-in-chief of the fleet in 1535; Francisco de Almeida, a knight of the Order of Santiago and viceroy of India; Henrique de Meneses, a knight of the Order of Christ and governor of India; João Freire, a knight of the Order of Santiago and commander-in-chief; Jorge de Brito, a knight of the Order of Christ, captain of Malacca and commander-in-chief of the fleet in 1520; Joao de Melo, a knight of the Order of Santiago, captain of the fleet of Lopo Soares 1515–18; Lds de Meneses, a knight of the Order of Christ and commander-in-chief of the fleet 1518–26; Manuel de Lacerda, a knight of the Order of Christ and commander-in-chief of the fleet in 1527; Pedro de Mascarenhas, a knight of the Order of Christ and captain of Malacca; Vasco da Gama, a knight of the Order of Santiago, and later of the Order of Christ, commander-in-chief of the armadas of 1497 and 1502, and viceroy of India in 1524.

Source: Military Orders Volume 4 on land and sea
 
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Will we get the province and tag of Singapura? I would love to see their ideas and missions, I feel like they'd have missions around trade with the chinese and indians and later interactions with europeans
 
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Heavies are still numerically more efficient and pack more of a punch for each ship. If you want to go toe to toe with heavies, you will need at least thrice the amount of heavies. Galleys are also much more vulnerable as they have lower hull meaning that it is easier to rout an entire stack of galleys as opposed to a stack of heavies, even when fighting inland.

Heck, Venice is still the best galley country in the world (higher GCA when missions are factored in, more sailors and higher naval FL). Look, I'd love for Brunei to be the best naval power in the region but those NIs aren't enough in order for that to be the case.

Of course you need thrice the amount of galleys compared to heavies. Galleys take up 1 combat width and heavies 3. In order to fill the full combat width you need thrice the amount of galleys. If you don't fill the combat width and instead compare on a 1 to 1 basis it's obvious galleys are worse.

A comparison on a per combat width basis is more useful.

I will assume no naval bonus except a +10% combat width increase from coastal seas, because inland seas are usually always coastal.
That means with base combat with of 25 we get 27,5. I will use tier 1 ships, but the ratio of cannons/hull between galleys and heavies is always the same regardless of tier.

Heavies:
It needs 9 heavies for full combat width.
T1 heavy has 40cannons and 20hull. That's 13,33 cannons and 6,66 hull per combat width.
The fleet costs 450 ducats and needs 1800 sailors.

Galleys:
It needs 27 galleys to fill combat width.
T1 galley has 12 cannons and 8 hull. So 12 cannons and 8 hull per combat width in open sea and 24 cannons and 8 hull per combat width in inland sea.
The fleet costs 270 ducats 2700 sailors.

In open sea galleys are a bit worse than heavies at canons, but better at hull. In inland seas they are a lot better than heavies at cannons and a bit better at hull.

In naval combat damaged ships are favoured to be picked as a target, which means galleys might sink faster resulting in a morale hit for the whole fleet. Meanwhile many galleys hit a single heavy. The loss of a single heavy is worse for the firepower of the fleet than the loss of a galley. In inland seas galleys deal nearly double the damage than heavies, which usually sinks the heavies,before the galley morale breaks.
 
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Of course you need thrice the amount of galleys compared to heavies. Galleys take up 1 combat width and heavies 3. In order to fill the full combat width you need thrice the amount of galleys. If you don't fill the combat width and instead compare on a 1 to 1 basis it's obvious galleys are worse.

A comparison on a per combat width basis is more useful.

I will assume no naval bonus except a +10% combat width increase from coastal seas, because inland seas are usually always coastal.
That means with base combat with of 25 we get 27,5. I will use tier 1 ships, but the ratio of cannons/hull between galleys and heavies is always the same regardless of tier.

Heavies:
It needs 9 heavies for full combat width.
T1 heavy has 40cannons and 20hull. That's 13,33 cannons and 6,66 hull per combat width.
The fleet costs 450 ducats and needs 1800 sailors.

Galleys:
It needs 27 galleys to fill combat width.
T1 galley has 12 cannons and 8 hull. So 12 cannons and 8 hull per combat width in open sea and 24 cannons and 8 hull per combat width in inland sea.
The fleet costs 270 ducats 2700 sailors.

In open sea galleys are a bit worse than heavies at canons, but better at hull. In inland seas they are a lot better than heavies at cannons and a bit better at hull.

In naval combat damaged ships are favoured to be picked as a target, which means galleys might sink faster resulting in a morale hit for the whole fleet. Meanwhile many galleys hit a single heavy. The loss of a single heavy is worse for the firepower of the fleet than the loss of a galley. In inland seas galleys deal nearly double the damage than heavies, which usually sinks the heavies,before the galley morale breaks.

Sure, galleys are undoubtedly better early game but at tech 15 heavies become the dominant naval unit.
 
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Sure, galleys are undoubtedly better early game but at tech 15 heavies become the dominant naval unit.

What's happening at dip tech 15 that gives a boost to heavies? As far as I know it just unlocks the galleon, but the ratio between one galleys to one heavy is still 30% for canons and 40% for hull. This is constant if you compare equally advanced galleys/heavies.

@sylanna is correct if you compare them on a 3 to one basis. I edited it to make it clearer that I compared them one to one in this case.
 
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I notice how the Philippine Mission Trees are empty.

Maybe you can build it by researching up on the history of Sulu and the Lucoes in Wiki.

Sulu once had a rivalry against Champa before it was Islamized, afterwards Sulu was briefly invaded by Majapahit but then rebelled and warred against it and then sacking Poni (Majapahit Brunei), after it was Islamized, it participated in a Civil War in Brunei and was awarded Sabah, it also maintained independence against Spain until the end of the period.


Likewise, Maynila also had a lively history. The people of Maynila were called Lucoes and they rebelled against Majapahit rule together with Sulu, Luzon has Luzon Suzakaemon a Japanese migrant to Luzon who changed his surname to Luzon and who traded in Ruzon Jars, specialty heirloom Jars in Japan that's worth alot, Maynila can extend trade to Japan thus, they also had merchant communities all over Malacca and had intervened in the Burmese-Siamese wars as mercenaries. The Rajah of Maynila, Rajah Matanda was a grandson of the Sultan of Brunei and he fought against his cousin, the ruler of the Kingdom of Tondo, Lakan Dula, for supremacy over Luzon during Magellan's voyage. Maybe Maynila can have a mission tree of trying to subjugate Luzon.

 
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Agree with Pbhuh on this one, Korea is in a awful state right now, but it really isn't in the scope of this update. And it's barely been 2 updates since Korea got nerfed into the ground, so hopefully they get touched over some time in the future.

A bit off topic, but how was Korea nerfed? From my campaigns as them they seem strong enough. At least I was able to fight off the Ming and Japanese in the 1500s while mainly staying in Korea proper.
 
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A bit off topic, but how was Korea nerfed? From my campaigns as them they seem strong enough. At least I was able to fight off the Ming and Japanese in the 1500s while mainly staying in Korea proper.
1. You start off with a 5 year truce with Jianzhou, the only expansion path you have.

2. Declaring wars now makes you take a stability hit. Oh but you also get -4% dev cost, fun times.

3. Manchuria got their development nearly doubled, Korea still has absolute garbage land. The only 3 dev provinces in East Asia are now in Korea and Hokkaido.

4. So. FUCKING So. Wave goodbye to prosperity.

5. All the Jurchen tribes now have the great military ideas, you're still stuck with 10% infantry combat ability. At least they don't have -10% tech cost while you have 5%.

6. Several new bad events that hit you with stability hits, estate loyalty drops, estate loyalty equilibrium drops, and rebels.

7. All of East Asia (yes, including even Ming) now get perma-claims on the entirety of Korea. Now the reverse is also true in that Korea gets perma-claims in East Asia, which I honestly find slightly immersion breaking, considering how Korea didn't really have much ambition beyond Manchuria and Japan (which was mostly to counter pirates)

Remaining issues:

1. Yi Hyang is still a 2/1/1.

2. Instead of giving Korea proper naval ideas Paradox gave them the same one Japan has (7 years into the game that is). Korea got its naval legacy from defeating Japan. Go figure.

3. Confucianism is still the worst religion in the area, if not the worst non-Pagan religion in the world.
 
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As lovely as a Bruneian Lanao would be for me; no, I don't think we were Bruneian vassals. Lanao was closer to Maguindanao than it was to Brunei, and it doesn't seem Maguindanao was ever once considered a vassal of Brunei.

Yes, as far as I remember only Maynila and Sulu had familial ties with Brunei. Rajah Matanda of Maynila was a Grandson of the Sultan of Brunei and Dayang Dayang (Princess) Lela Mecana the Sulu princess had married Sultan Bolkiah of Brunei too.


 
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Considering how it was once Sulu who sacked Poni (Majapahit affiliated Brunei before Brunei rebelled and Islamised), in a rebellion against Majapahit, and it is also Sulu who who intervened in the Bruneian Civil War and was awarded Sabah shouldn't there be a mission tree for Sulu too? Also other precolonial states I would like featured is Maynila and Dapitan at Bohol.

 
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Just wanna say that I've been following these dev diaries quietly for weeks, but I finally just want to comment that I've been loving them so far. I can definitely feel someone passionate is working behind SEA, and I'm so happy that my home region is getting this much love.
 
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1. You start off with a 5 year truce with Jianzhou, the only expansion path you have.
You also can attack Donghai or enforce on daimyo.
2. Declaring wars now makes you take a stability hit. Oh but you also get -4% dev cost, fun times.
The privilige is pretty meh considering that expansion is the name of the game, but you can revoke it before even unpausing.
3. Manchuria got their development nearly doubled, Korea still has absolute garbage land. The only 3 dev provinces in East Asia are now in Korea and Hokkaido.
Yeren, Nivkh, Mongolia and Korchin have 3 dev provinces.
4. So. FUCKING So. Wave goodbye to prosperity.
See 2.
5. All the Jurchen tribes now have the great military ideas, you're still stuck with 10% infantry combat ability. At least they don't have -10% tech cost while you have 5%.
Yeah, but that's more of an argument to tone down Jurchen ideas. The military power creep in this game is the worst offender when it comes to how imbalanced NI are.
6. Several new bad events that hit you with stability hits, estate loyalty drops, estate loyalty equilibrium drops, and rebels.
This is actually better than before imo. Factional Strife was a joke before the estate rework. It should be really immersive for you now.
7. All of East Asia (yes, including even Ming) now get perma-claims on the entirety of Korea. Now the reverse is also true in that Korea gets perma-claims in East Asia, which I honestly find slightly immersion breaking, considering how Korea didn't really have much ambition beyond Manchuria and Japan (which was mostly to counter pirates)
So your point for this is? That everybody should get their claims toned down? If we go completely historical, Korea has to be the lapdog of Ming/Qing from 1444 to 1821.

I don't think that even more than Korea needing a buff, other nations need a nerf. They also need more interesting gameplay. The worst culture group in the game and their still relatively historic mission tree make Korea less enjoyable than other nations.
 
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You also can attack Donghai or enforce on daimyo.
The privilige is pretty meh considering that expansion is the name of the game, but you can revoke it before even unpausing.
Yeren, Nivkh, Mongolia and Korchin have 3 dev provinces.
See 2.
Yeah, but that's more of an argument to tone down Jurchen ideas. The military power creep in this game is the worst offender when it comes to how imbalanced NI are.
This is actually better than before imo. Factional Strife was a joke before the estate rework. It should be really immersive for you now.
So your point for this is? That everybody should get their claims toned down? If we go completely historical, Korea has to be the lapdog of Ming/Qing from 1444 to 1821.

I don't think that even more than Korea needing a buff, other nations need a nerf. They also need more interesting gameplay. The worst culture group in the game and their still relatively historic mission tree make Korea less enjoyable than other nations.
1. And how exactly would you reach them? A naval invasion with your 10 cogs? There's also The point of historical accuracy. WHY does this truce even exist? There is zero historical reason for this to exist, it's merely a bandaid covering the real issue of bad AI not handling hordes properly.

2. Fair point, but you lose 20% clergy loyalty out the gate for no reason.

3. Korchin and Mongolia are in the Tartary region IIRC. However you are correct about Yeren and Nivkh having 3 dev provinces, I forgot that Manchuria got moved to East Asia last patch. Still makes no sense why Korea has 3 dev provinces however, Northern Korea is nowhere near as sparsely developed as Siberia.

4. You're still stuck with them until they get into a war that you can enforce on, which means they need to be the war leading offender, which is rare considering their tiny size. Might as well wait until Japan unifies before you get the chance to do so.

5. Agreed, and seeing how Korea isn't the only one surrounded by nations that have better, updated ideas (looking at Africa mostly) this is mostly a wider issue.

6. It is a COMPLETELY unavoidable event chain that you can do nothing about until you fulfill all the requirements. And you don't even get something decent out of it like the War of the Roses. It's just a series of events that go, 'Here, have a stab hit. Now would you like to fuck over your burgers or your nobility?'. And the reasons behind the purges such as Cho Gwang-jo's reforms aren't represented at all, instead focusing on the bad effects of what happened in reaction to those reforms. It's like suddenly throwing a player Burgundy into a PU with Austria, with no other event chain providing context as to WHY it happened in history.

7. No, I want less perma-claim spam in mission trees because it makes them feel arbitrary and clunky. Especially ones that give ahistorically large areas, such as Germany's and Korea's. Sure Germany was expansive, so claims on France, Poland and Denmarm make sense. But perma-claims on the entirety of Europe? And the Joseon dynasty ceded its claims to Liaodong a mere three kings earlier, giving them claims over the entirety of East Asia makes zero sense. The only nation that would even remotely be justified having a mission tree like that is the Mughals.
I do like how they're taking the new mission trees in SEA though. It feels much more flexible since you don't need this province to get perma-claims on this other province ad infinitum, but instead handle vassalising dynamically changing neighbours.
 
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