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EUIV - Development Diary - 5th of May 2020

Hello! Welcome to another dev diary for Europa Universalis IV: Emperor. Today we’ll be revealing new content for Burgundy, famous in this era for its immensely confusing succession crisis that forever altered the balance of power in Europe and laid the foundations for Dutch independence.

We’ll begin with the new Burgundian mission tree. Wedged between France and the Holy Roman Empire, Burgundy has a challenging but rewarding path to follow.

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The leftmost branch contains some familiar missions, involving the conquests of Savoy and Provence. We’ve also included a couple of additional missions in this chain: Invade Lombardy and Kingdom of Italy push you to continue your southward expansion. Completing the final Kingdom of Italy mission rewards you with the Rex Italiae modifier, granting -5% Idea Cost and +10% Institution Spread for the rest of the game.

Burgundy begins as a divided realm, with its wealthy holdings in the Low Countries owned by Personal Union subjects. Burgundy must placate these subjects to begin the next branch of the mission tree. After Burgundy finds a way to Unite the Realm, ruling over a united nation and directly owning the Lowlands, you are tasked with securing the region for the long term. You must either continue to hold the Low Countries through the Dutch Revolt or find some way to avoid it (and there will be opportunities to do so). With the Dutch provinces finally secured, you’ll be tasked with Dominating Channel Trade, which rewards you with a permanent bonus to your Trade Efficiency and Trade Steering.

EUIV begins in the midst of the Hundred Years War, with England and France constantly at each other's throats. Burgundy has played a crucial role in this conflict in the past, and can continue to do so from the start of the game. You are tasked with establishing an English Alliance, which unlocks the mission League of the Public Weal. This requires you to achieve very good relations with at least 3 of the French vassal Duchies. As a result, all of these Duchies gain +50% Liberty Desire, depriving France of their vassals support at a critical moment. This will aid you in becoming King of the Franks; owning Paris and 17 other provinces in the France region, as well as being physically and militarily greater than France, will give you permanent claims on all of France, and all of their remaining vassals will immediately be transferred to you.

After improving Papal Relations, Burgundy can organize a new Crusade against the Ottomans at the Feast of Pheasants. To achieve this you must either have 2 allies who have set the Ottomans as a rival, or else 1 ally that has the Ottomans as a rival that is also a great power. When you complete the mission, all Catholic countries with a positive opinion of Burgundy and a negative opinion of the Ottomans will gain a Holy War CB against the Ottomans for 5 years.

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You’ve likely noticed that the flag used in the mission tree screenshot above is not the Burgundian flag we know and love. That’d be because Burgundy gets an expanded mission tree upon forming Lotharingia - the medieval realm of Lothair, descendant of Charlemagne. With the Emperor expansion this is handled through completing the Crown of Lothair mission, but without Emperor there will be a decision. Besides expanding your mission tree, you’ll have the option to switch your national ideas to Lotharingian ideas.

I’ll now hand you over to @Meka66, who implemented the redesigned Burgundian Inheritance content.

The Burgundian Inheritance event chain has been completely reworked for Emperor, with the entirety of the old system gutted out and replaced with something much more dynamic and directly involving for the Emperor and France.
The previous incarnation of the Burgundian Inheritance was something that only AI Burgundy would have to contend with, and without diving into the game’s arcane scripted event files, players would be unable to be directly involved in the inheritance and would be limited in how they interact with it.


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In the new system however, the Burgundy player takes direct control of Charles’ historical successor; Marie de Bourgogne, and is able to make a direct choice as to which nation they are “inherited” by via a royal marriage with each of these choices triggering a unique Imperial Incident for the Emperor!

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Should Marie choose to marry into the HRE, the Emperor will be presented with a choice as to how he distributes his newfound lands and territories.

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The first option is to cede lands and territories to France while keeping the rest of Burgundy under personal union. This will of course make France happy, but will be of little benefit to the Emperor outside of that.

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The second option is to just keep Burgundy in its entirety which will grant France cores all over Burgundy’s territories in the French region and give France a righteous cause to declare war.

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The third option (and my personal favorite) is to integrate Burgundy into the Empire. What this means in practice is that you will “balkanize” all of Burgundy’s territory into smaller independent imperial Princes, leaving Burgundy with only its namesake while Luxembourg and the like are freed from their control.

Should Marie choose to marry outside of the HRE, however, this triggers an entirely different incident altogether. Burgundy can marry back into the French Kingdom or seek the support of a strong marriage partner, and choosing to do so will put the future of their kingdom entirely in the hands of their new overlord.

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The Emperor may demand the Low Countries from Burgundy’s new overlord, and should they accept; Flanders, Holland, etc. will be released back into the Empire as free Princes. Should Burgundy’s overlord refuse, the Emperor may go to war to press his imperial claims.

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The Emperor can also declare Marie’s marriage entirely illegitimate and attempt to force a union on the entirety of Burgundy.

A particularly cowardly Emperor may choose to just let this issue slide and allow the succession to take place without his interference.

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Whomever Burgundy marries, they shall exist under personal union until an event declares Marie’s death and Burgundy in its entirety is integrated in a manner similar to the old system; with all of Burgundy’s territories becoming a core part of one’s own nation.

For those who enjoyed gaming the old triggers in script for the old system, such a thing will still be possible with AI Burgundy; with their various options for marriage partners being decided by a number of factors by the AI. Optimize these factors, and Burgundy will very likely choose your nation to be their protector.

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However, Marie de Bourgogne is not forced to marry into any particular house in Europe at all, and may in fact choose to stand on her own against the French Kingdom and the HRE. Doing so will likely lead to war with both, so surviving this version of the crisis will be quite a challenge for the Burgundian player, but may yield some interesting rewards.

That's all for today! Next week we'll take a look at some of the mission trees we haven't yet had the opportunity to reveal. Until then, have a great week.
 
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I just want to know if this event is scripted to happen every game. If playing as Burgundy can you skip this problematic event chain by siring an heir? Are you weighted more towards female heirs? Dealing with a hostile France & Austria is kinda difficult.
Already been confirmed that if you manage to sire a male heir you won't get this event.
 
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So how does one get the historical outcome where Spain gets the territory?
That isn't the historical outcome. Spain got the territory later through Habsburg shenanigans.

In real life, Mary of Burgundy ruled her father's lands of Burgundy and the Low Counties in her own right. She was married to Maximilian, heir to the Arch-Duchy of Austria, and so obviously they were politically aligned, but the lands of Burgundy and the Low Counties weren't formally brought under the aegis of Austria.

Mary bore Maximilian a son, Philip. Mary died young in a hunting accident, and Philip inherited the Burgundian territories in 1482 at the age of 3. His father acted as his regent, and so brought Burgundy and the Low Counties further into the Austrian sphere.

Philip was married to Joana, daughter of King Ferdinand II of Aragon and Queen Isabella I of Castile, and in return Phillip's sister, Margaret, was married to Joana's brother, John, the heir to the throne of Castile. However, John died of tuberculosis, and his younger sister, Isabella, also died, leaving Joana as the heir to both Castile and Aragon.

Queen Isabella died shortly after, and Joana became Queen of Castile (although not Aragon, as her father King Ferdinand still lived). Then shortly after, Philip also died, and Joana and Philip's son, Charles, became Duke of Burgundy and the Low Counties.

From there, it was just dynastic dominoes. When King Ferdinand died, Joana became Queen of Aragon as well as Queen of Castile; however, due to mental infirmity, the Cortes of Aragon and Castile agreed to make Charles co-monarch at the same time. Finally, when Maximilian died, Charles also became ruler of Austria.

You simply can't actually portray this in EU4, because in a way, Burgundy actually PU'd Spain and then Austria, rather than the other way round - Charles I was first Duke of Burgundy and only later King of Spain. He was actually born in Flanders in Bruges, the quasi-capital of the Dukes of Burgundy.
 
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his younger sister, Isabella, also died, leaving Joana as the heir to both Castile and Aragon.
Side note: Princess Isabella's son, Miguel, also needs a mention, as before he died in infancy, he was the lawful heir not only to Castile and Aragon, but also Portugal.
 
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But Kingdom of France is only West Franks
West Francia became France, East Francia became Holy Roman Empire/Germany & Italy, Middle Francia became Lotharingia which was killed and split between East and West Francia, before the split it was all Francia, I always prefer official country names over made up modern dynastic names to countries
Not to mention that the Franks actually came from around the area of Lotharingia. :p

In game, the Roman Empire tag represent the old united empire that ceased to exist in 476.
Ehm, the Roman Empire hadn't been united since 395 when it was split in the Western and Eastern parts (unless you count post 476 when the Eastern one reverted to just be the Roman Empire and briefly did regain quite a lot of things during Justinian, though never even remotely as much as they'd held pre 395.)
 
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Side note: Princess Isabella's son, Miguel, also needs a mention, as before he died in infancy, he was the lawful heir not only to Castile and Aragon, but also Portugal.

Just to correct the wording he was heir of King Manuel I of Portugal, and also the lawful heir of Castille and Aragon.

After he died, another of Miguel's maternal aunts, Joanna became the heiress of Castile, León and Aragon, eventually bringing those kingdoms to the Habsburgs, under Joanna's son, Charles V.
 
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As far as the issue of the "English Alliance" Mission is concerned, maybe the devs could add a modifier so that England is less likely to Rival Burgundy if Burgundy is player-controlled?
 
With all the work put into redesigning France and Burgundy, you'd think they would have shown some love for Brittany too. Their games will look bland in comparison. :(
Any hope to see a few original missions in the not too distant future? Even just changing the terrain in the western provinces into hills rather than grassland? Anything please...
I guess that having a fragmented France for neighbour will make for a less challenging start and add more possibilities, strategy-wise. That is still something. ;)
 
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Please, can we finally have a confirmation if the issue with culture in Colonial Nations is going to be fixed?

We need to be able to convert culture in our CN provinces, like we can with religion.

It's very important, please we have been waiting years for adding this possibility, and it is a very easy and quick thing to fix.

Thanks.
HELLO? @neondt @Groogy @Johan
 
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But it IS a small change, and wouldn´t break anything.
There are a whole bunch of things that is a small change and wouldn't break anything on top of improving the game. I personally am waiting for some basic modding tools, especially a way to prevent ai from developing their provinces for institutions which is crucial for me. A simple define would do the trick and current situation makes institution modding completely silly. Yet i'm not spamming this request nor waiting for an immediate answer impatiently.
 
There are a whole bunch of things that is a small change and wouldn't break anything on top of improving the game. I personally am waiting for some basic modding tools, especially a way to prevent ai from developing their provinces for institutions which is crucial for me. A simple define would do the trick and current situation makes institution modding completely silly. Yet i'm not spamming this request nor waiting for an immediate answer impatiently.
It is unacceptable that it is impossible to change culture in provinces you own. I mean, you can change religion, build buildings, increase development... but no culture?

How are players supose to do things like one culture world conquer?
 
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It is unacceptable that it is impossible to change culture in provinces you own. I mean, you can change religion, build buildings, increase development... but no culture?

How are players supose to do things like one culture world conquer?
It's totally unrealistic, even if you could convert people to your culture like that you'd quickly end up with a situation where new regional subcultures emerged and evolved into their own cultures. Just look at the romans. Not only did they in their thousand year realm not manage to stomp out the old cultures, their own culture also split into a number of vulgar roman cultures which became new cultures of their own.
 
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