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Europa Universalis IV - Development Diary 3rd of May 2022

Greetings everyone!

Today I want to present to you the upcoming content for our Northern Europe Focused DLC. Yes, you heard it right, the next Immersion Pack is about the Baltic and Scandinavian countries!
Sorry to everyone who was wishing for an Atlantis DLC :p

But before I get started with it, I want to share with you what we learned from the Origins DLC and the free content alongside it, so you can get a general idea of what the design of this DLC and Patch 1.34 will be like:
  • Branching missions are quite a success, and players are appreciating the flexibility of this new design. Because of that, you can expect that we continue with this philosophy for the Baltics.
  • Gaining Development from buildings was an interesting experiment. Although it was not as overpowered as many players have claimed, its snowball effect is definitely not something we will continue with.
  • Special units are one hell of a problem child to balance around. The Cawa units have shown that they have their niche, but they never really made it to become something of a backbone of your forces. While this is not necessarily tragic in Ethiopia’s case as the Cawa fulfill their role, it shows that we should dare to be more experimental with it.
  • The Mali experience is probably the most polarizing one in EU4 - you either love the punches given to you by the game, or you absolutely despise the rebel spam. In all honesty, we do enjoy having tags in the game which are more painful to navigate with. With that being said, in the Baltic DLC we want to have a similar on-the-edge experience for one of our nations, but not in the form of rebel spams. How this can be achieved - and if it will be achieved in the first place - is still an open question though.
  • The estate privileges and the new formables which came with the free content patch have been received very positively too - especially the Religious Diplomats. So we want to continue this trend of adding region specific content to the DLC, while more common additions - like estate privileges or government reforms - will be part of the free patch.

Speaking of the free patch: I know that there are people who do not care too much about the content of the Immersion Pack. Because of that, the end of every “Mission Tree Dev Diary” will also have a section addressing free content or balance changes concerning countries outside of the DLC’s scopes for Patch 1.34.

With that being said, let’s get started with the content reveal! But first, as usual, take into account that this content is currently under development and unpolished, so there will be placeholder art, typos, tweaked numbers, etc. before the release version.

“Where some states have an army, the Prussian Army has a state.” - Mirabeau

“Prussia was hatched from a cannon-ball.” - Napoleon Bonaparte

“I promise the chastity of my body, and poverty, and obedience to God, Holy Mary, and you, to the Master of the Teutonic Order, and your successors, according to the rules and practices of the Order, obedience unto death.” - Oath sworn upon admission into the Teutonic Order

As you can guess, the first dev diary is about our favorite space marine nation, the Teutonic Order, and to some extent, Prussia.

Requested by Duke Conrad of Mazovia in 1225, the Teutonic Order conquered the land of the Old Prussians, converting them to Christianity while the Prussian lands got Germanized over the two centuries. As the Teutonic Order was eventually conquered and vassalized by the Poles, secularized into Prussia and inherited by the Hohenzollern, the mission tree of the Order is less about recreating history and more about the “what if”.

And the many question marks of their mission tree show it:
Teutonic Mission Tree.png
The Teutonic Mission Tree has only 6 missions you can do from the get-go, which handle the very basics of the Order’s needs: gain protection from Poland, ally (and vassalize) the Livonian Order, build to force limit and of course handle the Prussian Confederation - which has become its own little disaster:
Prussian Confederation.png
Note: the way it works is still the same as it is right now in EU4. Just the first event which gives your burghers a ton of land has been moved from a random event into one triggered by the disaster. Without the DLC you will have a decision to end the disaster, while with it the mission “Handle the Confederation” will finish it.

The mission “Seek Imperial Protection” is about joining the HRE. As you are surrounded by Poland and Lithuania, it is only natural that you want to find a way to protect yourself from these two.
Join HRE event.png
The Emperor will of course receive the corresponding event to it too.
Join HRE event Emperor.png
Note: The Emperor will receive this event if you join the HRE through the HRE menu instead of the event - and they can kick you out if you are on the Emperor’s bad side.

The Emperor will most likely choose to accept the Order in the Empire - but under the heavy restrictions that internal wars within the Empire are forbidden. Of course you can choose to reject this…
Joined the HRE.png
A lot of guides will probably have to be rewritten now as the HRE is no longer a viable expansion path in the early game.

The mission “Defeat Poland”, which can be finished by either conquering 4 provinces of Poland or by defeating 3 Polish armies in battle, will unlock the rest of your mission tree.
Prussian Path.png

Crusader Path.png
You have the choice of two rather big paths for your country. You either can choose the Prussian path, which is the more historical (as historical as it can get with a Teutonic Order repulsing their doom) choice, and the Crusader path, which will let your order become more zealous in the Catholic faith than ever before, but the idea of a “Prussia” or “Reformation” becomes alien to you.

Let us start with the Prussian one. Taking this path will change your mission tree substantially:
Prussian Path mission tree.png
The Prussian path is mostly focusing on, well, becoming Prussia, and its role within the HRE, an improved military, Enlightenment and eventually crushing the Revolution. So if you take this path then expect to have a more long term campaign as your missions will mirror the ones of Brandenburg’s Prussia.

You might notice that there are still Branching Missions left even after taking one path. These missions are your “Path of Expansion” basically, as your Teutonic Prussia does not need to have goals of expansion like its historical counterpart had.

Completing the mission “The Order and the Empire” will grant you yet another choice of what path you want to follow:
HRE Diplo Path.png

HRE Conquest Path.png

Prussian Kingdom Path.png
If you take either of the two HRE paths (Holy Roman Diplomacy and German Conquest) and the Emperor forbid you to declare wars on HRE members until you become Prussia, you will get the following event:
Bishopric of Prussia.png
You will form a Catholic Prussia within the borders of the HRE, becoming a Teutonic Bishopric, a new government reform for a Catholic Theocratic Prussia.

Now let us go through the three different paths swiftly:

The German Conquest path has missions which are all about the pure conquest of Germany.
HRE Conquest Path missions.png
To be frank, there is not much to tell you about these missions as they are your classical “seek and conquer” missions in the HRE you are all familiar with. “An Empire of Iron and Blood” is, you guessed it, the final mission which basically asks you to conquer Germany. It is basically a glorified “Form German Nation” decision, but you get a nice +25% Governing Capacity modifier in your capital if you have one of the Prussian government reforms as your government type, at top of forming Germany (you receive this triggered province modifier as your final reward in all three of these paths).

The Holy Roman Diplomacy path is a little bit of a different story though:
HRE Diplo Path missions.png
Unlike the conquest missions, in the Diplomatic missions your goal is to actually become the Holy Roman Emperor yourself and unite Germany not through iron and blood, but through letters and words. In order to achieve this you will need to be elevated to a higher position than just the one of a simple bishopric. Fortunately, the mission “Subjugate Brandenburg” will help you with that. By vassalizing Brandenburg, you get the mission reward which enables a casus belli against the Emperor as well as three decisions, which you can use to transfer the electorship from your subject to yourself.
Gain Electorship decisions.png

Gain Electorship war.png
Purchasing the Electorship will require you to offer 6000 Ducats to the Emperor - while having no deficit nor loan. Requesting the Electorship will require you to be best friends with the Emperor, which means 190 opinions and 80 trust with the Emperor. The Emperor will also gain a substantial amount of favors with you, so keep this in mind. Gaining the Electorship through war is also an option as you can see in the image above. Finally, what is missing out is a decision which you can see when you become emperor and you have an elector as your subject, which allows you to usurp the Electorship, transferring it from your subject to yourself.

The mission “Become an Elector” will instantly elevate you to the rank of a kingdom - an Archbishopric of Prussia so to say.

Of course being an elector alone won’t make you an emperor though, so eventually you have to secularize your country. If you reach level 4 of the government reforms, have 2 stability, reach tech 10 and Protestantism has spawned, you are able to complete the mission “Secularize Prussia”, giving the following event:
Form Prussian Monarchy.png
Additionally, the mission will also disable all rebels spawned from seizing land from the Clergy.

The final missions of this batch revolve around the Religious League War, becoming the Emperor of the HRE, and eventually revoking the privilege of the HRE.

But what if you don’t want to deal with the HRE whatsoever? What if you always wondered “what would have happened if Prussia was neither inherited by the Hohenzollern or remained a subject of the Polish-Lithuanian Commonwealth?”

For that we have the final path, which is the one of the Prussian Kingdom:
Prussian Kingdom Path missions.png
These missions will set you on a conquest spree against Poland and Lithuania over and over. While they seem like another bunch of familiar conquest missions, they do have their highlights though. The mission “Push into Ruthenia” unlocks two unique estate privileges which stand in direct opposition to each other:
Orthodox Ruthenia event.png
The “Issue the Anti-Heresy Act” is a simple Clergy privilege which increases your missionary strength against heretics by 2%, while decreasing the Burghers Loyalty Equilibrium by 10%.
The Burghers’ privilege “Grant Orthodox Autonomy” on the other hand is a little bit more intriguing.
New Burghers estate privilege.png
Coptic has been added here because Orthodox and Coptic faiths have this “Tolerated Heresy” relationship with other Christian denominations. In the context of the mission it might not make much sense, but from a gameplay perspective I think the privilege should behave the same for both.

The other highlight of this path is the “Fortify the Borders” and “Fortify Dnieper” missions which give a modifier to up to a limited number of fort buildings in the highlighted provinces, which makes the maintenance of a fort virtually non-existent.
cheap forts.png
Your missions will give you claims in all of Poland, Moldavia and Ruthenia. In other words, you become the Prussian equivalent of the PLC.

But enough of Prussia for today. Let us talk about a more Catholicism orientated Teutonic Order playthrough:
Crusader mission path.png
With the Crusader Path you return to your original purpose, which is Christianizing the pagans and heathens, but also to crush any kind of heresy you encounter. If you want to paint the political map with your name and the religious name in yellow, this path is perfect for you!

The most left-part of your mission tree will focus on expanding into Russia, ending the Third Rome and healing the Schism between Catholic and Orthodox faiths, though as you are not the Papal Authority but just an Order of crusading knights, your version of the “Healed the Schism” might be not as convincing.

The second and third columns are all about mad conquest into the east, pushing into Hordes territory and converting the steppes. The highlight here is the mission “The Ruthenian Plains”, which unlocks a new government reform for you!
crusader order.png
Your ruler gains a new, fancy title too!

While your Holy Order is conquering eastwards and facing more and more hordes, your fourth column of missions evolves and adapts your military to the environment of the steppes. Each military mission is about either reforming your military by achieving certain amounts of Army Professionalism (or Army Tradition), by winning battles, and later on by recruiting more cavalry units.

The military missions give a permanent modifier which makes your army more and more proficient at using cavalry. The next military mission will then replace the previous perma-modifier with a stronger one until you complete the mission “Establish a Great Cavalry” which gives the final version of this modifier:
mounted crusaders.png
In easier terms: the more you are fighting the hordes of Central Asia and the more you crusade the steppes, the more your army becomes reliant on horses. And these military missions are basically “leveling your cavalry up”.

Eventually, with the mission “Crusaders of the Steppes” your Order will reflect the changes they did undergo through:
Steppesdust Crusaders.png

Holy Horde.png
On a final note: razing works a little bit differently for a “Theocratic Horde” such as your Teutonic Holy Horde. You can only raze heathen and heretic provinces, and you gain 1 Devotion for each 3 development razed. Additionally, because you get this reform rather late, the decrease of the Monarch Power starts at base tech 12 instead of 3.

That was all for the Teutonic Mission Tree!

Finally a quick word for something we want to address in the Free Patch of 1.34: with the buffs of Catholicism, the religions of Protestantism, Reformed and Anglicanism have fallen off a bit in their attractiveness.

Because of that we have decided to not necessarily buff these religions, but to add more appealing options to them instead:
Anglican buffs.png
First thing: Anglicanism Aspects have been reworked. The Mercantilism and Cash actions have been combined into one. Then, Divorcing your Consort will now grant 12 ADM/DIP/MIL power per missing stat (so this means the worse your consort the more monarch power you get from divorcing, so a 6/6/6 gives 0 monarch power while a 0/0/0 would give 72 in each category). Marrying a Local Noblewoman will increase your chance of a new Heir by 100% for 15 years (you can imagine how this works). The Stability action now grants some Legitimacy (or its equivalent).

The new aspects are ‘Encourage Innovativeness’, which increases said Innovativeness Gain by 50% and Reform Progress by 15% for 15 years (hover of the aspect to read its tooltip, there you can find the values given). Then ‘Deport Heretics’ is kinda self explanatory. It also increases Settler Chance by 10% and Religious Unity by 10% for 15 years. ‘Reformation Diplomacy’ is a little bit of a “Religious Diplomats, but for the Reformation”, and ‘Militarize Religious Icons’ gives some army quality. However, ‘Militarize Religious Icons’ costs 200 Church Power instead of 100 like the rest.

That was it for today! Changes to Protestantism and Reformed confessions will be addressed with the next Dev Diary, as well as the content for the Livonian Order.

Until then I wish you all a nice week!
 
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I've been waiting for the Scandinavia DLC and the Teutonic mission tree didn't disappoint. Looking forward to it a lot. Keep up the great work!
 
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Greetings everyone!

Today I want to present to you the upcoming content for our Northern Europe Focused DLC. Yes, you heard it right, the next Immersion Pack is about the Baltic and Scandinavian countries!
Sorry to everyone who was wishing for an Atlantis DLC :p

But before I get started with it, I want to share with you what we learned from the Origins DLC and the free content alongside it, so you can get a general idea of what the design of this DLC and Patch 1.34 will be like:
  • Branching missions are quite a success, and players are appreciating the flexibility of this new design. Because of that, you can expect that we continue with this philosophy for the Baltics.
  • Gaining Development from buildings was an interesting experiment. Although it was not as overpowered as many players have claimed, its snowball effect is definitely not something we will continue with.
  • Special units are one hell of a problem child to balance around. The Cawa units have shown that they have their niche, but they never really made it to become something of a backbone of your forces. While this is not necessarily tragic in Ethiopia’s case as the Cawa fulfill their role, it shows that we should dare to be more experimental with it.
  • The Mali experience is probably the most polarizing one in EU4 - you either love the punches given to you by the game, or you absolutely despise the rebel spam. In all honesty, we do enjoy having tags in the game which are more painful to navigate with. With that being said, in the Baltic DLC we want to have a similar on-the-edge experience for one of our nations, but not in the form of rebel spams. How this can be achieved - and if it will be achieved in the first place - is still an open question though.
  • The estate privileges and the new formables which came with the free content patch have been received very positively too - especially the Religious Diplomats. So we want to continue this trend of adding region specific content to the DLC, while more common additions - like estate privileges or government reforms - will be part of the free patch.

Speaking of the free patch: I know that there are people who do not care too much about the content of the Immersion Pack. Because of that, the end of every “Mission Tree Dev Diary” will also have a section addressing free content or balance changes concerning countries outside of the DLC’s scopes for Patch 1.34.

With that being said, let’s get started with the content reveal! But first, as usual, take into account that this content is currently under development and unpolished, so there will be placeholder art, typos, tweaked numbers, etc. before the release version.

“Where some states have an army, the Prussian Army has a state.” - Mirabeau

“Prussia was hatched from a cannon-ball.” - Napoleon Bonaparte

“I promise the chastity of my body, and poverty, and obedience to God, Holy Mary, and you, to the Master of the Teutonic Order, and your successors, according to the rules and practices of the Order, obedience unto death.” - Oath sworn upon admission into the Teutonic Order

As you can guess, the first dev diary is about our favorite space marine nation, the Teutonic Order, and to some extent, Prussia.

Requested by Duke Conrad of Mazovia in 1225, the Teutonic Order conquered the land of the Old Prussians, converting them to Christianity while the Prussian lands got Germanized over the two centuries. As the Teutonic Order was eventually conquered and vassalized by the Poles, secularized into Prussia and inherited by the Hohenzollern, the mission tree of the Order is less about recreating history and more about the “what if”.

And the many question marks of their mission tree show it:
The Teutonic Mission Tree has only 6 missions you can do from the get-go, which handle the very basics of the Order’s needs: gain protection from Poland, ally (and vassalize) the Livonian Order, build to force limit and of course handle the Prussian Confederation - which has become its own little disaster:
Note: the way it works is still the same as it is right now in EU4. Just the first event which gives your burghers a ton of land has been moved from a random event into one triggered by the disaster. Without the DLC you will have a decision to end the disaster, while with it the mission “Handle the Confederation” will finish it.

The mission “Seek Imperial Protection” is about joining the HRE. As you are surrounded by Poland and Lithuania, it is only natural that you want to find a way to protect yourself from these two.
The Emperor will of course receive the corresponding event to it too.
Note: The Emperor will receive this event if you join the HRE through the HRE menu instead of the event - and they can kick you out if you are on the Emperor’s bad side.

The Emperor will most likely choose to accept the Order in the Empire - but under the heavy restrictions that internal wars within the Empire are forbidden. Of course you can choose to reject this…
A lot of guides will probably have to be rewritten now as the HRE is no longer a viable expansion path in the early game.

The mission “Defeat Poland”, which can be finished by either conquering 4 provinces of Poland or by defeating 3 Polish armies in battle, will unlock the rest of your mission tree.
You have the choice of two rather big paths for your country. You either can choose the Prussian path, which is the more historical (as historical as it can get with a Teutonic Order repulsing their doom) choice, and the Crusader path, which will let your order become more zealous in the Catholic faith than ever before, but the idea of a “Prussia” or “Reformation” becomes alien to you.

Let us start with the Prussian one. Taking this path will change your mission tree substantially:
The Prussian path is mostly focusing on, well, becoming Prussia, and its role within the HRE, an improved military, Enlightenment and eventually crushing the Revolution. So if you take this path then expect to have a more long term campaign as your missions will mirror the ones of Brandenburg’s Prussia.

You might notice that there are still Branching Missions left even after taking one path. These missions are your “Path of Expansion” basically, as your Teutonic Prussia does not need to have goals of expansion like its historical counterpart had.

Completing the mission “The Order and the Empire” will grant you yet another choice of what path you want to follow:
If you take either of the two HRE paths (Holy Roman Diplomacy and German Conquest) and the Emperor forbid you to declare wars on HRE members until you become Prussia, you will get the following event:
You will form a Catholic Prussia within the borders of the HRE, becoming a Teutonic Bishopric, a new government reform for a Catholic Theocratic Prussia.

Now let us go through the three different paths swiftly:

The German Conquest path has missions which are all about the pure conquest of Germany.
To be frank, there is not much to tell you about these missions as they are your classical “seek and conquer” missions in the HRE you are all familiar with. “An Empire of Iron and Blood” is, you guessed it, the final mission which basically asks you to conquer Germany. It is basically a glorified “Form German Nation” decision, but you get a nice +25% Governing Capacity modifier in your capital if you have one of the Prussian government reforms as your government type, at top of forming Germany (you receive this triggered province modifier as your final reward in all three of these paths).

The Holy Roman Diplomacy path is a little bit of a different story though:
Unlike the conquest missions, in the Diplomatic missions your goal is to actually become the Holy Roman Emperor yourself and unite Germany not through iron and blood, but through letters and words. In order to achieve this you will need to be elevated to a higher position than just the one of a simple bishopric. Fortunately, the mission “Subjugate Brandenburg” will help you with that. By vassalizing Brandenburg, you get the mission reward which enables a casus belli against the Emperor as well as three decisions, which you can use to transfer the electorship from your subject to yourself.
Purchasing the Electorship will require you to offer 6000 Ducats to the Emperor - while having no deficit nor loan. Requesting the Electorship will require you to be best friends with the Emperor, which means 190 opinions and 80 trust with the Emperor. The Emperor will also gain a substantial amount of favors with you, so keep this in mind. Gaining the Electorship through war is also an option as you can see in the image above. Finally, what is missing out is a decision which you can see when you become emperor and you have an elector as your subject, which allows you to usurp the Electorship, transferring it from your subject to yourself.

The mission “Become an Elector” will instantly elevate you to the rank of a kingdom - an Archbishopric of Prussia so to say.

Of course being an elector alone won’t make you an emperor though, so eventually you have to secularize your country. If you reach level 4 of the government reforms, have 2 stability, reach tech 10 and Protestantism has spawned, you are able to complete the mission “Secularize Prussia”, giving the following event:
Additionally, the mission will also disable all rebels spawned from seizing land from the Clergy.

The final missions of this batch revolve around the Religious League War, becoming the Emperor of the HRE, and eventually revoking the privilege of the HRE.

But what if you don’t want to deal with the HRE whatsoever? What if you always wondered “what would have happened if Prussia was neither inherited by the Hohenzollern or remained a subject of the Polish-Lithuanian Commonwealth?”

For that we have the final path, which is the one of the Prussian Kingdom:
These missions will set you on a conquest spree against Poland and Lithuania over and over. While they seem like another bunch of familiar conquest missions, they do have their highlights though. The mission “Push into Ruthenia” unlocks two unique estate privileges which stand in direct opposition to each other:
The “Issue the Anti-Heresy Act” is a simple Clergy privilege which increases your missionary strength against heretics by 2%, while decreasing the Burghers Loyalty Equilibrium by 10%.
The Burghers’ privilege “Grant Orthodox Autonomy” on the other hand is a little bit more intriguing.
Coptic has been added here because Orthodox and Coptic faiths have this “Tolerated Heresy” relationship with other Christian denominations. In the context of the mission it might not make much sense, but from a gameplay perspective I think the privilege should behave the same for both.

The other highlight of this path is the “Fortify the Borders” and “Fortify Dnieper” missions which give a modifier to up to a limited number of fort buildings in the highlighted provinces, which makes the maintenance of a fort virtually non-existent.
Your missions will give you claims in all of Poland, Moldavia and Ruthenia. In other words, you become the Prussian equivalent of the PLC.

But enough of Prussia for today. Let us talk about a more Catholicism orientated Teutonic Order playthrough:
With the Crusader Path you return to your original purpose, which is Christianizing the pagans and heathens, but also to crush any kind of heresy you encounter. If you want to paint the political map with your name and the religious name in yellow, this path is perfect for you!

The most left-part of your mission tree will focus on expanding into Russia, ending the Third Rome and healing the Schism between Catholic and Orthodox faiths, though as you are not the Papal Authority but just an Order of crusading knights, your version of the “Healed the Schism” might be not as convincing.

The second and third columns are all about mad conquest into the east, pushing into Hordes territory and converting the steppes. The highlight here is the mission “The Ruthenian Plains”, which unlocks a new government reform for you!
Your ruler gains a new, fancy title too!

While your Holy Order is conquering eastwards and facing more and more hordes, your fourth column of missions evolves and adapts your military to the environment of the steppes. Each military mission is about either reforming your military by achieving certain amounts of Army Professionalism (or Army Tradition), by winning battles, and later on by recruiting more cavalry units.

The military missions give a permanent modifier which makes your army more and more proficient at using cavalry. The next military mission will then replace the previous perma-modifier with a stronger one until you complete the mission “Establish a Great Cavalry” which gives the final version of this modifier:
In easier terms: the more you are fighting the hordes of Central Asia and the more you crusade the steppes, the more your army becomes reliant on horses. And these military missions are basically “leveling your cavalry up”.

Eventually, with the mission “Crusaders of the Steppes” your Order will reflect the changes they did undergo through:
On a final note: razing works a little bit differently for a “Theocratic Horde” such as your Teutonic Holy Horde. You can only raze heathen and heretic provinces, and you gain 1 Devotion for each 3 development razed. Additionally, because you get this reform rather late, the decrease of the Monarch Power starts at base tech 12 instead of 3.

That was all for the Teutonic Mission Tree!

Finally a quick word for something we want to address in the Free Patch of 1.34: with the buffs of Catholicism, the religions of Protestantism, Reformed and Anglicanism have fallen off a bit in their attractiveness.

Because of that we have decided to not necessarily buff these religions, but to add more appealing options to them instead:
First thing: Anglicanism Aspects have been reworked. The Mercantilism and Cash actions have been combined into one. Then, Divorcing your Consort will now grant 12 ADM/DIP/MIL power per missing stat (so this means the worse your consort the more monarch power you get from divorcing, so a 6/6/6 gives 0 monarch power while a 0/0/0 would give 72 in each category). Marrying a Local Noblewoman will increase your chance of a new Heir by 100% for 15 years (you can imagine how this works). The Stability action now grants some Legitimacy (or its equivalent).

The new aspects are ‘Encourage Innovativeness’, which increases said Innovativeness Gain by 50% and Reform Progress by 15% for 15 years (hover of the aspect to read its tooltip, there you can find the values given). Then ‘Deport Heretics’ is kinda self explanatory. It also increases Settler Chance by 10% and Religious Unity by 10% for 15 years. ‘Reformation Diplomacy’ is a little bit of a “Religious Diplomats, but for the Reformation”, and ‘Militarize Religious Icons’ gives some army quality. However, ‘Militarize Religious Icons’ costs 200 Church Power instead of 100 like the rest.

That was it for today! Changes to Protestantism and Reformed confessions will be addressed with the next Dev Diary, as well as the content for the Livonian Order.

Until then I wish you all a nice week!
I hope AI will also adapt to these changes. In almost all my games Denmark attacks livonia and conquers it, then Sweden becomes independent and beats Denmark. Its so one dimentional I hope it can diverse more
 
So we will now, by default get Teutons in the HRE before Poland or Lithuania can do anything, as they get an ahistorical truce at the game's start?
Even though nobody was seriously considering any sort of accession into the HRE IRL, as that wasn't a thing really?

Accession as a modern concept wasn't a thing, no. However, the territories of the German Order were considered a part of the Reich, at least by the late 16th century (receiving imperial regalia became more of a thing after the 14th century), and this related to the legalities of the creation of these lands (generally enfeoffed by papal legates or the King of Rome in the 13th century).

That is also why you get the protestations of the Emperor when Landmeister Kettler subjected himself to the Polish-Lithuanian monarchy (which he only did after the Emperor replied, in writing, saying that he was unable to offer real support to the Livonian Order but the question was discussed in the institutions of the Reich). Similarly, the Grand Master of the German Order was often located by the Emperor's side in the 15th century.

15th and 16th century politics is much more complicated than "was it in the HRE or not" because an individual ruler still had a lot of power over the institutions of the state, i.e., it depended on the personal wishes and signalling of that prince. For example, in Ösel-Wiek you get a bishop who received imperial regalia (thereby confirming their positions as Imperial princes) and the next one down the line may not have done this—but nearly all of the 16th century bishops did go for this. Even where the prince might not choose to receive the regalia, the Emperor may still have considered it a part of his overall territory (dependent on what was important for him at the time).
 
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[...]
Holy%20Horde.png
View attachment 834664
On a final note: razing works a little bit differently for a “Theocratic Horde” such as your Teutonic Holy Horde. You can only raze heathen and heretic provinces, and you gain 1 Devotion for each 3 development razed. Additionally, because you get this reform rather late, the decrease of the Monarch Power starts at base tech 12 instead of 3.

That was all for the Teutonic Mission Tree!
[...]


It all looks great and really interesting, and this specific reply would maybe feel futile as I'm nitpicking some wording from this tooltip: "Formed by the harsh environment of the steppes", did you mean Forged?

Thank you for pushing out quality content <3
 
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@Ogele In my opinion, keep the Holy Horde reform as unbalanced as possible. It exists for flavour and fun, it will never pop up from the AI, it will almost never pop up in Multiplayer (and the opportunity cost is not being Prussia). Hence, it should feel FLAVORFUL and FUN! to go full space horse instead of space marine. Add another +23% Cav Combat ability to the rewards, disable forming Poland if you have the reform (so it's not optimal to tag switch for polish NI) and now you have another contender for a space horse nation.
 
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Ight, so hear me out.
The catholic path lets us go for 100 cavalry to infantry.
Here's the gamerplan:
We get Mounted Crusader Army from mission tree giving us coveted 100 cav to inf + plus 15 cav combat ability (cca) + 50 flanking + 10 movement (pretty goated)
We go for Teutonic Horde and pick Horde ideas. That's the only thing we need it for, otherwise its not very helpful thing. Razing is nice, sure, plus extra ms, but everything else is either useless (cav to inf ratio is not needed after we get final mission) or just weaker religious ideas.
We finish reforms to become monarchy to be able to switch to Poland (you can't become poland as a horde). Afterwhich we also get aristocratic ideas.
Along the way we get Espionage, Quality and Economic.
So, with 100 cav to inf ratio we have:
15% cca from mission
33% from being poland
25% from finishing horde
10% from aristocratic
10% from aristocratic-espionage
10% from quality
20% max from loyal and powerful cossacks estate which we get after we become poland, but lets be modest and say 15% (influence in a range of 40-59, not very hard to maintain)
So we get a total of 118% (123 with 60+ loyal cossacks) cavalry combat ability.
Additionally we get:
-33% cav cost from horde ideas
-10% from aristocratic
-10% from aristocratic-economic
-10% from polish ideas
-15%(-20% max) from cossacks
to a total of -81%(86%) cav cost.
Which means that I no longer have to go for Oirat-Tengri Zaporozhie-Tengri Poland play to get myself some nice steamroller.
Yeah, that's the first thing I'm doing after this comes out. Unless Horde Teutonic is an endgame tag, in which case, the plan is screwed.
 
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Ight, so hear me out.
The catholic path lets us go for 100 cavalry to infantry.
...
Along the way we get Espionage, Quality and Economic.
So, with 100 cav to inf ratio we have:
...
20% max from loyal and powerful cossacks estate which we get after we become poland, but lets be modest and say 15% (influence in a range of 40-59, not very hard to maintain)
So we get a total of 118% (123 with 60+ loyal cossacks) cavalry combat ability.
Additionally we get:
...
-15%(-20% max) from cossacks
...
You can't get cossacks as TO. Cossacks are tied to technologie group. Forming Poland doesn't changetech group. IIRC the only way to get it is to be a non-muslim horde with a eastern tech culture as primary and then flipping out of horde or as zaporozye having sich rada forming ruthenia.


*To get Cossacks as TO you have to:
  1. Start as tribe
  2. fullannex TO
  3. release and play as TO
  4. finish tribal reforms and become a horde
  5. flip eastern tech group culture (eg.polish) and not being muslim
  6. flip out of horde
  7. Own 1 stepp province
After this you still would have to finish the holy horde mission and form poland. When reaching that point it doesnt really matter how strong you are since getting to this point already means you are in a meme campaing.

**Starting as TO and doing the Tibet stuff would work too but equally tedious with the necessary religious switch
 
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@xXxUrMumxXx you missed Pomerania with 10% CCA from missions and you have horde + espionage for another policy - you can get both at the same time.
Since you are a monarchy in the end you form Prussia for the government but keep ideas.

You also can go Shia and form Mughals without changing ideas, you lose cossacks but Shia + Levantine culture group gives 10% CCA and +10% shock damage. At this point it will be worth more than CCA
 
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@xXxUrMumxXx you missed Pomerania with 10% CCA from missions and you have horde + espionage for another policy - you can get both at the same time.
Since you are a monarchy in the end you form Prussia for the government but keep ideas.

You also can go Shia and form Mughals without changing ideas, you lose cossacks but Shia + Levantine culture group gives 10% CCA and +10% shock damage. At this point it will be worth more than CCA
At that stage may as well add lan xang to the list of stuff to form for the -20%cav cost mission and finish with siamese ideas instead of polish
 
Ok, someone can tell me what's the problem with the development building?

A nerf for the universities?
A nerf of the order's mission wich give you one dev if you build something?

I just don't understand everything from this quite; where's the snowball? Play tall and get the reward of it? Develop his country and get the reward of it?

  • Gaining Development from buildings was an interesting experiment. Although it was not as overpowered as many players have claimed, its snowball effect is definitely not something we will continue with.
 
Ok, someone can tell me what's the problem with the development building?

A nerf for the universities?
A nerf of the order's mission wich give you one dev if you build something?

I just don't understand everything from this quite; where's the snowball? Play tall and get the reward of it? Develop his country and get the reward of it?
They're just saying they won't be using that mechanic again after Origins. The snowball effect was presumably "Build buildings to get more dev to make it easier to take more provinces to build buildings in to get more dev" for Mutapa.
 
They're just saying they won't be using that mechanic again after Origins. The snowball effect was presumably "Build buildings to get more dev to make it easier to take more provinces to build buildings in to get more dev" for Mutapa.

Ok, so it just concern the missions trees.

I really hope that they'll not nerf development cost reduction. It's for a lot of player who like playing tall a great feature.
 
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Ok, so it just concern the missions trees.

I really hope that they'll not nerf development cost reduction. It's for a lot of player who like playing tall a great feature.
Nothing is being nerfed. They're literally just not repeating something they used in Mutapa's mission tree.
 
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You can't get cossacks as TO. Cossacks are tied to technologie group. Forming Poland doesn't changetech group. IIRC the only way to get it is to be a non-muslim horde with a eastern tech culture as primary and then flipping out of horde or as zaporozye having sich rada forming ruthenia.


*To get Cossacks as TO you have to:
  1. Start as tribe
  2. fullannex TO
  3. release and play as TO
  4. finish tribal reforms and become a horde
  5. flip eastern tech group culture (eg.polish) and not being muslim
  6. flip out of horde
  7. Own 1 stepp province
After this you still would have to finish the holy horde mission and form poland. When reaching that point it doesnt really matter how strong you are since getting to this point already means you are in a meme campaing.

**Starting as TO and doing the Tibet stuff would work too but equally tedious with the necessary religious switch
Oh, that's actually great point, I never knew the prerequisites to have cossacks estate. I thought you just had to be somewhere in a general vicinity of cossacks territory to get them. However, doesn't my plan still work? "the only way to get it is to be a non-muslim horde with a eastern tech culture as primary and then flipping out of horde" - I am catholic teutonic horde, I get polish culture as primary (they are eastern, as far as I remember), THEN I become monarchy, and according to your message, I should become eastern tech group monarchy and be able to form Poland and get access to cossacks, should I not?
Edit: okay, just tested it and it worked. I can be whatever culture group I want as TO, as long as I change my goverment from horde to monarchy, while having polish as primary culture, I get eastern tech group.
 
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Oh, that's actually great point, I never knew the prerequisites to have cossacks estate. I thought you just had to be somewhere in a general vicinity of cossacks territory to get them. However, doesn't my plan still work? "the only way to get it is to be a non-muslim horde with a eastern tech culture as primary and then flipping out of horde" - I am catholic teutonic horde, I get polish culture as primary (they are eastern, as far as I remember), THEN I become monarchy, and according to your message, I should become eastern tech group monarchy and be able to form Poland and get access to cossacks, should I not?
Edit: okay, just tested it and it worked. I can be whatever culture group I want as TO, as long as I change my goverment from horde to monarchy, while having polish as primary culture, I get eastern tech group.
I think the tech-group change on dehording is based on religion, not culture.

But the obstacle is that you can't actually become a horde proper: From the developer diary, the Holy Horde reform is still a theocracy. Horde lite. Diet horde. Horden't.
 
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