EuropaUniversalisIV-DevelopmentDiary24thofJanuary2023(开发日志:奥斯曼)
(2023-01-27 00:03:20)
标签:
eu4gameparadox游戏 |
分类: EU4 |
https://forum.paradoxplaza.com/forum/developer-diary/europa-universalis-iv-development-diary-24th-of-january-2023.1565995/
Europa Universalis IV - Development Diary 24th of January
2023
Merhaba ve hogeldin!
I am excited to showcase the new content for the Ottomans. But
before we get to that, I want to comment on some lessons we have
learned from the development process of Lions of the North, even if
we are quite happy with the final result and its release
state:
Branching missions are like seasoning: a few of them can add
some interesting paths to your country. Too much and they ruin the
mission tree as they are clunky to use, generate walls of text and
are in general not pretty to look at.
They are also prone to script-related bugs and are too painful
to maintain. Because of that, we will not have any case akin to the
Teutonic Order in the future where half of the mission tree is
covered in branching missions.
Customizable government reforms like the ones of Livonia were
a fun experiment, but from a script perspective a nightmare to
create. It also requires the player to have Wikipedia open in order
to get the government reform they desire, which is not
optimal.
We liked the idea that you can customize your government
reform in such a fashion, but for the future, we will instead
utilize the different government tiers instead of having 15
different Tier 1 reforms for a single country.
The new generic government reforms and tiers were
exceptionally well received. Even though some reforms are still
standing out as the most optimal choice, we like the diversity we
see from the player base in their choice of government
reforms.
For 1.35, we want to expand this aspect of the game a bit
further.
Too many “starting points” of the mission tree can be quite
overwhelming for the player - especially if they are far down.
While this is inevitable to happen due to the rigid structure of
mission trees (and a whole new redesign of how mission trees are
built would be like opening Pandora’s Box), we try to at least keep
the amount of starting points to a minimum.
The focus of previous Immersion Packs was too much on mission
trees alone. While mission trees are highly popular, we think that
we were investing too much time and focus on the mission tree part
of a country and neglecting other parts of the gameplay experience.
In 1.35, we still make sure to have interesting mission trees for
the countries in focus which encourage unique playstyles, but we
will also diversify from this part of the content and expand other
parts of the country such as tag unique government reforms, flavor
events, and even mechanics.
Finally, mission trees and the content from Lions of the North
make the content outside of the region of focus feel very outdated
- even if the region’s specific update was not that long ago. The
new DLC and the 1.35 update aim to change this and we try to go
beyond our scope to expand the countries and regions which are not
the focus of the former DLC.
With that being said, let us dive into the content for one of
the most anticipated countries in EU4: the Ottoman Empire.
No country in EU4 splits the community like the Ottomans. Some
say they are too easy to beat and don’t have this “final boss
feeling” they desire from the game. Others claim that the Ottomans
are absurdly overpowered and ruining the fun of the game.
But everyone can agree on one thing about them: despite its
number of flavor events, unique mechanics and even unique special
units, the Ottomans feel rather bland compared to all the other
major powers of EU4, as it’s been a while since the last update on
their content. 1.35 will change this.
Starting with the most obvious addition, the Ottoman mission
tree:
Ottoman Mission Tree.png
Be aware that all the content you see here is still very much
work in progress. Nothing here is final.
EU4 starts one day after the Ottoman victory in the battle of
Varna. From there onwards, they rose to become one of the most
prominent great powers that shaped the world during the game's time
frame. As you start your campaign, you will be greeted with the
following event:
tur_events.1.png
Not long after you will get another event which steers you to
a path of greatness:
tur_events.2.png
Hiring Urban allows you to complete the mission “The Guns of
Urban”:
urban.png
Note: As you get these artillery units before tech 7 they will
not be able to do any damage. So take good care of them. Of course,
there is also an alternative requirement to this mission if you do
not hire Urban.
With these two events and their respective missions completed,
the “City of World’s Desire” will be your next target:
tur_events.3.png
From there on your missions will branch into five different
directions.
The most left ones are about your push into Europe and
claiming the true Roman title with “A True Roman Empire”:
tur_events.4.png
tur_events.5.png
devleti_rum.png
You might have noticed that the event was mentioning
“Eyalets”. They are part of the new mechanics added for the
Ottomans, but more to it later.
The second mission row from the left is about the Ottoman
consolidation of the Balkans and the conquest of North Africa. A
highlight of this row is the access to a new naval doctrine for the
Ottomans if you have any subject nation in the Maghreb
region:
maghrebi_corsairs.png
The middle row concerns itself with the development of
Constantinople as the jewel of your empire, the conquest of the
Mamluks, and your push into African land.
For this part, I am returning to the previously mentioned
eyalets. With the Ottoman Government, you are able to hold a new
subject type called “Eyalet”. While historically, they were like
provinces to the Ottoman government, I took the creative liberty to
design them as a special subject type that does not take any
diplomatic relations and governs the land for you.
As you go on your path of conquest, the game will trigger
events for you where you can release an eyalet as one of your
subjects:
turn_events.6.png
eyalet.png
Note: all of these events have an option where you can decline
the creation of an eyalet. You are not forced to have a single
eyalet during your whole campaign.
Eyalets are not called into your wars automatically - be it
from the offensive or defensive side. Instead, you have to call
them by using favors (or an opinion hit if you do not have favors
unlocked due to a missing DLC). Unlike other subject types, you can
have favors with your subjects. It costs 20 favors to call them
into an offensive war, but only 10 when you are in a defensive
war.
eyalet_cta.png
eyalet_cta_dip.png
Before you can integrate an eyalet you need to reign in it
first:
eyalet_reign.png
eyalet_reign_diplo.png
You might now wonder why you would want to have eyalets around
instead of just coring the conquered provinces yourself. The answer
to this question are the passive benefits you gain from eyalets.
Not only do they pay you vassal tax, but also provide you with 20%
of their manpower and sailor pool as well as force limit. They are
designed to give roughly the same amount of manpower and force
limit as if you would own the provinces for yourself.
While there are roughly 8 pre-defined and scripted Eyalets you
can create from events, you are still able to make your own eyalets
through a special casus belli which you can fabricate in
neighboring countries:
justify_invasion.png
eyalet_po.png
eyalet_wal.png
Note: eyalets you create through the fabricated CB will not
have a unique Eyalet name. But other than that they act exactly
like normal eyalets.
With that excursion out of the way, let us return to the war
with the Mamluks. The mission “Defeat the Mamluks” will require you
to conquer 6 provinces of the Mashriq part of the Mamluks:
mamluk_mission.png
mamluk_cb.png
After winning the siege of the capital of the Mamluks, the
following event fires:
tur_events.6.png
And for the Mamluks:
tur_events.7.png
After holding their capital for three years, you get the
following event:
tur_events.8.png
egyptian_eyalet.png
Your new Egyptian eyalet will not be as efficient as other
eyalets though due to their Mamluk administration. With the mission
“The Fate of the Mamluks” you can remove this modifier from your
subject.
The fourth row is about the religious path of your country. As
you seize Egypt for yourself, you will also seize the Caliphate
which is housed there, as well. As such, the branching missions are
about going on a path of legalism or a path of mysticism. No matter
which path you choose, either ending of the branching missions will
be required for the “Second Islamic Golden Age”. If you manage to
Unify Islam you will be able to complete this mission and gain a
reward that is not only useful to you, but to every remaining
Muslim country (those who were lucky enough to not hold any of the
important sites).
tur_events.9.png
Finally, the last row of the tree shall be a motivation to
push into Persia and secure the ancient silk road. A highlight here
is the reward from the mission “Imperial Fabrics”:
tur_events.10.png
As the finisher of the mission tree, you get a permanent +5%
Administrative Efficiency from the mission “Pax Ottomana”. Its
requirements are a bit more challenging, but they play very much
into the gameplay loop of the Ottomans.
pax_ottomana.png
That was it for the mission tree, but we are not done yet with
the content for the Ottomans. With the DLC, the Ottomans gain
access to two new features (next to the previously mentioned
Eyalets): the Janissary Estate and Decadence.
Starting with the Janissaries:
janissaries_estate.png
The icon is a placeholder. Their unique icon is a work in
progress.
The Janissary estate is one you will love in the early game
and learn to dislike in the later phases of the game. Their initial
“privileges” are more of a set of edicts you can give to them. Here
is the full list of them:
good_privileges.pnggood_privileges.png
Keep in mind that none of these numbers are final. For
example: the 10% Discipline for the Janissaries here are definitely
on the chopping block when we come to the polishing and balancing
phase of the development process.
These privileges are designed to be very powerful. However,
they come at a price later on: the Janissaries themselves want
their own privileges and can turn these edicts into a negative
version of it or demand new privileges entirely:
tur_events.11.png
tur_events.12.png
Refusing to give privileges will result in Janissary revolts
which are more dangerous than normal rebels. As such, refusing them
to grant these privileges can lead to your country breaking to the
Janissaries.
Of course a new estate also means new agendas. The Janissaries
have their own set of agendas which are inspired by the Rajput or
Maratha's agendas:
agenda_event.png
Note: with 1.35 you will be able to choose the agenda from up
to 6 estates present in your country.
Now we come to a different part of the Ottomans: the Decadence
mechanic:
decadence_bar.png
Note: the UI here is very much a work in progress.
A big wish from the player base was that big empires have a
way to break apart. As the Ottomans are the Number 1 subject of
contention, I have decided to create a prototype of internal
cohesion for the Ottomans first. Depending on how well it is
received and how the game plays out with it, it might be expanded
in the future.
Now, what exactly does the funny bar do? Decadence is
basically a new type of measurement to get an idea of how cohesive
and stable your empire is. You gain decadence from negative
stability, from being bankrupt, from negative legitimacy, from
Corruption, from being over Governing Capacity, from losing a war,
and from a pulse event which triggers if you have over 100
Overextension.
Positive legitimacy and stability on the other hand reduce
decadence, but to a slower degree.
At 100 Decadence you have to live with the following
modifiers:
decadence.png
Note: these numbers are NOT final.
Historically, the power of the Ottoman Empire began to wane
around 1600, its swan song being the siege of Vienna in 1683,
followed by a slow decline until the Victorian period. However, for
the sake of gameplay and the ability to be able to break down the
Ottomans later on, they have received a set of special disasters
which get unlocked when they reach 100 Decadence:
internal_power_struggle.png
disaster_event.png
disasters.png
While most players (and the AI without player intervention
most of the time) will avoid the disasters altogether, those who
seek challenge and pain can trigger the Decadence disaster on
purpose in order to unlock the missions which are about handling
the many challenges of your empire.
disaster_missions.png
During the Internal Power Struggle disaster, you have four
disasters to deal with (or five if you are at the Age of
Revolutions, the fifth one would be the normal Revolution disaster
itself): “Janissary Coup”, “Eyalet Rebellion”, “Pasha Decadence”
and “Plot of the Harem”.
To give a quick rundown of the disasters and their themes: the
Eyalet Rebellion is, as the name suggests, about your Eyalets
becoming rebellious against their overlord. This is especially the
case for your Egyptian, Andalusian and Persian eyalet, which are of
the opinion that their distance from Constantinople gives them
every right to break away from you.
eyalet_disaster.png
eyalet_disaster_events.png
Pasha Decadence is the disaster that is the most
straightforward: your provinces are getting decadent and refuse to
pay you and you eliminate their rebellions. Especially the Balkans
will try to break away from you.
pasha_disaster.png
pasha_disaster_events.png
Plot of the Harem is a bit trickier as this disaster is about
the internal power struggle between the Harem and the Sultan.
Unlike the other disasters, this one is on an internal level.
plot_of_the_harem.png
plot_of_the_harem_events.png
Finally, the last disaster which is by far the most impactful
one: the Janissary Coup. The original disaster has received quite
the overhaul as it is now part of the disaster set you have with
the Decadence.
janissary_coup.png
The Janissary Coup will immediately add three new privileges
to your estate. This means you will have up to 9 privileges active
for the Janissaries eventually.
With the mission “Handle the Janissaries” you unlock two
different ways of overcoming this disaster.
disaster_decisions.png
You either negotiate with the Janissaries and revoke one of
their privileges or you bring the fight to them and defeat them in
combat. At this point I should mention that the Janissaries are
more dangerous than normal rebels and have significantly more
morale than your troops. Additionally, they spawn with artillery
rows which means they are actually potent rebels.
Because of their strength, I have decided that you should be
able to spawn the rebels on command with the “Face the Janissaries”
decision instead of forcing you to engage them through a random
event.
janissary_event.png
Right now, the number of rebels you get is inflated. It will
be tuned down in the coming weeks.
If you finish the disaster by slaughtering them to the last
man then you can complete the mission “Mansure Army” and you get
the following event:
mansure_army.png
Alternatively, you get the following mission if you complete
the disaster by revoking all of the privileges:
janissary_compromise.png
After completing all the disaster-related missions, the
“Internal Power Struggle” disaster will end and you get the
following rewards for all the pain you had to deal with:
end_of_internal_struggle_event.png
Note: modifiers are currently mirroring the normal Ottoman
Government. The main feature of this reform is the lack of
Decadence.
And you gain the following reward from the mission:
end_of_internal_struggle_mission.png
Now let us take a look at the last bit of Ottoman content:
events and reforms. First thing first: the Devshirme System has
been moved from being a decision to become its very own reform in
Tier 2:
devshirme_system.png
Note: the influence color should be yellow.
With this government reform you unlock the following
mechanics:
devshirme_buttons.png
And yes, you see it right. The three-button reforms are back
as we want to give the nations in our scope features and mechanics
which prevail for the country long after you are done with your
mission tree already.
The tier 3 reform:
provincial_government_system.png
And a few flavor events which you will encounter during your
campaign:
tur_events.13.png
tur_events.14.png
tur_events.15.png
tur_events.16.png
tur_events.17.png
millet_system.png
tur_events.18.png
tur_events.19.png
tur_events.20.png
At last, some quick notes about the other states in Anatolia.
Due to how Decadence works, I have decided to add a unique
government reform for Rûm which does not have the Decadence
mechanic.
sultanate_of_rum.png
Turkish minor states now also start with the Beylik government
reform:
beylik.png
And a unique naval doctrine for all Turkish nations:
naval_doctrine.png
That was it for today. I thank you all for your attention!
Next week we will return to Far East Asia with @PDX Big Boss as we
take a closer look at the content for Japan!