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Development Diary - 3 of September 2019

Hello again! Welcome to the second dev diary for September’s Manchu patch, in which I’ll be talking about Manchus, Mongols, missions, and maps. Before I get to that though, I’d like to acknowledge the overwhelmingly positive response to the previous dev diary. We suspected that folks might appreciate a few changes to the Mandate mechanic but weren’t expecting such a strong response to the surprise announcement of Manchu. We hope that you’ll enjoy today’s dev diary just as much!

Let’s start with the Manchus. The 1.29 Manchu update will contain absolutely no Manchus anywhere in the world in 1444. Introducing instead, the Jurchens:

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The Jurchens were the predecessors of the Manchu, founders of the Jin Dynasty that ruled northern China during the 12th and 13th centuries. As members of the Evenki culture group they share little cultural kinship with their southern neighbours, and a Jurchen dynasty will struggle to hold the imperial throne.

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The Jurchens are divided into several clans. Jianzhou, the eventual founders of the Qing Dynasty, and Haixi are settled peoples in the good graces of Ming. Unlike their northern neighbors they have embraced the Feudalism institution and are Tributaries of Ming. Jianzhou has the added advantage of controlling Paektu Mountain, a site sacred to the Jurchens and Koreans alike that grants a bonus Prestige and Tolerance of the True Faith bonus to the owner of the Jianzhou province so long as they have an appropriate culture and religion. Udege, Donghai, and Yeren have much less development than the more “civilized” southern clans, and must also contend with the new Evenk tribes of Nivkh and Solon.

So where are the Manchu, I hear you cry? The Manchu identity was forged during the unification of the Jurchens by Nurhaci and his successors. When you form the Manchu nation, all Jurchen provinces in the world will instead become Manchu:

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Forming Manchu is a little more difficult in the Manchu update. You must now own 20 core provinces of Jurchen (or Manchu) culture, becoming a true unifier of the Jurchens rather than simply rushing to own a few key provinces. Manchu culture has a great advantage over Jurchen culture in one important way: it is part of the Chinese culture group, allowing you to rule over China and hold the Mandate without penalties. Forming Manchu will also give you the option to switch from Jurchen to Manchu national ideas - we’ll reveal those another time.

Next up, the Jurchen/Manchu/Qing mission tree!

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As before, the Jurchens begin by Dominating Rival Jurchens and Uniting the Jurchen Tribes. They should also consider building Shrines at the Mountain in Jianzhou for an early Horde Unity bonus. Raising the Eight Banners, fittingly enough, requires having eight Banner units and rewards permanent claims on both Korea and a significant amount of Mongolia, opening the way for invasions of those regions.

The Manchu invasion and conquest of China takes up the bulk of this mission tree, and mission after The Mandate of Heaven will require you to establish the Qing Dynasty. The first step towards this goal is of course to Bypass the Great Wall. At the time of the Manchu invasion this section of the wall was held by the Ming general Wu Sangui, who refused to accept the legitimacy of Li Zicheng’s Shun Dynasty in Beijing. How this will play out in the game depends on the state of China. If either Shun or a weak Emperor hold Shenyang while you are at war with them, the mission can be completed and an event will fire:

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Wu Sangui will defect to the Manchu army and become a General in their service, and in the process immediately cede his fortress at Shenyang to the invaders. If however the invaders face a stronger and more unified China they must conquer both Shenyang and Beijing through more conventional means. Either way, you’ll also be rewarded with +15% Siege Ability for the next 20 years. This is when the invasion truly begins. Taking Liaoning and North Hebei in the initial war will allow you to complete the Invade China mission.

It is now time to seize the Mandate of Heaven and proclaim the Qing dynasty. Taking the Mandate from Ming will add the Mukden Palace (pictured in the new loading screen) to the Beijing province, which grants +0.05 Monthly Mandate and -2 Years of Separatism until the end of the game so long as you control Beijing. Another early source of Mandate can come through the Establish Tributaries mission; 10 tributaries will give a flat reward of 20 Mandate. The conquest of China is far from complete, however. Owning at least 25 provinces in North China will lead to the establishment of the Green Standard Army, immediately bolstering your manpower reserves with an influx of Chinese defectors and increasing your Mandate. If you are at war with Ming when you complete this mission, Ming will also lose manpower and stability.

With the north under your heel, it’s time to march south. The Devastate a Metropolis mission offers an opportunity to hasten this conquest; raise the Devastation of any hostile province with at least 25 development in China to 20 and you’ll be rewarded with the Cruel Example modifier, granting 20% Siege Ability and Province Warscore Cost for 20 years. You’ll then be tasked to Extinguish Ming completely, removing them from the map once and for all and strengthening your Mandate even further. Last week I talked about a new Disaster with the potential to break apart Ming China. Conquering 20 provinces in the South China region will allow you to complete the Three Feudatories mission. If Yue, Wu, and/or Dali exist and are either independent or subjects of Ming, they will immediately submit to the Qing as Marches. This can be a huge boost to Qing power when timed opportunistically. Additionally if Wu Sangui is still alive and you gain Dali as a March through the mission, Dali will immediately form the Zhou tag and Wu Sangui will become its ruler. This is how we are representing the Three Feudatories in the Manchu patch; three large feudal realms in southern China led by Ming generals who submitted to the Qing. Of course, the Three Feudatories are best known for their revolt against the Qing. After around 20 years, these states will ally one another and declare a war for independence, dishonoring their agreements with the Qing. These upstarts must be crushed, and swiftly. You must control all of southern China directly to complete the Revoke the Feudatories mission.

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With the annihilation of Ming and the defeat of the rebellious generals, the Qing can finally set their sites on restoring harmony to China. Directly owning all of China, achieving complete Religious Unity, and ensuring that average Unrest remains low will allow you complete the Harmonious Empire mission which grants +1 Tolerance of the True Faith for the rest of the game. There are also a number of missions representing the administrative development of Qing China: adopting Confucian Administration, Reforming the Censorate, and founding the Library of the Four Treasuries will reward players with various administrative boons that will aid in ruling the great expanse of China.

Lastly, the Qing dynasty saw some of the most extensive and most rapid expansion of Chinese borders in history. The Ten Great Campaigns of the Qianlong Emperor targeted almost every neighbor of the Qing, from Vietnam and Burma in the south to Inner Asia and Tibet in the west. As we discussed in the previous dev diary, the Empire is no longer penalized for failing to surround itself with tributary states, which makes direct expansion a viable path for an ambitious Qing Emperor.

Onwards to Mongolia!

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The setup in Mongolia for 1.29 is much the same as it is in 1.28: Powerful Oirats in the west, a vassalized Mongolia in the heartland, and an opportunistic Korchin in the east. There are however quite a few more provinces in this iteration of the steppe. Very large provinces make for slow and frustrating gameplay in this region, so efforts have been made to increase the province density as well as to improve the starting development of both Mongolia and the Oirats. A reunited Mongolia ought to feel like a meaningful threat to the often complacent Ming. Mongolia is no longer immediately disloyal in 1444, though it is a close balance and even a small misstep could have dire diplomatic consequences at an inconvenient moment. Loyal Mongolian soldiers will surely be of great help to an Oirat player during the Tumu Crisis.

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The Mongol mission tree is shared by all nations with Mongol, Korchin, Khalkha, and Oirat culture. As you might expect, it leads the player down the path of recreating the conquests of the great Genghis Khan and his successors. To begin this ambition campaign you must directly control both Ih Huree and Qaraqorum - meaning that the Oirats must integrate Mongolia and that Mongolia must defeat their Oirat masters. Completing this mission will establish an Annual Kurultai in Qaraqorum, which grants a very significant +1 Horde Unity per year so long as you continue to own the province and stay true to your Mongol roots. Next you must Unite the Mongols by owning at least 5 provinces from each Mongol culture.

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Now there is a choice to make: follow in the footsteps of Genghis Khan and declare that all the tribes are one Mongol people, or reorganize the tribes and thereby accept all Mongol cultures and 3 additional Promoted Cultures for the rest of the game. From here several paths of reconquest lie open. Starting with 1.29 Manchu, we’ve decided that many conquest missions demand too many entire regions or areas, and we’ve instead opted for more lenient triggers. For example, Reforging Great Yuan requires the key provinces of Beijing and Xuanhua, but only requires 20 owned provinces in the North China region to progress to the next mission rather than the entire region. We feel this improves the flow of mission tree progression. The conquest of China naturally leads to the subjugation of Korea, and from there you are tasked with achieving what Genghis Khan never could: defeating the Japanese Shogun. If the Divine Wind does not strike again and you manage to directly own Kyoto, you’ll be rewarded with permanent claims on all of Japan as well as +1 Prestige for the rest of the game. Just like in the Tatar mission tree, the conquest of Central Asia leads to an invasion of Persia, which creates a new opportunity to restore the Ilkhanate as a March. Subjugating the Tatars and Defeating the Rus ends one branch of the mission tree, but the wetern campaign needn’t end here - you’ll be granted permanent claims on Poland and -15% Province Warscore Cost for the rest of the game, in the event that you wish to extend Mongol rule over all the world. If you succeed in truly restoring the Mongol Empire of old, the Pax Mongolica mission rewards a permanent National Unrest and Stability Cost reduction.

And now I hand you over to Groogy to talk about some of your favorite kind of changes, balance changes with numbers n' stuff!

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Hello Groogy here! Now it’s my turn to write down a bit. So since the area is getting a change over and the entire balance structure in the east being reshaped. I took the opportunity to have a look over the old Banners and their place in this new world. Their function has always been to give cheap strong units to a nation that doesn’t have a lot of money or manpower naturally. Though clever as you all are, you can always get around that so some tweaks were necessary.

Banners bonus discipline have been lowered to 5% from the massive 10%, they reinforce half as fast as normal units and we lowered the amount of banners you get per development. They also now use manpower but only 1/4th of normal units. So a full regiment of Banners costs only 250 manpower.

Because of these changes we removed their mercenaries-like status, meaning they won’t disappear if they take damage while at 0 strength anymore but will stay around. They also are 50% cheaper in maintenance.

The intent for the changes are to make Banners easier to get a big bunch of early in the game on your road to form Qing by making them cheaper and to stick around even after a disastrous battle. But that they don’t remain as the end-all units towards the end game. Still good, but not Space Marines on horseback.

That's it for today! Next week will be the last in our trilogy of Manchu dev diaries. We'll be focusing on Japan, Korea, and Central Asia, so stay tuned for more.
 
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Crosspost from reddit because someone said it'll help get attention from the devs

So the 1.29 update is focused on Northeast Asia (mainly Manchu apparently) and I wanted to talk about a nation in the region that's been rather overlooked for a fair whiles now, namely Korea.

First things first can we please rename Korea to Joseon? Korea is the romanised name of the previous Korean dynasty, Goryeo. The dynasty ruling Korea in 1444 is Joseon, which overturned Goryeo almost a century ago. This is the equivalent of calling Ming "China", which itself is a romanised version of Khitan,a Mongolian dynasty that ruled China a while before the game's timeline

Up until now Korea's been a rather easy, albeit boring nation to play, with its lack of flavour events compared to her more interesting neighbours Japan and Manchuria. This was due to the Manchu AI being stupid, which means free clay for Korea, and Papa Ming protecting Korea from the (ahistorically large) threat of Japan (we'll come back to this later). But now that Ming's coded to Mingsplode 66% of the time, Korea loses its biggest advantage as soon as Ming passes its first reform.

I was thinking perhaps Korea could get a few more provinces, and thus higher development. Right now Korea has 130 development in 20 provinces, compared to Japan's almost 400, which is a bit apalling considering how 15th century Korea was almost on par with Japan both population-wise and development-wise; it wouldn't be until much later into the game's time period that Japan started its sudden growth spurt.

Hopefully we could see major Korean cities like Gaesong, Gongju, Daegu, Anju, Chuncheon and Yangju (Gimhae) added. Expanding on this, Joseon was divided into 8 traditional areas, of which only two are currently represented in the form of Pyeongan (Gwanseo) and Hamgyeong (Gwanbuk). The other 6 are lumped into the generic states of "Western Korea", "Southern Korea" and "Eastern Korea". Hopefully with the addition of a few more provinces we could see some of the traditional divisions, of which Gyeongsang (Yeongnam) and Jeolla (Honam) would be most likely, due to their political importance.

Continuing the senseless Korea buffs, hopefully Korea could get a new idea set, because right now, the best strategy for Korea is to either form Manchu or Japan to get rid of its godawful national ideas; highlights being 5% ship durability for the Korean turtle ships (compared to Japan's 10%? I don't understand how this works, historically the most significant factor in stopping Japan's first invasion of Korea was the Korean navy) and 5% technology cost reduction from the Hangeul alphabet (compared to Manchu's 10%, which is just plain insulting). The only military idea that Korea has is a measly 10% infantry combat ability in its ambition, which means unless you take an absurd amount of military ideas you might as well just not fight any wars against your neighbouring Manchu banners and Japanese space marines. Now this isn't too inaccurate historically, considering how Korea wasn't too expansionist excluding some rare cases like King Hyojong, but hopefully we could see the replacement of the 10% infantry combat ability with 10~15% artillery combat ability/+1 artillery fire to represent the Korean hwachas. The +5% ship durability right now is absolutely useless, so it'd be nice if Paradox could swap it out for galley combat ability or a larger number like 20~25% durability.

Last gripe is how Paradox decided on grading Munjong, Joseon's 1444 heir, who succeeds to the throne when Sejong dies. Right now he lies at a pathetic 2/1/1, which, I assume was a mistake, considering how Munjong was an excellent ruler who continued many of the policies his father had instilled and also took military policies very seriously, reorganising the entire Korean military into a more efficient 5 divisions format. He also published an impressive bibliography on not only military topics but also on history and astronomy. Historically he died after two years of rule due to health conditions, but he does not deserve to be a 2/1/1 considering how much he accomplished in such a short amount of time.

EDIT: Someone mentioned how Korea having domestic trade power in their traditions makes them a developed inwards looking kingdom, and I realised that Korea only holds 25% of the development in the (somewhat bloated) Nippon node, with Japan holding the other 75%. Considering how sub~20 province nodes like White Sea exist, perhaps Korea could get its own trade node, if only to split the currently huge Nippon node. (Hopefully Girin gets split too; the Siberian/Kamchatkan provinces probably deserve their own node for their fur trade)

*end rant*
 
Rip buryatia gold mine. And no amount of development in shitty steppes will ever make up for a gold mine. Also how do you play the northern Jurchens now with not being able to become a tributary but the southern jurchens starting as them in 1444?
 
May I ask how many idea sets should we expect

Didn't even think about new NI sets! :D I always love seeing new NI sets :D Will they be OP? will they be weak? Will it be a challenge to play. The hype is real.
 
Rip buryatia gold mine. And no amount of development in shitty steppes will ever make up for a gold mine. Also how do you play the northern Jurchens now with not being able to become a tributary but the southern jurchens starting as them in 1444?
The same way you'd play Yeren now. DoW on Dec 11th 1444 before they become a tributary and get a border.
 
I really like provinces and qing/manchu mission tree, although i would honestly add zhungar conquests mission(after ten great campaigns one), that in history lead to to genocide and destruction of Zhungars. However I must say that im kindof disapointed overall.
First of all Oirat and Mongol people are quite distinct folk... they shouldnt get the same mission tree. In my ideal world they should get different mission tree focused around establishing Zhungar Khanate(would love to see formation comming btw) and their struggle against Qing dynasty, rivalry against Khalkha Mongols and expansions into Tibet... Yes i know that the tree you provided is very extensive in terms of conquests but it does not feel right, especially since we wont see any other updates for this region for damn long time.
About Mongol mission tree i would love to see some more about Dayan Khan(one of the last great khans in history imo) and his struggles of reunifications of mongols(by fighting with oirats), abolishing the Taishi system or about reorganizing reforms of mongolia into 6 tumens. The tree provided looks very generic 'reestablish mongol empire' type of mission tree while there is much more than that.

Also... while i like most of the banner changes I'm not a fan of nerfing banners discipline. I dont really consider banners as *that* strong units, especially since cavalry later on is simply poop compared to infantry. Banners were main strenght of qing(with their bonuses from ideas and age objectives), but now i dont think its worth the slot in your army. They start with 0 troops and are slow to reinforce, money are not the issue in later stages of the game(and they cost roughly the same as infantry) and I honestly prefer solid infantry unit over 5discipline better cavalry. And ofcourse its gonna be even harder to take down ming with 5 discipline less(unless ming tends to sucide on their own).


Nevertheless I'm still hyped to play this update, looks neat. I hope we will see some dev diary about nations ideas and about Chagatai khanate area that is quite interesting spot.
 
I dont really consider banners as *that* strong units, especially since cavalry later on is simply poop compared to infantry.
Banner cav rips everything to shreds for the entire timeline of the game. I have multiple screenshots of winning wars outnumbered 4 to 1 while bankrupt with a single 70k stack- 60 cav, 10 cannons (very suboptimal in terms of artillery) in the 1600 timeframe. Try fighting on flat land, pick aristocratic+espionage. Enjoy invincible army. The enemy having more morale simply means more of them will die.
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Disagree with proof, that's a new one
 
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Will Dai Viet be a part of the update, consider that they have more culture and religious similarity to north east asia than south east asia ? Or there will be another update for south east asia ?
neondt is on record of advocating for an SEA patch at some point, though probably not until after the big Europe patch at the earliest. I assume Dai Viet will be part of that.