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EU4 - Development Diary - 7th of September 2021

Hello there!

After the summer break, I am honored to present what the new content will be about!

But first, let me introduce myself as it is my very first time to write in the official forums instead of just lurking here.
I am Ogele, a content designer from Germany, who joined around the time of the release of Leviathan, and as such I got directly thrown into a lot of script bug fixing. Prior to joining, I was (and still am) a modder for EU4 - the one or other might know me already as Comrade Flan on Steam. Oh, and if somebody wants to complain about the bugfix of Fars' color: that was me - so to all the fans of Yellow Fars, I am sorry for your loss.

With that said, it's time to move to the actually exciting new stuff for the new Content Pack which will be focusing on Sub-Saharan Africa.

Today I start with the presentation of one of the famous realms of Africa - Mali
dd_mali.png

Before diving into the mission tree I want to say that this is all still work in progress. As such, everything still is subject to change.

Mali is a realm which has outlived its time of glory, and is spiraling into irrelevance during the timeframe of EU4. Starting prior to 1444 with the death of Mansa Suleyman Keita, the brother of the famous Mansa Musa, Mali has been facing civil wars and poor leadership. As such, Mali has not a good time starting in the game as they will have to face the Disaster Decline of Mali.

dd_mali_disaster.png
dd_mali_disaster_event.png

Icon and event picture are not final.

While the modifiers themselves are not the end of the world, Mali will have to face a series of events:
dd_mali_disaster_monthly_events.png

There are a few more disaster related events, but I think these will suffice.

Now the question is: how do you end this disaster? Well, the mission tree has the solution

dd_mali_mission_tree.png


The mission tree is split into three parts: Reconquest of your former borders, dealing with the Disaster and a little bit of colonization. The most right side of the tree is the one you will focus the most in the early game as its rewards remove some of the disaster events, making the Decline much more bearable. They will remove the Pretender rebels spawning on every new monarch, make the estates loyal for your cause and remove the estate rebellions and will finally ensure that provinces, which are core of other nations, remain loyal to you instead of revolting. At the same time, the missions in the middle part will push you into conquering former territory back, giving permanent claims over Macina, Jenné, Timbuktu and Songhai. An additional bonus of the missions is that each conquest of a new territory will grant you +1 Stability as long you have the disaster active. Also, while you conquer after your heart's desire you will fire these events through the mission tree:

dd_mali_jnn.png
dd_mali_capital.png
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With the Restore the Empire mission you can finally retake your status as an Empire, and if you also finish the mission Handle the Kaabu you can finally put an end to the Decline as you have clearly proven that Mali has recovered from the disaster. Restore Mali Authority will end the disaster and gives you -15% Stability cost and -0.05 Monthly Autonomy. After dealing with the disaster, it is time to step into Mansa Musa's footsteps and try to outperform his generosity. But first you will need to get the income for that, and because of that the missions following handling the inner troubles will focus on developing the main sources of income, which are Gold and Ivory. Completing the mission Gold and Ivory will allow you to use a brand new estate privilege and will fire an event, which is beneficial for every owner of ivory provinces:

dd_mali_estate.png
dd_mali_ivory.png


Now that the gold question has been solved you can now relive the history and make a pilgrimage to Mecca. By ensuring that the owners of Ankara, Kairo and Mecca have the "Sent Gift" opinion modifier, you can complete the mission Show Generosity and get an event which allows you to invest into Mecca, either adding a Great Mosque and making your own Ulema happy or adding a Counting House and making your own Dhimmi happy.

Finally, it wouldn't be a Mansa Musa experience if you don't crash the economy of a whole country. With the final mission Dominate Europe's Trade, which requires you to have a strong trade presence in either of the European trade nodes and having 15,000 Ducats without any loan will, you can unleash the sheer amount of gold you have hoarded upon Europe!

dd_mali_dear_god_have_mercy_upon_your_soul.png


If you wonder what the result will look like... well... here you go. Poor Genoa will never financially recover from this

dd_mali_oof.png

While I am at it: I want to point out that this effect is still in balancing phase, and that it has only 10% of the effect for player countries and their subjects. While I like to add rewards which make you feel good, I don't want them to be an auto-win against other players. Of course you can argue that it is an auto-win against the AI, but it must be considered that you have to be a economical behemoth already to get this mission done. Also, it is very satisfying to see the pop-ups coming over the year of AI trade countries declaring bankruptcy.

Now to some other smaller highlights for Mali:
  • The colonization missions are based on the legend of Abu Bakr. Because we didn't find many evidences for the existence of his journey to the new world, these missions will describe him more as a legend then as a discrete fact. The missions will revolve about travelling west and founding an own colony in South America
  • The mission Connection to Maghreb enables a decision which allows you to purchase a province in Europe for 2000 Ducats. You have a choice of 5 provinces here, which are all near Italy or Iberia
  • The mission Choose Direction will enable a mission which is either focused on converting your land or on tolerating the traditions
That's all for today! There are a lot more things I would love to talk about, but I think I am stretching that dev diary more than enough already. With that said, next week we will take a closer look at Songhai. Until then, have a nice week!
 
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Also, it is very satisfying to see the pop-ups coming over the year of AI trade countries declaring bankruptcy.
Well, to be fair; they do that without this event anyway.

In general, i feel it wierd to introduce mechanics that have different "power" depending on the country being controlled by AI or Player. The Influence system is already extremely "meh" in a player to player scenario. In general i can accept when the "human" part of the interaction is a piece of the dilemma. (such as with favors)
But this event is just as you said, weaker against a player becouse it would be too strong otherwise; which to me, is not a good design.

Overall the effects seems to strong, but as you said, numbers are not final. Lets see what you steer towards.
 
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Glad to see some African content, hope we can get some more regional missions so even small tags have mission trees. And of course the prominent nations (Ethiopia and Kongo come to mind) should have unique missions. I'm glad Mali is getting some flavor but shutting down european gold mines seems really over the top and indicative of power creep. For a gold-dependent country, why not just give them something like -0.10 inflation from national ideas and then another 0.05 permanent modifier from its missions, and/or giving it halved depletion chance instead of none.
 
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No future map changes for South America (Andes mountain range), West Africa, Baltics, or Central Asia ?
Yeah, that's a bit disappointing but I can see the rationale. I can see workarounds in a lot of those other cases (excluding central Asia), but some variation in SA before the game's plug was pulled would have been nice.
 
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hey, I was wondering if there will be anything about Mali and the feudalism institution? I always found it a bit strange that they didn't start with it, not to mention not having vision of Arabia and Egypt despite their many pilgrimages and travels there.
 
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Wow! This is awesome! Really happy to see some brand new and unique things added to the tree! Was not expecting this at all, but I am really happy to see it. Are you allowed to say whether or not it will be advertised as an "Immersion pack" or proper expansion yet?

Also, will the native dev issues be sorted in this patch?
 
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Glad to see some African content, hope we can get some more regional missions so even small tags have mission trees. And of course the prominent nations (Ethiopia and Kongo come to mind) should have unique missions. I'm glad Mali is getting some flavor but shutting down european gold mines seems really over the top and indicative of power creep. For a gold-dependent country, why not just give them something like -0.10 inflation from national ideas and then another 0.05 permanent modifier from its missions, and/or giving it halved depletion chance instead of none.

Our plan is several regional missiontrees and a fair bit of unique ones.
 
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Nice! Africa really needed some love.
But one question about the pack : will we finally have new event images for Africa? Because right now, the default images are really immersion breaking.
It said in the dev diary they aren't final, so I assume that means they are planned to change, likely in the free patch with unique ones for the DLC countries and events.
 
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The colonization missions are based on the legend of Abu Bakr. Because we didn't find many evidences for the existence of his journey to the new world, these missions will describe him more as a legend then as a discrete fact. The missions will revolve about travelling west and founding an own colony in South America
I'd like to point out that irrespective of the veracity of the story or if he ever made it, that particular story should NOT be attributed to "Abu Bakr II".

Basically, Mansa Musa is only recorded as saying that it was "his predecessor" who made the transatlantic voyage. According to the king lists, this probably should refer to Mansa Muhammed ibn Qu, but a bunch of people took it as referring to a non-existent "Mansa Abu Bakr II" due to a translation error. (Screenshot in tweet from this article, page 7/14 or page 227 if you go by the page numbers in document)
 
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Will the Cape of the hope region remain uncolonized?
For now at least, yes. But I have some plans for the region, just need some testing and time to implement them first though.
oh wow! So we're in africa now. Thats nice!

I like that there are a lot of events - hope there are more. Does the owner of mekka get an event about the mali event? This 2 country events really opens the flavor for me as a player as it makes the world more alive when i play as a country controlling mekka and get an event about mali.

Are there events regarding the Marroko or european neigbours? I guess there are so many possiblities to feel it with more flavor.
Good job!
The owner of Mecca will get an event of the Mansa visiting them, yes. For Morocco and European neighbors, there are no events. Yet.
Production eff doesnt apply to gold mines.......
Oh my, my bad. It should Goods Produced. Thanks for the reminder!
Change it to goods produced. As gentleman above mentioned prod eff does nothing there.
Gotcha!
Crashing the economy of a whole continent sounds fun! Just one question, how is "a European country" defined? Capital on the European continent, or by tech group?
It will check for the capital and if it is in Europe.
That makes sense. I respect the total gear shift to focusing on bugs and not breaking peoples' games. Will future content packs as the game's life cycle is being wrapped up still feature releasable or formable tags?
Formable tags will be included.
 
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We are not planning at changing the map more in EU4's lifecycle. I am tired of people's savegames being broken.
I am sorry but this feels like a massive excuse. It has been afaik a normal that every new patch breaks old save games, no matter if it had map changes or not.
Players can always chose to not update to the newest version to keep their save. Maybe a warning for players could raise that awareness.

As for the dev diary, production efficency doesnt afftect gold income
 
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Controlled Gold mining is far too Overpowered. Gold mining is already quite balanced given the massive income it can give you, offset by inflation. Likewise, developing gold mining provinces is a very powerful strategy (most countries with gold mines can double or triple their income this way). This is of course also offset by the risk of gold mines depleting.

With this privilege, their's no reason you can't develop your provinces to 15 or 20 development. Given that you start with 3 gold mines, and reasonably easy access to 8 more (1 in Morroco, 2 in Ethiopia, 5 in South East Africa), you'll essentially have almost unlimited free money with none of the balancing consequences other countries have.

Certainly, however, Mali needs help controlling inflation, but I would argue that the game already gives you the tools to do so, but if you're going to give them such a privilege, there needs to be much steeper negatives to compensate, maybe a larger loss in gold income, increased power costs, or you have to jump through a lot of hoops to get it and maintain it.
 
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It's a shame we won't see any map changes, many parts of Africa really need a touch up :(
 
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Yeah, West Africa, along with Baltics, are two notorious regions with terribly large provinces left. I'm dssapointed in Johan's stance and I hope that it's not a final decision
 
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I do like the extremely heavy absolutism penalty that privilege gives, but for 165.2 years that's not a downside at all. Maybe in addition to the Goods Produced modifier penalty in the gold mines you have a general production efficiency and/or trade efficiency penalty, to show the kind of stagnation that would go on to blight Spain?
 
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