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Good morning all. I'm in a bit of a daze, having spent the better chunk of last week plotting, backstabbing, frontstabbing and otherwise pushing Persian national interests at the EUIV Grandest LAN Party in Poland. It was an incredible event and a personal highlight of the year. As first act of returning to normal everyday game dev life in Sweden, I'm bringing you another Development Diary. Today we will look at a variety of features, both free in the 1.23 Persia Update and part of the accompanying Cradle of Civilization expansion.

Firstly, a free addition to the game is that we have added Religions and Cultures to Advisors, Rulers, Heirs and Consorts. Depending on where your advisors spawn from, they will have that province's religion and culture, which will be immediately visible next to their portrait, with the icon of that religion, and a star indicating if their culture is primary, promoted or otherwise.

advisors.jpg


Ruler, Heir and Consort cultures and religions will be visible in their tooltips and will primarily be that of their nation, but there are events, both new and revisited old ones to spawn certain peoples and show interactions between various faiths and cultures in your Court.

merchant.jpg

Does the state really need the money?

turks in court.jpg



Now while the Culture and Religion in your court is available for all nations, let's look at a nation where historically this mattered a lot: Mamluks.

Mamluks now have their titular unique Government type: The Mamluk Government, where the ruling class' culture is of great importance. The Mamluks do not get heirs or consorts but always get a new Sultan on Monarch death. The Mamluks nation will decide if they would like to be governed by a Sultan from their own cultures' lands or take a slave ruler from further afield. Historically and in our setup, they will be able to bring in Circassian rulers, who are seen to have high legitimacy over ruling the nation, but you can elect to choose a ruler from lands of other cultures within your nation. While these Sultans will have lower legitimacy, scaling with the amount of your culture lands they have, they will have another advantage in using their Cultural Interactions.

mamluk succession.jpg


Each year the Mamluk Government will gain 3+ruler ADM/DIP/MIL stat for each of their cultural interactions which can be used as follows:
  • ADM Action: Promote [ruler culture] in Government
    • Gain -5% all power cost for 1 years.
  • DIP Action: Sell off [ruler culture] slaves
    • Gain ( Development of ruler’s culture * 2 *current Age ) ducats
  • MIL action: Recruit from [ruler culture] lands
    • Gain ( Development of ruler’s culture land * 50 * current Age ) manpower
So while a home-grown Sultan may start with low legitimacy, you may prefer them over a more stable alternative to get more out of your interactions. Additionally, spreading and conquering certain cultures may be of more interest for the Mamluks.

egyptian slaves.jpg


Additionally, the Mamluk Government itself will give +2 to all Sultans' ADM stat, and allow extra cultures to be promoted, depending on the Government Rank of the nation. Promoting cultures is also 50% cheaper for a nation with Mamluk Government. Now I say "a nation with Mamluk Government" instead of just "The Mamluks" because an Iqta nation who holds Cairo while the Mamluks have been wiped out can adopt the Government for themselves.

Speaking of Iqtas, them themselves will see a change in Cradle of Civilization. an Iqta nation will have incentive to have subjects by way of their Taxation Policies. Every 20 years an Iqta nation can set their Taxation policies and gain a lump-sum of resources depending on their subjects' development and a modifier on the nation for the duration of the policy.
  • Efficient tax farming: +15% National Tax Modifier, +2*total subject development ducats
  • Land Acquisition: -5% Core creation cost, +50*total subject development manpower
  • Lenient Taxation: -15% Subject Liberty Desire, +1 diplomatic Reputation
Iqta Timmy.jpg


It has been speculated before but yes, Timurids no longer start out as a Steppe Nomad. They are an Iqta with a large amount of subjects and foreign cores. They start at Empire rank to boot.

So that's our lot today. Changes in the Courtroom as part of the Persia Update, with Mamluk Government's Culture Interactions and Iqta Taxation Policies with the Cradle of Civilization Expansion. Next week we'll look at something completely different.

Since our Dev Clash ended last week, our team is enjoying a break from Tuesday hostilities and, depending on whome, are busy enjoying their reflection in their trophy. Tuesday Dev Clashes will return in a few weeks.
 
Greetings all. Looks like some nice and interesting features to have culture and religion be visible in the courtroom (and have events).

I have been away from the EU4 modding scene for several years now, so forgive me if the following questions regarding cultures and cultural conversions are obvious:

- has mod support been added to modify/disable the automatic cultural conversion of new colonies? I always felt, that a consequence of the "live and let live" policy should be that the target province does not switch to your primary culture, but I have been unable to mod that mechanic in previous iterations of EU4.

- has mod support been added to modify/disable cultural conversion of established provinces? I always felt that it is way too easy to paint the map in your cultural colors. It is much more interesting gameplay to have the underlying and stable cultures be the backdrop you play against. Yes, some provinces will be harder to hold or less desirable, but that is what the accepted cultures mechanics are for.

Well - sorry to bring up an old discussion again, but as I said, Ive been away from these forums for a few years, so Id like to hear your thoughts on this.
 
Both of those have always been possible. You just increase the costs in the defines so it becomes impossible to do it. With colonies it is a bit trickier since it will convert the culture when the colonist arrives but you could potentially get it to work using maintenance events.


e: Also I think if I remember correctly company regions don't convert religion or culture when you colonize them, so you could just mark all of America as a company region.
 
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With colonies it is a bit trickier since it will convert the culture when the colonist arrives but you could potentially get it to work using maintenance events.

Is there a way to detect the previous culture of a province after a change - or the original culture? (Otherwise I suspect this would require to manually add a "original_culture = xxx" tag to all provinces that can be colonized - sigh ;) )
 
Will the advisors only ever be of the religion of the province or will there be more to it? E.g. can I only ever have a catholic advisor spawning from a catholic province in Poland/Lithuania or can they with a low chance also be jewish or orthodox? Meaning: Is there any additional randomness hand-edited to each province? Otherwise this will be pretty predictable and unexciting. I understand however that we do not have "minorities" of religions in the game as of current,... everything is either 100% or 0% so I guess such a feature would be difficult to make credibly.
 
He needs to be of an accepted culture.