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Europa Universalis IV - Development Diary 21st of February 2023 - Spain

¡Hola a todo el mundo, y bienvenidos! In this week’s Development Diary, we will be talking about the content that we have created for Spain and the different Iberian countries, mainly Castile and Aragon, as they are the top runners for its formation.

First of all, for the redesign of Spain’s content for the upcoming DLC, we took a bit different approach than other countries that have been shown in the previous weeks, following this line of thoughts:
- We thought that its mission trees did not need a major overhaul, as it was already quite developed in Golden Century, covering most of the Conquest & Colonization paths required as Spain; therefore, we aimed to redesign its structure, adding a few missions here and there to get some extra flavor, and to rework triggers and rewards, to update them in line with the other Great Powers.
- We also decided to put more effort into adding more ‘mechanical content’ instead.
- On top of that, we also decided to add more unique content, linked to new game mechanics, but also to older ones, such as adding new Holy Orders for Golden Century owners, in order to keep adding more depth to the game as a whole.
- I tried to add some not-so-known chunks of Spanish History to the content, because, you know, I have a previous background as Historian!

That said, let’s get started with the new content for Castile! When we started designing it, we decided that nothing could be more iconic that adding another civil war disaster:

1. Disaster Infantes.jpg

Note: Effects and numbers are not final, as usual.

The Infantes of Aragon were the sons of Fernando/Ferrán I, the first king of the Trastámara dynasty in Aragon, and therefore cousins of Juan II, king of Castile; his first wife, María de Aragón, was their sister. Early in the reign of Juan II, they tried to puppet the king, and seize power, leaning on their large properties in the country, and the support they had from a big sector of the Castilian Nobility. This is also portrayed by a new starting privilege for Castile’s Nobility, which will cause the following disaster to progress:

2. Factionalist Nobility.jpg

3. Disaster progress.jpg

A cursed start for Castile, I know, I know.
What will happen after the disaster fires is that this event will be triggered, giving two different choices to the player:

4. Infantes event 1.jpg

5. Infantes event 2.jpg

6. Infantes event 2.jpg

The disaster will now be possible to be ended, and as you may have noticed, it will impact the outcome of a new mission:

7. Disaster ending.jpg

8. Infantes mission.jpg

The first path will reduce the effects of the Factionalist Nobility, making it easier to get rid of it earlier, apart from giving a temporary boost to Juan II, but also comes with a bunch of rebels. The second decision means that the ‘Factionalist Nobility’ will be empowered, fewer rebels will appear, and it will give Castile early ‘Restoration of Union’ Casus Belli on Aragon and Navarra, as it means the supremacy of the same line of the Trastámara dynasty over all the three countries. But, on top of that, the event ‘Isabella of Castile’ won’t be triggered if you decide to back the Infantes in their fight against the king, thus making it more difficult to have ‘The Iberian Wedding’ event, and the peaceful unification of Spain. It’s up to the player to decide which path to follow, with its own trade-offs: Back the king and face the Nobility early on, or side with the Infantes, and aim for an early military push to form Spain.

Although the start of Castile will be troublesome, as there will still be the possibility of the 'Castillian Civil War' trigger, we wanted to make it rewarding to get out of it in any of the ways decided, and we also made a minor change in order that early game is a bit more bearable:

9. Enrique 0.jpg

Enrique IV ‘the 0/0/0’ is nevermore a 0/0/0!

Now let’s move on to see what the new mission tree for Castile and then Spain looks like:

10. CAS-SPA tree.png

Note: As usual, the design and art of the tree are not final.

You may have noticed a big change in the redesign, as we decided to leave the upper half of the tree as the Conquest & Government part of it, while the lower half will be for Trade & Colonization. There is a reason for this, which you will see later on the DD. For now, let’s discuss the most important changes for the Castile path to Spain.

The right-most part of the tree is designed around a new set of missions covering the evolution of the Modern State in Spain in the late 15th and early 16th centuries. The first one is about the final appeasement of the Castilian Nobility:

11. Reinforce Royal Authority.jpg

12. Reinforce Royal Authority 2.jpg

This leads to ‘Law and Order’, which will give nice flavor bonuses to the provinces of Valladolid and Granada until the end of the game, being the seats of the two main courts of justice in the country, the ‘Reales Chancillerías’:

13. Chancillerías 1.jpg

14. Chancillerías 2.jpg

Related to these, although not connected to them, we have another set of 3 missions down in the mission tree that is about the Government of the Spanish Empire:

15. Government.jpg

The first one will trigger the following event after completion:

16. Spanish Dollar.jpg

The second is directly linked to the construction of the ‘El Escorial’ monument. Meanwhile, the third one will lead to a new mechanic we are implementing for Spain, the ‘System of Councils’, (based upon the historical Polysynodial System) which will be unlocked by a Government Reform of the same name:

17. System of Councils mission.jpg

18. System of Councils reform.jpg

How is this mechanic working? It will open a new 0-100 progress bar, the ‘Council Consensus’, which will be slowly refilled depending on your Monthly Average Autonomy and Monthly Average Liberty Desire of your subjects. Numbers are still WIP, but our initial design is to make it so that the bar can be filled at 10 years the fastest, while not progressing at all if Monthly Average Autonomy and Monthly Average Liberty Desire are 100%:

19. System of Councils bar max.png

Note: Ruler ability modifiers are placeholder ones to make the mechanic appear in the game, there is still some code support needed to make it fully work with the ‘Monthly Average Autonomy’ and ‘Monthly Average Liberty Desire’ that I’ve mentioned. Also, take into account that the other numbers are also WIP.
The ‘Council Consensus’ will give an increasing escalating effect, giving you Monthly Splendor and Administrative Efficiency, but that’s not its only benefit, as when you reach 100 ‘Council Consensus’, you may be able of spending that amount in one of the three Government Actions, tied to each of the monarch powers. After clicking the button, you will get +1 monarch power of the chosen type for 10 years, and an event similar to the Estate Agendas will trigger, upon which you might be able to pick one of the Councils of that branch to support for 10 years, getting an additional modifier for that period.

20. system_councils_button_1.png

21. system_councils_button_2.png

22. system_councils_button_3.png

23. system_councils_event_example.png

24. System of Councils UI.png

Note: UI is WIP, but in the last pic you’ve got the current design of the new buttons, for the ‘Royal Council’, the ‘Council of State’, and the ‘Council of War’, respectively.

So, coming back to the new mission trees, let’s go to the leftmost part of it. We have moved there the already existing missions for the Spanish Armada and Invade England, but we have added 3 more there, making it the ‘Military Branch’ of the mission tree:

25. Military missions.png

The first mission, ‘Armies of Iberia’, will unlock the Navy and Army paths of the branch. But the meaty new content is on the Land part, to be honest, as we have created a new government reform for the Spanish Tercios:

26. armies_iberia_mission.png

27. assemble_tercios_mission.png

Which is, obviously, a new type of Land Special Unit!

28. tercios_basic.png

Note: Grey color is provisional.

This unit might be recruited from provinces of the Iberian culture group, and their availability will be increased by the Army Tradition that Spain has at the moment. So, that means that you will be able to recruit double the amount of Tercios if your Army Tradition is 100. About its combat performance, these units will have at the start the same modifier as Spain’s Tercios Age bonus, -30% Shock Damage Received (therefore, that means that we will change Spain’s Age bonus, although it is not yet decided, as we want to wait for a bit more to get results from our internal tests to give a proper new modifier).

But wait, this is not the end of the (Spanish) road! There is another mission, ‘Refine the Tercios’, which will allow you to modernize your Tercios units if you have a fixed number of Tercios (right now is 60, but this may change), and either 75% Army Professionalism or 90 Army Tradition, giving them the following effects on top until the end of the game, allowing Spain to extend the dominance of Tercios on the battlefields for a longer period than historically:

29. refine_tercios_mission.png

Note: Again, numbers are provisional, and might be changed.

This fits for us with the expanded Conquest missions of the tree:

30. rein_france_mission.png

‘Rein in France’ can be completed either by defeating or by allying with France, giving permanent Power Projection as a modifier.

31. Spanish Road.jpg

32. spanish_netherlands_mission.png

‘The Spanish Road’ aims to connect your dominions in Italy with the rich (and maybe cursed) Netherlands, which will now grant a big reward if completed.

33. Italy and Austria.jpg

34. fecho_imperio_mission.png

We have also reworked a bit the ‘Austrian branch’ flow and links and added a stronger reward for completing it (again, numbers are not final).

35. universal_monarchy_prerequisites2_mission.png

36. universal_monarchy_mission.png

If you manage to complete all the different branches of Conquest & Government, you will unlock a ‘finishing mission’ for Spain, giving a reward to your now Universal Empire.

OK, now we’re done with the Hegemonic Ambitions of Spain, so let’s move to the lower part of its mission tree, devoted to Trade & Colonization. The first redesign we made covers the commercial expansion and the new maritime routes that were established at the Age of Discovery. By completing it you will get some nice commercial bonuses, but most importantly, you will unlock two new types of ships:

37. Screenshot 2023-02-20 144559.jpg

38. reales_atarazanas.png

Here you have a new feature that we are adding to the upcoming DLC: Naval Special Units! A few countries will get them, on top of the 3 new special units that we have already presented (Samurai, Musketeers, and Tercios). And these are the Caravels and Galleons that are mentioned here:

39. caravel_ship_stats.png

40. galleon_ship_stats.png

After completing the ‘Reales Atarazanas’ mission, you will be able to recruit as much as 10% of your Naval Force Limit as this type of special ship (again, numbers are provisional).

This will help you with the Exploration branch, which we have not touched much, as it was already quite well developed. As you may have noticed, we have redesigned a bit the position and flow of the different missions, added a few different triggers and rewards here and there, and made a final mission after finishing the conquest of both México and Perú:

41. silver_trade.png

Here I’ve got to say that we have not added more content to the Colonial Nations and America. To be honest with you, it’s in our backlog, but it fell outside of the scope of the upcoming DLC, so this will have to wait for a future moment. What we are adding, on the other hand, is more types of Holy Orders, which will be part of the free update for the Golden Century DLC owners, and which will be the following ones (this list includes the 3 older ones, Jesuits, Dominicans, and Franciscans):

Monastic Orders (ADM)
  • Benedictines
    • -1 Local Unrest
    • +10% Trade Goods Size Modifier
  • Carthusians
    • -10% Local Construction Cost
    • -10% Local State Maintenance Modifier
  • Hieronymites
    • +10% Local Tax Modifier
    • -10% Local Governing Cost
  • Jesuits
    • +1% Local Missionary Strength
    • +10% Local Production Efficiency
Mendicant Orders (DIP)
  • Augustinians
    • +1 Institution Growth
    • -10% Local Missionary Maintenance Cost
  • Carmelites
    • +20% Local Religious Conversion Resistance
    • +20% Local Religious Unity Contribution
  • Dominicans
    • +1.5% Local Missionary Strength
    • +10% Local Institution Spread
  • Franciscans
    • -1 Local Unrest
    • -0.05 Monthly Devastation

Military Orders (MIL)
  • Order of Calatrava (CAS/NAV)
    • +10% Local Defensiveness
  • Order of Avis (POR)
    • +25% Local Sailors
  • Order of Montesa (ARA)
    • +25% Local Garrison Size
  • Order of Alcántara (LEO/AST)
    • -10% Local Fort Maintenance Modifier
    • -25% Local Construction Time
  • Order of Santiago
    • +5% Local Manpower
  • Order of San Juan
    • Blocks Slave Raids
    • -0.25 Local Monthly Devastation
42. Holy Orders tease.png

A sneak peek of the new WIP art of the Holy Orders!​

Let’s now move to Aragon! This country has received an update over its former mission tree, aiming at improving its game flow, but also to make it work with the Spanish one:

43. ARAtree.png

First and foremost, the mission ‘Intervene in Castile’ is new, giving the player different options for completing it:

44. Screenshot 2023-02-20 151600.jpg

45. intervene_in_castile_aragon.png

But to achieve dominance over Iberia, you will have to tackle first your internal problems, mainly the inflight between the Remença Peasants and the Catalan Nobility that was ongoing in the middle of the 15th century. You will have to wait for the ‘Sindicat Remença’ event to trigger, which has been reworked, giving an extra option that leads to turning Aragon into a Peasant Republic:

46. sindicat_remenca_event_peasant_option_aragon.png

This will open up the option of resolving ‘The War of the Remences’ mission, which will also allow you to deal with the Catalan Nobility, with different starting conditions depending on what you picked in the ‘Sindicat Remença’ event:

47. Screenshot 2023-02-20 152324.jpg

48. Screenshot 2023-02-20 152359.jpg

Afterward, you will be able to focus on the Conquest and Expansion branches of the mission tree:

49. Screenshot 2023-02-20 152611.jpg


‘Crowns of Iberia’ will give you the ‘Hegemon of Iberia’ modifier until the end of the game.
50. crowns_of_iberia_mission_aragon.png


‘Consulate of the Sea’ mission and event have been reworked, opening up a new government reform:
49. consulate_sea_mission_aragon.png

50. consulate_sea_event_aragon.png


‘Mediterranean Ambitions’ now unlock the expansion into the Eastern Mediterranean:
53.med_ambitions_aragon_mission.png


Some of the reworked rewards of the mission tree:
54. combat_barbary_piracy_mission_aragon.png

55. occupy_alexandria_mission_ara.png

56. industrial_districts_mission_aragon.png

57. golden_century_mission_aragon.png

And, finally, if you manage to form Spain as Aragon, what will happen is that you will keep the Aragonese mission tree, AND you will get the Trade & Colonization branch on the lower half, making for a different mission tree than that of a ‘Castilian’ Spain:

58. ARASPAtree.png

Finally, we made a limited rework to the Spanish Ideas, to make it work a bit better with all the other content:

  • Buffed Spanish Naval Doctrine
    • Move the 'A Spanish Armada' Idea modifiers to the Naval Doctrine
  • Ideas
    • Changed 'Devout Catholicism' name to 'Devout Christianism'
      • Added Church Power and Fervor in case of being Protestant or Reformed
    • 'Treasure Fleet' replaced by the Castilian Idea 'School of Salamanca'
      • Added +10% Reform Progress Growth (also to Castilian Idea)
    • 'A Spanish Armada' now gets:
      • +25% Naval Force Limit modifier from Treasure Fleet
      • +25% Available Marines
    • Changed 'Rein in the Cortes'
      • -5 Reduced Absolutism from Privileges
    • New Idea order:
      • Devout Christianism
      • Inter Caetera
      • School of Salamanca
      • A Spanish Armada
      • Casa de Contratación
      • Siglo de Oro
      • Rein in the Cortes

60. SPA_ideas_script.png
59. SPA_ideas_game.png


And speaking of the Spanish ideas, we are currently having a debate in the team about what to do with the Artillery Fire modifier, if to keep them as they are in the different idea sets, or replace them with something else. On this topic, we would like to hear out the opinion of the community, as this might be somewhat of a controversial issue (so, please, be civic while debating it!)

And what about the other Iberian countries? We have also added new content for Portugal and Navarra! But we are going to talk about that in a couple of weeks, along with other countries which were not considered to be part of the ‘core’ of the upcoming DLC; but trust me, we’re not diminishing Portugal’s role in the Early Modern Age! In fact, this is also a good opportunity to share with us which tweaks you would want to see, as we’re right now polishing that new content. What I can show now is a sneak peek of something that the Portuguese players have been asking for a while, and that we have changed for good:

61. Screenshot 2023-02-20 155043.jpg

A wild Blue Portugal appeared! So many fado vibes <3

That’s all for today! I’ll be spending some time this week on the forums, reviewing all the feedback from this DD, and also of the previous one, so please leave your comments and thoughts on the new content! And next week, @Ogele will be showing the content for Great Britain!

62. Comic.png
 

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IMO this should be the default for colonial empires in EU5. Basically having "tall" overseas possessions with a lot of trade, manufactoring and defense concentrated in small coastal areas linked through overseas connections.
Unfortunately, islands aside, the map does not really contain the small enclaves that held white settlement, and the provinces that are there are far too large in scope. As the map is set in stone at this point it is hard to see how this can be resolved.
 
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I'm not sure how I feel about unique naval units. On the one hand I like that naval warfare is being more fleshed out to meet the same levels of depth that landwarfare has, as the area the game covers was one where strategic control of the seas was everything for empires. On the other hand, I feel like it pushes the power balance to historical majors- since many nations in game didn't have large or even any armies, ergo expanding on their naval mechanics would be much more difficult, while I felt the unique naval doctrines helped cover this in a more neutral manor (as historically navally challenged nations could still pick amongst the generic naval doctrines). As an example- I appreciate that war canoes were added to the tribal american tags to let them have a toe in on the naval game even prior to reforming, rather than outright removing the potential of their navies. But while they could modernize and build a navy- now there's just no way there naval game would be as in-depth as a spanish players. That said- I don't think all tags should be treated equal- it's just so many regions lack any edge in the naval game, while Spain is getting even mroe edges (on another note, while unrelated to the content- can you please move the Iroquois/northeastern tags navy idea from the front to the back of their idea chain? It has zero use being their first idea before they've had a chance to reform, and really just wastes some more mechanical depth they would need in the early game).

Will any other nations be getting unique naval units? Covered in the dlc already I imaigne we'd have Korea's famous Turtle Ships, or the massive Chinese Junk ships. I also feel that the British and Dutch would naturally get some unique ship. And whenever you finally cave and do the Norse Faith DLC- maybe you could unlock viking longships or something. Also a point of clarification- in Golden Century the Iberian colonies had access to the unique Iberian mechanics (assuming they shared the same culture), will the same be true for the unique naval units? Could Mexico build Galleons?

I also think fleshing out the Holy Orders mechanic is nice, and I appreciate you gave China it's own version, though now I have to ask, will China be getting as many new holy orders, or just the three? I also feel that a few other nations should have access to the mechanic- perhaps some of the theocracy's or crusader states. It certainly seems to me it would be a mechanic the Papal States should have access to- at least if they managed to form the Kingdom of God which seems a fitting reward there. Also- I assume Granda/Andalusia will be getting Islamic variants of the new Holy Orders?
 
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Are the changes to Holy Orders going to include a way to revoke them and switch to a different one?

If not, they risk being no more immersive than the original options for Holy Orders, that being a one-off click and that's done for the rest of the game.

Why would I want permanent missionary strength in a region? After I convert the provinces, I'd much rather have an option to pick another bonus for a set price.
 
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My hope for GB is mainly around Scotland where they inherit English throne by king James 1. This is something that happend historicaly and it would be cool to have an event that enables Scotland to PU England. English AI could always accept PU while player could decline it. Also, like it's the case with Spain, it would be cool to have different missions for GB if Scotland forms it or if England forms it.
Scotland's current national ideas are awful, they need a serious buff to their military ideas so they can withstand English invasions, because they get slapped every game within a few decades, which never happened historically. GB was a diplomatic union. It doesn't make sense when England conquer Scotland and then form a union with a country they just destroyed.

A colour change for Scotland would be nice too as it's pretty much identical to Castile/Spain.
 
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Morocco, Tunis, Mamlukes and the Algerians are all similar in color.
And yet they are still quite distinguishable from each other. Although the change to Porugal's colour may cause problems with Tlemcen. On the other hand, they are usually quickly anexed by their neighbors and Algeria is usually a no-show.
 
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It will be more easy giving suggestions to Portugal if we had some clues of that new content, just saying. A change in the portuguese national ideas is out of question because they got change in 1.34 Update i think and if castillian missions that envolved colonization and exploration didn't change in this DLC portuguese missions will not change either i guess because like you said in the Dev Diary Portugal is not in the core of the new update.

So... what exactly is going to change in portuguese mechanics?
 
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I'm not sure how I feel about unique naval units. On the one hand I like that naval warfare is being more fleshed out to meet the same levels of depth that landwarfare has, as the area the game covers was one where strategic control of the seas was everything for empires. On the other hand, I feel like it pushes the power balance to historical majors- since many nations in game didn't have large or even any armies, ergo expanding on their naval mechanics would be much more difficult, while I felt the unique naval doctrines helped cover this in a more neutral manor (as historically navally challenged nations could still pick amongst the generic naval doctrines). As an example- I appreciate that war canoes were added to the tribal american tags to let them have a toe in on the naval game even prior to reforming, rather than outright removing the potential of their navies. But while they could modernize and build a navy- now there's just no way there naval game would be as in-depth as a spanish players. That said- I don't think all tags should be treated equal- it's just so many regions lack any edge in the naval game, while Spain is getting even mroe edges (on another note, while unrelated to the content- can you please move the Iroquois/northeastern tags navy idea from the front to the back of their idea chain? It has zero use being their first idea before they've had a chance to reform, and really just wastes some more mechanical depth they would need in the early game).

Will any other nations be getting unique naval units? Covered in the dlc already I imaigne we'd have Korea's famous Turtle Ships, or the massive Chinese Junk ships. I also feel that the British and Dutch would naturally get some unique ship. And whenever you finally cave and do the Norse Faith DLC- maybe you could unlock viking longships or something. Also a point of clarification- in Golden Century the Iberian colonies had access to the unique Iberian mechanics (assuming they shared the same culture), will the same be true for the unique naval units? Could Mexico build Galleons?

I also think fleshing out the Holy Orders mechanic is nice, and I appreciate you gave China it's own version, though now I have to ask, will China be getting as many new holy orders, or just the three? I also feel that a few other nations should have access to the mechanic- perhaps some of the theocracy's or crusader states. It certainly seems to me it would be a mechanic the Papal States should have access to- at least if they managed to form the Kingdom of God which seems a fitting reward there. Also- I assume Granda/Andalusia will be getting Islamic variants of the new Holy Orders?
Why a longship? How could any of those even compare to a galleon. I am so tired of the viking larping.
 
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It will be more easy giving suggestions to Portugal if we had some clues of that new content, just saying. A change in the portuguese national ideas is out of question because they got change in 1.34 Update i think and if castillian missions that envolved colonization and exploration didn't change in this DLC portuguese missions will not change either i guess because like you said in the Dev Diary Portugal is not in the core of the new update.

So... what exactly is going to change in portuguese mechanics?
Just because Castile didnt get X or Y is no basis for or against those same tweaks for Portugal. The level of attention these two tags have recieved up to this point is not even remotely comparable (example: Castile gets a whoping +20% Morale for fighting Granada and Morocco, as if Castile needed any help whatsoever dealing with such weaker neighbours. Portugal, who actually is inferior to Morocco at the game start, and who unlike Castile, actually DID conquer land in Morocco irl, gets absolutely NOTHING. Let that sink in for a minute)

I agree that the NI are probably not going to change since they were changed recently and are "decent" (still leagues behind of Spain, but at least not the absolute worst of Iberia as they were after GC).
But the Portuguese missions have serious problems and are very uninspired. We don't even need new missions or restructuring the tree, simply tweaking a couple of requirements and rewards for existing ones, and maybe replace a couple of them.

I mean, if Portugal is not in the core of this update and it definitely wasnt in the core of GC either, then when will it ever be?
 
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I understand why many people want to be able to Culture Convert their colonial nations' provinces, I myself have wanted to do that in many games. But let's not forget colonial nations are not our own nation. It's up to each colony to decide what to do with their culture.

In the Americas as a whole there is a crazy cultural mixture that reflects their history. So while New York does not have Dutch culture anymore as people are pointing out, Quebec does pride itself on its French culture and Bolivia does the same on its amerindian customs. Each colony is its own entity, with its own story and struggles and ability or desire to convert. The Colonial Power can surely interact with the heads of the Colonial Nation for matters of war, taxation, diplomacy... but forcing a cultural conversion of the peoples themselves is an entirely different monster.

For gameplay purposes there should still be a way though, but it should be more costly than converting a province we own. Maybe a 2x diplo cost multiplier, or a mix of diplo + military costs to represent some sort of tyrannical military presence.

Ideally though, since we need a comprehensive Colonial Nations update anyway, for the proper DLC I hope there is much more interactivity between powers and colonies beyond what is available now. One should be able to sit in a table with them to negotiate, demand and get requests. Beyond culture/religion conversion, taxes or colony type. They should also ask you for help sometimes, money, manpower, sailors, help against rebels, help against raids from natives/neighboring enemy colonies, to pay half of a building, etc. And having your own soldiers on the colony land should keep them more compliant and less needy. There is a lot of gameplay potential missing from colonies.

At least until EUV arrives and it hopefully applies cultures, religions, rebellious groups as percentages in pie charts (or pops, whatever suits the game better), showing the diversity inside provinces, the influence of its history, of immigration from neighboring provinces, and even being tied to espionage mechanics (get faster espionage if your target has more minorities from your culture, or support rebellions based on minority percentages, etc). That will be fun to manage and the Americas are surely going to be wild.
 
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Just because Castile didnt get X or Y is no basis for or against those same tweaks for Portugal. The level of attention these two tags have recieved up to this point is not even remotely comparable (example: Castile gets a whoping +20% Morale for fighting Granada and Morocco, as if Castile needed any help whatsoever dealing with such weaker neighbours. Portugal, who actually is inferior to Morocco at the game start, and who unlike Castile, actually DID conquer land in Morocco irl, gets absolutely NOTHING. Let that sink in for a minute)

I agree that the NI are probably not going to change since they were changed recently and are "decent" (still leagues behind of Spain, but at least not the absolute worst of Iberia as they were after GC).
But the Portuguese missions have serious problems and are very uninspired. We don't even need new missions or restructuring the tree, simply tweaking a couple of requirements and rewards for existing ones, and maybe replace a couple of them.

I mean, if Portugal is not in the core of this update and it definitely wasnt in the core of GC either, then when will it ever be?

My point here is more Paradox managing the expectations, people are asking for Portugal new missions, redesign of the already existing missions, new naval units, goods produce modifiers, new provinces, switching goods in the provinces that Portugal have, events, etc and that seems impossible for a country that isn't going to be in the center of the update.

For me is better having a situation were Paradox says "OK, we are going to change this, this and this in Portugal, please people give some ideas" instead of "Give some ideas for Portugal people" and the comunity asking for new content that Paradox don't have intention in alocate in this DLC because they aren't testing in this moment.
 
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Being Basque myself, Navarra will not receive as much love as I would have wanted due to time constrains, but I hope the changes that will be shown are liked by all Navarra fans.

I do agree that Vizcaya should have a Navarra core.
I disagree with this, because even if it is "historical" to add a core to Navarra in Vizcaya, from a gameplay perspective this will make impossible to castile to diplo vassal Navarra. this will reduce Castilian gameplay far more than the additional gameplay it can provide to Navarra.
If you really want to introduce this core, then you will need to add some kind of event so Castile could vassal Navarra or when Aragon becomes UP for castile it should became a vassal or get annex to Aragon/castile like what happens with Croatia when it becomes UP of Austria. It is very annoying to have Navarra consuming one diplo slot for 50 years because it is an UP and not a vassal (when Aragon forms a union before you vassal them).
 
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My point here is more Paradox managing the expectations, people are asking for Portugal new missions, redesign of the already existing missions, new naval units, goods produce modifiers, new provinces, switching goods in the provinces that Portugal have, events, etc and that seems impossible for a country that isn't going to be in the center of the update.

For me is better having a situation were Paradox says "OK, we are going to change this, this and this in Portugal, please people give some ideas" instead of "Give some ideas for Portugal people" and the comunity asking for new content that Paradox don't have intention in alocate in this DLC because they aren't testing in this moment.
I get it, and yes i agree the community should manage expectations.

I think what is happening is that people are giving suggestions on all things that could be improved (because like you correctly pointed out, we don't know what exactly is on the table to be changed), in the hopes that at least some of the points get addressed.
 
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Portugal new missions, redesign of the already existing missions, new naval units, goods produce modifiers, new provinces, switching goods in the provinces that Portugal have, events, etc
Except the new provinces, which by following the conversation was just a "what if" the rest is easily achievable by Tinto I would expect.
Changing 1 province good is not unreasonable, changing mission rewards is not unreasonable, new naval units for the country that in the timeline of EU IV developed ships that changed the course of history is not unreasonable. I mean if Spain has Caravels, which originally were developed by the Portuguese, I can reasonably assume that Portugal will have Caravels.
On the Order of Christ, it just needs a name change, and a new Icon, even replacing Avis is reasonable. Obviously I do not know the work load of the team, nor their plans, so blind feedback it is.

One thing I will suggest is the Order of S.Juan, can't we keep the English name? St. John?
 
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