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Europa Universalis IV - Development Diary 19th of September 2023 - The Mamluks

Good afternoon and welcome to today’s Developer Diary where we will be discussing new content for the Mamluks! As a preface, there is merit in addressing the design approach I chose to pursue for this country. Domination and its huge amounts of content served as a great platform to gauge what the people wanted, what they liked and disliked. This helped shape the content for 1.36 moving forward, as the entire team takes feedback very seriously and our ears are keenly tuned to the forums and various platforms for it.

How does this affect the content of the Mamluks? For starters, the entirety of the Mamluk tree hosts only 2 new country_modifiers, one temporary and one permanent (more on that later). The idea behind this shift is to give more room to mechanic-related bonuses over pure modifier stacking. So, missions for the Mamluks have been designed from the ground up as a way of investing more effort into slower and natural growth for the country. Moreover, the tree was conceived from the base with simplicity in mind, both for requirements as well as effects. Gone are the long lists (for the most part) of effects that were featured in Domination. As a pleasant side-effect, the AI is also more capable with this mission tree, as missions are simpler but fair in their difficulty for most players and not too overbearing.

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To better simulate the turbulence that the Mamluks experienced, especially across their Syrian provinces, this event should help set the tone just at the start of the game; a vast realm whose fringe border provinces near Anatolia have come to disdain the rule of Qahirah, ready to take up arms.

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Note; your choice in this event will impact the reward for “The Northern Territories” mission! The first option will release a rebellious Syrian subject whilst the second will severely increase autonomy and unrest in Syrian provinces

The top third of the mission tree is devoted to expansion against Anatolia, Constantinople, and maritime dominance over the Mediterranean as a whole either through sheer might or diplomacy:

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Note: Keep in mind that ALL art is WIP in this Developer Diary!

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Note; The other option here will grant you some permanent power projection (+15) and give you the option to move your capital to Europe (wink wink, Trade Company enthusiasts).

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The second third of the missions will focus on expanding Mameluke influence across the deserts of Arabia to the Southeast, the realms of the Tunisians and Moroccans to the West, the Ethiopians to the South, and the territories of the (soon to be) Safavids to the East, offering a satisfying avenue for expansion in any direction, without constraining and forcing you to always conquer towards one direction:

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Note; Numbers are far from final, your feedback is appreciated!

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Note; Should you complete this mission outside of the Age of Reformation, you will receive a different reward!

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Note; Opting to integrate Ethiopian administration via the first option, will enable several flavor events over the course of the game (Zara Yakob as an advisor in your court, etc.) among other rewards!

This leads us to the third (but not final!) part of this Developer Diary and by far my favorite: internal flavor! The difficulty of reading up on the Mamluks’ final 100 years made crafting content for them quite an interesting challenge. The following missions (much like the conquest missions above) are a mixture of what the Mamluks did between the 14th and 16th centuries, what they sought to do (corroborated by historical sources), and what would make sense for most players to do, in an effort to facilitate content that makes sense and does not break immersion. It should be repeated here, as noted in our introduction, that the Mameluke mission tree is by far not a hard or complicated piece of work to follow, for the player or the AI. It was made from the ground up for both the AI to follow and the player to comprehend, with simple tooltips, simple (but fair) requirements, and consistent flow.

As part of the new content, you will gain access to a new special unit, the slave soldiers “Mamluks”:

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Note: The modifiers are not final, feel free to leave feedback! The idea is for these units to become the backbone of your army. Not as powerful and few in numbers as the Hussars and not as stacked as the Janissaries.

The primary source of these units will initially be a new Estate privilege for your Noble estate (now renamed ‘Mamluks’) but later on through idea groups, events, etc. you will potentially gain access to more!

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Moving on, the impact of the Estate will be magnified via the ‘Recruit the Mamluks’ mission, which will require you to recruit them and grant the following reward:

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These new Agendas are meant to be very useful and help your nation militarize further, by performing tasks such as:
  • Constructing barracks, regimental camps
  • Improving your army tradition
  • Improving your army professionalism

In total, there will be 6 new Estate Agendas for the Mamluks through this mission alone! Moving on, you will be able to further hone your army through the following government reform:

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Note; I had this idea while writing the DD that instead of yearly innovativeness, this reform would grant yearly army and/or naval tradition from certain advisors. I have a feeling it would fit better than yearly innovativeness. Let me know what you think!

While on the topic of Government reforms, the Mamluks will have access to several new ones, some as mission rewards and others by reaching the eligible reform tier, let’s take a look at one of them!

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Note; The Mamluks will have 5 new government reforms ranging from military to economic themes.

I took the time to rework this event and make sure it fits and plays well into the new content for the Mamluks while granting them a useful reward from developing Cairo, which can now be accessed by either a mission reward or a standalone event:

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Note; A capital and a reward fitting of a prestigious nation.
Mameluke content would not be complete without missions and events around the lifeblood of Egypt, the river Nile:

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Note; the Burghers are set to play a very important role within your nation’s administration. Numbers are not final!

Known as the Canal of the Pharaohs, a predecessor of the Suez Canal, this set of public works connected Cairo with the Red Sea and was often used up to the 8th century for the transportation of goods via sea lanes. Historically, the Mamluks came in agreement with the Venetians to rebuild and extend it, in an effort to weaken the Portuguese, who had discovered a direct sea route to India through the Cape of Good Hope. This undertaking was never realized, the Mamluks were soon thereafter invaded by the Ottomans, and the canal was abandoned. However, through the mission ‘Highway of an Empire’, you will be able to complete the works, go a step further, and connect the Mediterranean and Red Seas! The idea here is that this will create a whole new avenue of gameplay, adding useful rewards (naval movement to and from Arabia) without granting overly powerful modifiers, etc.

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The mission ‘Cultivate the Delta’ will instruct you to develop the breadbasket of the world, allowing you to expand production and increase your grip on local trade:

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Note; The other option grants +1 Production Development as well as stronger Estuaries and ports across the Delta’s Mediterranean coast.

Moving on, let’s talk about the most important caste of merchants within the Mameluke domain. The Karimi merchants played a significant role in the Mameluke Sultanate during the medieval period. Hailing primarily from the Persian Gulf region, the Karimi merchants were known for their expertise in maritime trade, especially in the Indian Ocean. They established prosperous trading networks that connected the Mameluke Sultanate to distant lands such as India, Southeast Asia, and East Africa. These merchants facilitated the exchange of goods like spices, textiles, precious metals, and luxury items, contributing to the economic prosperity of the Mameluke Sultanate and fostering cultural exchanges in the region. Their entrepreneurial spirit and maritime skills made them vital actors in the bustling trade scene of the Mameluke era. During research I came across a very interesting paper that I used to create content around these merchants, its title being ‘The Spice Trade in Mameluke Egypt: A Contribution to the Economic History of Medieval Islam’.

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Note; Yes, cloves. The requirements for this mission potentially involve a new estate privilege ‘Fund the Karimi Merchants which grants Trade Efficiency and Merchant Trade Power at the expense of National Tax and Crown land:
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Another aspect of your economic development will revolve around the exporting of grain, via the Khass al-Sultan mission. It will require establishing workshops in your highest grain-producing provinces as well as either raising your crown land or enacting the Diwan al-Khass reform:

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Exporting Grain as well as the previous Sponsor Grand Hajj action were designed with two goals in mind
  • Assist with immersion and add new avenues of gameplay
  • Be useful (but somewhat minor) tools for multiplayer and introduce a new layer of importance to human-to-human diplomacy

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Note; As with the Grand Hajj, you can only have 4 such relationships with other countries at the same time, and only once per <their> ruler’s lifetime. Hajj would grant piety and better school relations, allowing you to more easily host their scholars without depending on high-influence estate privileges and Exporting Grain would grant your allies Development Cost, Unrest and in return you would gain Mercantilism. Both actions would also improve relations.

As a nation that is majorly dependent on the spice trade, this part of the content is more of a “What If?”. In this instance, the missions Harness the Spice Trade and Reach the Spice Islands will be your stepping stones towards exploration and eventual colonization of the Spice Islands.

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The mission ‘Assign a Waqf’ will require you to tend to your religious responsibilities, either by embracing certain idea groups or by assigning a new privilege for the Mamluks:

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Note to ourselves; We should rename Holy Orders to Local Organizations.

The following event will be the reward for the mission:

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Note; The first option will allow all our administrative advisors to generate -1% idea cost reduction per level and construct a University in our capital. The second option will generate 0.25% crown land per mosque built (subtracted when they are demolished).

Of course, in the interest of time, I cannot showcase every bit of content, and as a result, this Developer Diary should serve as a taste of the content we have for the Mamluks!

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The final piece of the Mameluke puzzle happens to be its most interesting, in my opinion. Let’s take a look at the mission of “Kashifs of Egypt”. It will require you to centralize, increase your crown land, and establish an efficient administration. A reward is an event called ‘The Administration of the Mameluke Domain’.

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The first option will enable a new powerful local organization for the Mamluks, and if you are not an Empire, you will become one. But, I believe that the second option is far, far more interesting; the ability to reform into Egypt and pursue a new government mechanic; Egyptian Westernization!

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Note; Art is WIP

Unlike its Russian counterpart, Egyptian Westernization (or EW for short) is dependent on 3 separate government, interactions, each one a symbol of the country’s management aspects:
  • Administration
  • Manufacturing
  • Armed Forces
Calling on each interaction will push your country closer to the brink of westernizing a specific aspect, with each having 5 distinct levels:

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Note; Westernizing each level will change the red X to a green ✓ to keep track of your current level!
To do so, you would need to spend a little bit on 3 resources; Innovativeness, Monarch points, and EW progress. However, with ample governing capacity, goods produced, and Western units accompanied by a significant amount of army tradition, this is well worth the trade!

But wait, there’s more, this mechanic goes even deeper! The bar below the new interactions is beneficial on either side (0 or 100) much akin to Army Professionalism. Whilst Egypt has no Westernization, estates are happy, stability will be cheaper to increase and general tolerance towards the true faith will be happier. On the other (and more lucrative) end, a truly westernized Egypt will enjoy bonuses such as technology and idea cost, as well as yearly innovativeness.

Of course, this choice is major and will impact other aspects of your content, such as mission rewards:
  • The mission 'The Imperial Gambit' would grant Egypt Innovativeness, 25 progress towards their Westernization as well as reduce the cost of increasing Westernization by -5.
  • The mission 'Center of the Islamic World' would grant Egypt Innovativeness and double the chance of getting positive traits for your rulers based on which aspect they excel in, the most.
  • However, for the Mamluks, the mission Center of the Islamic World will grant an additional Golden Age or extend the current one by 50 years.
The content for Egypt would not be complete without a brand new idea set that plays well with the new content:

EGY_ideas = { start = { trade_efficiency = 0.1 administrative_efficiency = 0.05 } bonus = { free_policy = 1 } trigger = { tag = EGY } free = yes #will be added at load. egy_centralization_works = { development_cost = -0.1 } training_missions_in_egypt = { country_military_power = 1 } legacy_of_the_karimis = { burghers_loyalty_modifier = 0.1 burghers_privilege_slots = 1 } nile_production = { production_efficiency = 0.10 } westernize_the_military = { max_general_fire = 1 #YES! fire_damage = 0.1 } mediterranean_shipwrights = { sea_repair = yes } crossroads_between_europe_and_africa = { global_trade_power = 0.1 } }

Reforming Egypt via a national decision will also grant access to these missions, the government reform, and the Westernization mechanic!

As mentioned before, the content showcased here is about half of the content we have in store for the Mamluks, and as such expect more content to be present once you play. The Mamluks are a very fun country to play in with a marvelous position on the map and lots of different ways to play and stuff to do. We hope this content adds to the joy and interest many of us (myself included) have while painting the map with the Mameluke color! Next week @Ogele will come back to present the long-awaited Developer Diary focused on the Byzantine Empire!

One last thing... Our weekly chapel comics have returned:
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The new diplomacy interactions sound terrible. Spend monarch points, the most valuable resource in the game, for improved relations and helping your ally dev up? Seems completely pointless, why would you ever use that?
 
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ITS NOT BYZANTIUM, ITS THE EASTERN ROMAN EMPIRE, OR JUST THE ROMAN EMPIRE, I dont care if its easier for the masses, make the name HISTORICALLY ACCURATE. Byzantium is a made up word for the nation by a 16th century German trying to justify the HRE and how its the actual Roman Empire. This is a change that everyone can get aboard so do it.
Turkiye is much shorter but that nation and the romans are out of the games timespan. What next, Carthage DLC and a formable Gual?
 
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I've been discussing this with a friend and we both came up to the same conclusion.

People have been claimoring for a new Middle East/Mesopotamia DLC for years with zero response from Paradox. The demand is there, I'm sure many people would buy it if it was made in the same vein as Domination, as a fully fledged DLC. At the same time, should Paradox drop the ball here (which is what's starting to look like from a distance here), then Paradox will lose a lot of good will from their community in the same way that they did after canning Imperator Rome and releasing subpar DLCs for Vicky 3 and potentially lose lots of customers who might've been hyped about the DLC itself.

Instead, my skepticism kicked in as soon as they announced it as an Immersion Pack. I know that it's still early and that Paradox still has yet to announce the full extent of the upcoming DLC, but from what I've seen, me and him weren't really that impressed.

Like, yeah, sure, the Mamluks are finally getting some love. And Persia. Byzantium, though? Yawn. Didn't the Purple Phoenix DLC give them a powerful mission tree and all that juicy stuff a long time ago? This just reeks of powercreep.

All this shows that Paradox is merely putting a bandaid on a wound without actually adressing the underlying problem, which is that EVERY... SINGLE... NATION... in the Muslim world apart of the Ottomans feels generic, empty and lifeless. Simply giving the Mamluks and Persia better mission trees ain't gonna cut it, chief.

Take a look at Origins, for example. They literally revamped the whole of Africa other than the Northern bits (the Maghreb). And this is in a game called Europa Universalis. Why is it, then, that from what I've seen, Paradox only intends on adding a few mission trees and call it a day?

I could be wrong, though. And I really hope I am. But only time will tell. I'm a long time Paradox fan and I've been burned off more than enouph times by them.
 
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I've been discussing this with a friend and we both came up to the same conclusion.

People have been claimoring for a new Middle East/Mesopotamia DLC for years with zero response from Paradox. The demand is there, I'm sure many people would buy it if it was made in the same vein as Domination, as a fully fledged DLC. At the same time, should Paradox drop the ball here (which is what's starting to look like from a distance here), then Paradox will lose a lot of good will from their community in the same way that they did after canning Imperator Rome and releasing subpar DLCs for Vicky 3 and potentially lose lots of customers who might've been hyped about the DLC itself.

Instead, my skepticism kicked in as soon as they announced it as an Immersion Pack. I know that it's still early and that Paradox still has yet to announce the full extent of the upcoming DLC, but from what I've seen, me and him weren't really that impressed.

Like, yeah, sure, the Mamluks are finally getting some love. And Persia. Byzantium, though? Yawn. Didn't the Purple Phoenix DLC give them a powerful mission tree and all that juicy stuff a long time ago? This just reeks of powercreep.

All this shows that Paradox is merely putting a bandaid on a wound without actually adressing the underlying problem, which is that EVERY... SINGLE... NATION... in the Muslim world apart of the Ottomans feels generic, empty and lifeless. Simply giving the Mamluks and Persia better mission trees ain't gonna cut it, chief.

Take a look at Origins, for example. They literally revamped the whole of Africa other than the Northern bits (the Maghreb). And this is in a game called Europa Universalis. Why is it, then, that from what I've seen, Paradox only intends on adding a few mission trees and call it a day?

I could be wrong, though. And I really hope I am. But only time will tell. I'm a long time Paradox fan and I've been burned off more than enouph times by them.
Origins and Lions of the North were also Immersion Packs and each had like 11 mission trees.
 
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I've been discussing this with a friend and we both came up to the same conclusion.

People have been claimoring for a new Middle East/Mesopotamia DLC for years with zero response from Paradox. The demand is there, I'm sure many people would buy it if it was made in the same vein as Domination, as a fully fledged DLC. At the same time, should Paradox drop the ball here (which is what's starting to look like from a distance here), then Paradox will lose a lot of good will from their community in the same way that they did after canning Imperator Rome and releasing subpar DLCs for Vicky 3 and potentially lose lots of customers who might've been hyped about the DLC itself.

Instead, my skepticism kicked in as soon as they announced it as an Immersion Pack. I know that it's still early and that Paradox still has yet to announce the full extent of the upcoming DLC, but from what I've seen, me and him weren't really that impressed.

Like, yeah, sure, the Mamluks are finally getting some love. And Persia. Byzantium, though? Yawn. Didn't the Purple Phoenix DLC give them a powerful mission tree and all that juicy stuff a long time ago? This just reeks of powercreep.

All this shows that Paradox is merely putting a bandaid on a wound without actually adressing the underlying problem, which is that EVERY... SINGLE... NATION... in the Muslim world apart of the Ottomans feels generic, empty and lifeless. Simply giving the Mamluks and Persia better mission trees ain't gonna cut it, chief.

Take a look at Origins, for example. They literally revamped the whole of Africa other than the Northern bits (the Maghreb). And this is in a game called Europa Universalis. Why is it, then, that from what I've seen, Paradox only intends on adding a few mission trees and call it a day?

I could be wrong, though. And I really hope I am. But only time will tell. I'm a long time Paradox fan and I've been burned off more than enouph times by them.
I find it outrageous that they seemed to bypass the Timurids who desperately need a revamp and go to the Byzantines who have a lot more missions and flavour.I made a post voicing my concerns and met with a lot of denial,many stating that they will likely get some content althought I find it wishfull thinking.This dlc is likely gonna feature only Ardabil,Mamluk and Byzantine missions.
 
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I have hopes for Hormuz and small changes to the unique mechanics of the Arabian tribes.

And we already know we are getting content for black and white sheep (tied to persia).

Considering that the Anatolian nations received content through the Rum formable what other nations could be interesting to target for more content in the Middle East?
 
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I liked these missions, but I have a question... If I understand correctly, Egypt will also get new Mamluk missions, but will Arabia get new missions (And also new ideas) or will they get the same missions that the country had before it formation?
 
I kinda hoped for some ancient Egyptian stuff, or even Abbassid content since the Caliphs were living in the Mamluk Sultanate before it was conquered by the Ottomans, but this is great stuff!
 
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The Mamluks were the first country I played when I first started this game 9 years ago, so I love seeing the new content for one of my favorite countries. It looks very good, and I like the new estate privileges. And I really love the new Egypt ideas and the early canal! As before, I am wondering if there could be any way to prevent enemies from using the canals. It just doesn't seem right to see the Ottomans sailing right past Cairo into the Red Sea while at war with the Mamluks.

The new diplo options seem pretty interesting, but I would change the costs for them. For the grain exports I would change the cost/reward to you into a stacking modifier. For each of the grain deals, all of your provinces that produce grain could loose 5% production efficiency as you don't get to keep that part of the production. Then as a reward to you, a stacking 5% trade efficiency bonus as the other country pays for the exports.
I would do something similar for the Hajj. Maybe instead diplo points, keep the ducat cost and add a stacking -5% tax modifier for x years as the benefits are mostly instantaneous. This can kind of show the commitment to maintaining the friendly relations that improve the Muslim school opinions of each other. Just a thought.

The special units are nice, but as others have said they should mostly be cavalry. I'm not sure how possible it would be, but maybe have different modifiers for the cavalry vs. the infantry Mamluks. With the infantry being not as good at the start and extra bonuses focused on balancing and updating the rest of the infantry Mamluks to be competitive with the gunpowder armies of the Ottomans.

The EW is interesting and a cool way to show progression as you improve each step. I'm just wondering how these all new bonuses work when Egypt is an Eyalet under the Ottomans. Especially the colonization. I hope there is a way to stop Mamluk Australia from popping out early every time.

It's looking good so far. I really liked the Persia update and I can't wait to see the Byzantium dev diary.
 
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Thank you for all of your hard work, genuinely appreciate the DD!

However, I feel the way Paradox portray Mamluk is hugely different from the impression I got when I read about them historically. I will list all the the facts that could be used to represent Mamluk better and try to keep it short. Although I'm not the expert so correction is most welcome:


Mamluk Tag and Diplomacy
  • I believe it would be better to make primary tag of Egyptian culture to be Egypt, while Mamluk should be represented as Circassian with accepted Turkish/Egyptian culture and unaccepted Syrian culture. This should better represent the troubling relationship the ruler has with their northern subject which often riot and rebel.
  • Diplomatic-wise, Mamluk should begin with Cyprus, Al-Abwab (Nubian Muslim kingdom), and Dulkhadir as their vassal. You can also add alliance with Karaman as an option (Although the diplomatic slots will be full, then)
  • Mamluk had long struggled with money. They traded a lot of ducats for military service, especially with Caucasus kingdoms such as Circassia and Georgia.
  • Additionally, Mamluk had a rather friendly relation with Ottoman and Ethiopia at that time, and strong trade relation with Venice.

    Event/Mission
  • In 1444, Mamluk was ruled by Jaqmaq- which focused on architecture development (Playing Tall!), securing water trading route from Genoese and Catalan pirates, taming of northern territory, and economic reform to solve Mamluk economy problem. I believe all of the issues could serve as the start of the mission.
  • Early Mamluk territorial ambition would include vassalization of Sharifate of Mecca, annexation of Dulkhadir, and Makuria
  • A vassalization of Mecca should give a chain of event of Mamluk providing annual covering of Kaaba- which give prestige and piety points.
  • Mamluk traditionally helped to spread Islam and Arabic. They converted a lot of Central Asian and Circassian when they entered service in Mamluk. This could represented as a mission.
  • In no way Mamluk want to conquer Istanbul, in fact they were celebrating Ottoman capture of Constantinople as if they capture it themselves.
  • A lot of free manpower events from Caucasus
  • An event or mission should fire of "Puchase of Cyprus by Venice"- which give Mamluk money and boost the relationship with Venice
  • An event should fire when a new Sultan throned in Ottoman, which automatically set Mamluk as a rival.
  • An event should fire about "The betrayal of Syrian people" during a battle with Ottoman which automatically release Syria as rebelious vassal.
  • Similarly, "The betrayal of Bedouin" during a battle with Ottoman should randomly release a province in Upper Egypt as "Egypt" as rebelious vassal.
  • Both should help to set the stage to the demise of Mamluk for the AI, as happened historically.
  • In case of Mamluk lost the war with Ottoman, I believe a choice should emerge whether Mamluk will get annexed or vassalized by the Ottoman. Historically, the former was picked by the Sultan although the Sultan did offer the second.
  • If we want to go a bit to the "funny" road, a mission should appear to reclaim Circassia, as it was the homeland for Mamluk rulers.

I'm sure not everything can be chatered here. But hope improvements could be made to accurately portray Mamluk
 
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[...] All this shows that Paradox is merely putting a bandaid on a wound without actually adressing the underlying problem, which is that EVERY... SINGLE... NATION... in the Muslim world apart of the Ottomans feels generic, empty and lifeless. Simply giving the Mamluks and Persia better mission trees ain't gonna cut it, chief.

Take a look at Origins, for example. They literally revamped the whole of Africa other than the Northern bits (the Maghreb). And this is in a game called Europa Universalis. Why is it, then, that from what I've seen, Paradox only intends on adding a few mission trees and call it a day?

I guess it's just a feeling then...

Maghreb didn't recieved any new flavor because they had some back in Golden Century (Morocco, Tunis, Granada and the crazy Andalusia), Sudan didn't because they gonna have some with King of Kings. About Origins, were Adal Sultanate, Ajuuraan and Kilwa pagan? I guess not. Dharma gave a lot of mission trees for indian sultanates (Delhi included), bengal, bahmani and a big one for the Mughals and Hindustan too, as did Leviathan with at least Malacca and Brunei. Even hordes have their trees. The whole muslim world is covered with mission trees from Tangier to Aceh.

The sole muslim countries that were left appart are in the scope of this Immersion Pack.

Of course some of them looks dated, but the same goes for every older trees that got love FIRST.

The real underlying problem is colonisation's pace ; other than this, it's just a story of missions evolving like shonens update after update.
 
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unaccepted Syrian culture. This should better represent the troubling relationship the ruler has with their northern subject which often riot and rebel.
This doesn't do what you want, because the AI and most players will just dump 100 DIP into accepting Syrian culture ASAP.
 
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