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Genre: Real Time Strategy (RTS), Simulator, Strategy

Europa Universalis IV

Europa Universalis IV - 1.35 Ottomans is Now Live!

Please note that save files from 1.34 will NOT work with 1.35! (more information here)

This is a selection of changes coming in 1.35 - please visit our official forum for the full changelog!

- Added 3 new sets of Ideas (Infrastructure, Court, and Mercenary), and further rebalanced all the Idea Groups.
- Added 27 new events related to the new idea groups.
- Added a new Tier of Government Reforms, Related to Military Doctrines, with 7 reforms.
- Added 7 new Estate Privileges, to estates that did not have a privilege that exempts them from seizing land.
- Added more Ruler, General and Admiral personalities.
- Added 7 new Parliament bribes and National Bribes, which are more expensive versions of bribes, but cover multiple parliament seats at a time, to Common Sense DLC.
- Added 21 new Imperial Reforms, 21 new Decrees, and reworked special Age Abilities for Mandate of Heaven DLC.
- Added 11 new Naval Doctrines to Rule Britannia DLC.
- Added 11 New Iberian Holy Orders to Golden Century DLC.
- Added the Latin Empire as a tag which can be formed through the Crusader mission tree to Emperor DLC.
- Added 7 new Great Projects to Leviathan DLC.
- Added 9 new Achievements.
- Re-Added the Trade Protectorate subject type, available for countries that confirmed Thalassocracy.
- Added a peace option that allows you to annex a migrative native country forcefully.
- Added 6 new artillery units.
- Added 27 new flavor events for the Ottomans.
- Added 5 new flavor events for Russia.
- Added 2 new flavor events for England / Great Britain.

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# Gamebalance
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# Economy
- Expanded Temple rights no longer apply to a subject if the Overlord has the reform and the subject in question does not.
- Expanded Infrastructure decreases the development cost now by 15% instead of 25%.
- Buffed Mercantilism. Increased the Embargo Efficiency from 50% to 100% and the Burghers / Vaishyas Loyalty Equilibrium from 5% to 10% at 100 Mercantilism.
- Local Unrest now decreases Local Tax Modifier by 2% per 1 point of unrest.
- Province Tax now gives -2% Local Regiment Recruitment Time, -1% Local Great Project Upgrade Time, -1% Local Construction Time and +2% Local Institution Spread.
- Inflation now also increases the cost of missionary maintenance, upgrading a great project, embracing an institution, adjusting colonial subjects, upgrading centers of trade and trade company investments.
- Changed the color of Fars to mint green.

# Governments
- Parliament seats now give +10% Local Sailors Modifier and +15% Local Tax Modifier. Production Efficiency and Manpower are untouched.
- Granting Parliament Seats now reduce Absolutism by 2 instead of 3. There is no difference in Absolutism loss when Parliament Seats are granted manually or automatically.
- Every member of a Trade League gives its leader +5% Trade Steering, +2 Naval Forcelimit, +1k Sailors, +1k Manpower and +1 Land Forcelimit.
- Militarization gives now -0.5 Monthly Militarization, basically adding decay to the militarization. Being at war gives +0.1 Monthly Militarization, being at peace gives -0.1, and every point of War Exhaustion gives.
- The Sich Rada can now select Horde Ideas and have a 25% Special Unit Force limit.
- Sich Rada can now have estates. Cossacks estate included.
- Formalize the Right to Re-election and Dutch Republic are now mutually exclusive because the latter could not enforce a "re-election".
- Native countries no longer gain from their government any buffs to their Land Maintenance Modifiers, Global Regiment Costs and Manpower Recovery Speed.
- A Catholic Prussia and Custom nations can now maintain the Prussian Monarchy T1.
- The Religious Tolerance state edict available from government reform "Regional Councils" gives now -100% Local Religious Unity Contribution instead of 50%.
- The government reform "Maintain Balance of Power" now increases the All Estate Loyalty modifier by 10% instead of 5% and grants +1 Diplomat.

# Religion
- The Protestant Church Aspect "Priests May Marry" now gives -15% Same Religion Advisor Cost instead of Clergy Influence.
- Declaring wars no longer affects Piety. Every new ruler now starts at 0 Piety.
- Negative Piety now gives -10% Idea Cost instead of 20% Fort Defense.
- Trade Companies now reduce the local missionary strength by 20% instead of 200%.
- Being the Curia Controller now gives the bonuses of the "Send Papal Legate".
- Coptic gives now +15% Fort Defense instead of +10%, All Buddhistic faiths now give +2 Tolerance to Heretics instead of +1. Shinto gives now +2 Tolerance to Heretics instead of +1 to Heathens.
- Reworked the Reformed's fervor aspects. They have now a cost of 8 Fervor and have stronger modifiers. Added a fourth "Diplomacy Fervor" aspect.
- The Fervor Aspects now cost 8 instead of 5 and have a maintenance cost of 8 instead of 5. Fervor points now decrease construction cost by -10%, Stability Cost by -10%, Years of Separatism by -5 and increase Improve Relations by +10%. The Stability focuses now gives -25% Spy Action Cost instead of -10% Construction Cost. Added a new diplomacy fervor aspect which increases Diplomatic Reputation by +2, Improve Relations by 25% and All Estate Equilibrium by 10%.

# Units
- Cossacks now have +15% Shock Damage instead of +10.
- Cawa units now cost 2 Mil Power instead of 5, spawn with 50% Regiment Strength and 10% Morale (was the other way around before). Cawas now have -5% Shock Damage received, -50% Land Attrition and +50% Reinforcement Speed.
- Janissaries now start with 10% of their manpower strength, and 10% of their Morale. Additionally, they have now a +50% Assault Fort Ability and +50% Army Drill Gain Modifier instead of a +100% Army Drill Gain Modifier and 100% Reinforcement Cost.
- Cossacks no longer increase stability cost when used.
- The Streltsy unit itself no longer increases stability cost and has +10 Fire Damage, -10 Fire Damage Received and +15% Land Maintenance.

# War & Peace
- Doubled the negative effects of Devastation.
- Blockaded provinces now have -100% Local Trade Power instead of -50%. This has been done so market buildings can no longer counteract it.
- Call for Peace now increases War Exhaustion by a rate of 0.005 instead of 0.008.
- Rebalanced the unit pips. Nerfed Aboriginal and Pacific units, fixed issues where African / Muslim units got worse with better tech than their previous unit type, nerfed early-game Anatolian units and rebalanced some Indian units.
- The "Inspirational Leader" General Trait now gives +5% Land Morale atop the Army Morale Recovery Speed.
- The "Born in the Saddle" General Trait now gives a +100% Cav to Infantry Ratio. However, it requires also a 30% Cav fraction in the army instead of 20%.

# Other
- You can now change your rivals every 5 years instead of 25 years.
- Native Aggressiveness decreases Local Colonist Placement Chance by 1% for each aggressiveness.
- Tropical provinces now reduce local development costs by 5% instead of 10%.

###################
# Script
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# Achievements
- The achievement "Baltic Crusader" no longer requires you to colonize two provinces or so in the Urals. (Note: apologies for not having this fixed earlier).
- The achievement of "Master of India" can be completed when a subject owns all of India instead too.
- The achievement "For the Emperor" can now be completed even if you play as a released vassal. It was never intended to be blocked this way anyway.

# Decisions
- Confirming Thalossacracy now unlocks a new government reform for tier 8 which allows you to establish Trade Protectorates.
- The "Rein in Italy" has now a better tooltip, explaining what you are supposed to do.
- The decision "Formalize Separation of Powers" is now available to every country with a parliament. The modifier "Separation of Power" now also gives a +3% Backing Chance for Parliament Issues.
- The piety gained from Muslim decisions is now negative when you have negative Piety already.
- Forming Egypt will no longer force you into a kingdom rank if you are already an empire.
- Junior partners can adopt the Hussite faith via decision, their ruler will remain their overlord's religion.
- Gaining the Sich Rada from the decision no longer blocks the decision. This means you will always have the opportunity to regain this reform.
- Decisions that change your government will no longer remove reform levels.

# Events
- Nzinga of Ndongo and Matamba is now of whatever culture you are.
- Nahuatl Event 'Pochteca Traders Harassed' no longer grants a CB that lasts 152 years.
- You can now see the "X Institution has Spawned" event even if you can't see its origin.
- Granting Malta to the Knights will now give access to the San Juan Holy Order for owners of the Golden Century DLC.
- The Nordic countries will no longer flip back to Catholicism when they proceed in their mission trees.
- The Ethiopian AI will no longer move its capital through an event to a province that has not been fully colonized yet.
- The Sisters Takeover for Orleans now gives a unique Tier 1 government reform.
- The event for unifying the HRE will no longer create a grocery list that tries to escape the screen.
- The event "A Helping Hand" now costs max 500 Ducats when you decide to get an advisor.
- The event "The Maid of $PROVINCE$" no longer removes legitimacy for the PU overlord. Also, the general generated has now 50 Army Tradition and is always female.
- Added an event to the mission tree of Finland which allows you to change your name to one of the Finish Empires.
- Added an event to the Kongo mission tree which asks you if you want to become a monarchy or stay as a tribe.
- The event "Consultation of the Monasteries" gives now Karma scaled with the amount of Karma you have right now. As an example: if you are above 90 Karma you would lose 25, above 50 you lose 15, above 25 you lose 10 and otherwise you lose 5. Vice versa for negative Karma is also true.
- Good Monsoons now give +20% Local Tax Modifier instead of -20% Local Dev Cost.
- The event "The Agenda of the Diet" now supports up to 6 estates at the same time instead of just 3.
- Added an event that fires when you dissolve the Holy Roman Empire. The events give now the 100 Prestige (which turn into Monarch Power when overflowing), 200 Splendor, and 25 Power Projection.
- The event Event A Helping Hand will not fire if all owned great projects are already fully upgraded.

# Ideas
- Norse ideas no longer overwrite all of your ideas if you just happen to have the Norse culture and religion.
- Ruthenian's ideas have been buffed. They have now 20% Manpower Recovery Speed and -10% Morale Damage Received in their traditions. Foreign Influence now gives +2 Number of Accepted Cultures and -25% Promote Culture Cost. Zaporizhian Cossacks now give +1 Privilege Slots to the Cossacks. Reuniting Rus gives now -a 10% Core Creation Cost and Birth of Russian Orthodoxy now increases Tolerance of True Faith by 2 and Yearly Patriarch Authority by 0.5.
- All ideas which increase Land Forcelimit Modifiers by 33% have their value decreased to 25%.
- Russia's ideas have been adjusted. Their tradition now gives -a 15% Core Creation Cost. Land of the Rus now gives -a 15% AE reduction. Life-long Conscription now increases the Land force limit by 33% instead of 50%. Abolishing the Mestnichestvo now decreases the Nobility's Influence by 10%.
- Ideas that have a Free Leader have their ideas now altered. Traditions and Ambitions with the Free Leader have a new modifier replacing the leader one. Everywhere else a second idea has been added.
- The English idea "Bill of Rights" now gives +1 Num of Parliament Issues. The English Ambition now gives +10% Morale for Navies.
- Reworked Siamese ideas and nerfed their power level considerably.
- Added +2 Artillery Shock to Smolensk's ideas. BOOM!.
- The British ideas of "Merchant Navy" and "City Upon a Hill" have been combined into one. Instead of the "Merchant Navy" idea, GB now gets the "British Parliament" idea, giving -1 Global Unrest and +1 Number of available Issues.
- Orisa's tradition now gives +10% Production Efficiency (previously +5%).
- Adjusted the Ottoman ideas. They now have -25% CCR (previously -20%), +15% Global Tax (previously +10%), +10% Reform Progress Growth (new), -2 Global Unrest (replacing the -10% War Exhaustion Reduction Cost) and +0.5 Yearly Naval Tradition (new).
- Qing's Core Creation Cost from its ideas has been buffed from 20% to 25% so it can keep up with Yuan.
- Adjusted the French ideas. They now have -50% War Taxes Cost (in addition to +10% National tax), +15% Morale of Armies and +0.5 Yearly Army Tradition (replacing +20% Morale of Armies), National Unrest -1 and +10% Reform Progress Growth (replacing the +1 Diplomatic Relation), -10% Core Creation Cost and +5 Maximum Absolutism (replacing the -10% Technology Cost), +15% Fort Defense and +50% Garrison Army Damage (instead of -20% Fort Maintenance), and -10% Development Cost as a Tradition (replacing the +2 Tolerance of Heretics and +2 Tolerance of Heathens).
- Added a new set of National Ideas for Revolutionary France.
- Adjusted the Spanish Ideas. They now have Church Power and Fervor in case of being Protestant or Reformed (added to Devout Christianism), replaced the Treasure Fleet idea with the Castilian idea School of Salamanca and added +10% Reform Progress Growth to it, A Spanish Armada now gets +25% Naval Force Limit modifier (replaces +1 Naval Leader Maneuver, which has been moved to Grand Armada Naval Doctrine), added -5 Estate Loyalty on Revoking Privileges to Rein in the Cortes.
- Adjusted the Castilian ideas. The Tradition now has a +25% Naval Force Limit Modifier (replaces +25% Marines Force Limit), and +10% Reform Progress Growth (added to School of Salamanca idea).

# Missions
- You can now complete the Polish mission 'Delegate with the Emperor' as the Emperor of the HRE.
- The English "Strategic Control" is no longer soft-blocked when you force a PU over France before finishing the mission.
- The Burgundian mission "Chivalry is not Dead" now gives +25 Permanent Power Project. This is mostly a small addition to them as the Angevin Kingdom uses the same event.
- The Polish mission 'Break Livonia' now grants claims to conquer Pomerania.

# Setup
- Added a missing escalated level of crownland between 80 and 100.
- Renamed the province Kelang to Tamsui.
- Valladolid is now part of the North Castile area and Asturias is now part of the Leon area.
- Renamed the Asturias and Castile areas to North and South Castile.
- Changed the trade goods of many provinces in Iberia to better reflect historical accuracy.
- Muscovy is now a Historical Rival of the Great Horde.
- Aveiro and Algarvae now produce Salt.
- The Patagonia and Amazonas trade node now has a connection to Cuiaba. Lima has now a connection to the Polynesian Triangle. These changes aim to make colonizing South America more profitable for Asian countries.
- Zaporizhzhia has now Eastern technology instead of Nomad one.
- The Hudson Bay Trade now flows into California.
- The Anatolian minors now start with the Beylik government reform.
- All French appanages now start with the Appanage government reform.
- The starting ruler of Augsburg now remembers that he went to university at some point and has gained 4 Diplo points.
- The Great Horde has now its capital in Sarai. Additionally, Sarai now starts with the "Tatar Yoke" triggered province modifier if Domination is active.

# Other
- You will no longer be informed that seizing land will cause rebels when you have a government reform that disables rebels spawning from seizing crown land.
- Colonial subjects should no longer get access to "Establish a Colonial Subject" Estate Agendas.
- Pashas now give -20% Local Governing, 20% Local Minimum Autonomy, -0.1 Monthly Local Autonomy (basically, they have a higher base Autonomy, but they reach this base faster now), -33% Local State Maintenance Modifier and +10 Local Tolerance of Heathens.
- Zhuang can now be sinicized.
- The Zacatecas Great Project now ensures the province has Gold.
- AI has now a 90% chance to automatically complete an estate agenda.
- Self Governing Colonies now have access to Burghers and Nobles. (Note: Judging the events for the colonies, they were intended to have them ever since 1.31...).
- Combined the special unit custom nation ideas into one.
- Moved many random events from the bi-yearly pulse to an empty 4-yearly pulse to increase performance and, paradoxically, make them more likely to fire in the game.
- The state edict "Centralization Effot" now decreases local autonomy by -0.03 instead of.
- The global modifier "Disembark Time" has been renamed into "Disembark Speed".
- All Estate disasters can now gain progress unless their respective estate hast at least 60% Loyalty instead of 50%.
- Forming the Holy Roman Empire with Domination adds a new Holy Imperial Monarchy to your country.
- The Ikko-Ikki rebels will now try to enforce the Ikko-Ikki government reform.
- The admin costs of Subject Upgrades now scale down with all power cost modifiers.
- The French Wars of Religion can now also fire if you are Hussite or Anglican.
- Forming Scandinavia while having the Unified Kalmar Monarchy reform will now form Scandinavia but with the "Kalmar Union" as a name and the yellow from the flag as the map color.
- The Religious Turmoil disaster can now fire for Hussite and Anglican countries too.
- Added a Casus belli for Confucian nations against countries with other religions when you get the "Deus Vult" CB or when you finish Humanist ideas. The reason for this addition is the impossibility to use the Deus Vult CB against countries which religion you have harmonized with.
- Added the "Sultanate of Rûm" and the "Ruthenian Tsardom" as new government reforms for Rûm and Ruthenia.
- The triggered province modifier "Paektu Mountain" can now be active too if the religion of the province is Mahayana.
- The triggered modifier for the occupation of Rome is now province-triggered.
- Mali is no longer an endgame tag.
- You can no longer gain the "Babbling Buffoon" ruler trait if you have more than 5 diplomatic stats.
- The Naval Doctrine of Portugal now decreases Naval Barrage cost by 50%.
- Replaced the bonus for the Korean naval doctrine with a +20% Hull Size Modifier.
- Estate breakaways from the Cossacks are now Eastern and have the Sich Rada reform. They are no longer hordes.
- The Unify China Casus belli now gives only territorial cores instead of full cores upon occupying a province.
- Strong Duchies is now available if you have a combination of 2 marches, vassals or personal unions.
- The government reform "Separate the Clergy from State" now also disables the Brahmin's estate.
- The Teutons are properly no longer accepted to join the HRE when they choose to stick to their crusader path.
- Re-enabled the event "National decline".
- The event "Prospering Times" now upgrades a province greatly as it is a one-time-only event for countries.
- The event "Incompetent Cousin" now specifies which of your subjects the cousin has.
- Adjusted the colonial borders of the new world so they no longer split areas apart.
- Added to the events "The Republic of Salé" and "The Pirate Queen of Tétouan" a third option that allows you to ignore the Pirate Republic entirely. The AI will still always release the pirates.
- The Naval Doctrine 'Grand Armada' now also grants +25 Marines force limit +1 Naval Leader Maneuver.

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# Bugfixes
###################
- Fixed OOS related to cardinal IDs.
- Fixed desync related to countries that are called to join a war but haven't yet for hot joiners.
- Fixed CTD related to losing merchants when the trade node interface is open.
- Fixed a desync that could happen when a country changes religion, invites a religious scholar, and there's a player that's lagging enough.
- Fixed so the build flagship button is greyed out when light ships cost more than heavies and you can't afford it.
- Fixed OOS related to modifier from trade centers applied to countries not resetting when trade center decreases in level.
- OOS fix related to mercenary companies keeping track of which country they belong to, which didn't handle tag switching.
- Fixed issue with automated improved relations entry text in outliner that wouldn't align to the right.
- Fixed so that terrain bonus for combat map marker is displayed positive for positive values.
- Improved logic for automatically computing the amount of money when demanding/offering peace.
- Fixed issues with random factors regarding missions and their events always being the same.
- Fixed a crash related to government reform properties not existing.
- Moved federation strength computation to code, removed script functions with effects due to them causing crashes/desyncs.
- Fixed an issue where the "carolean_infantry" where mentions Cawa units instead of Carolean units.
- Fixed policies "Diplomatic Consolidation Act" and "Colonial Improvement Act" not displaying any value in the policy window.
- Fixed on actions triggers when culture and religion change via the events.
- Fixed desync in great projects executing on_built effect when loading a save game.
- Fixed issue with ambient map objects visibility is reset after loading a save.
- The event "Muslim-Born Men Enroll as Janissaries" gives now 5% Discipline to the Janissaries instead of a pathetic 1.5% (which was originally supposed to be 15% Discipline apparently...).
- Fixed several script-related errors which inflated the error log over the period of a game.
- Fixed a race condition crash related to AI taking decisions.
- The special_units_forcelimit modifier now applies to all special units.

Full changelog here!

Domination Feature Highlight Video Part 2

1.34 SAVES WILL NOT BE COMPATIBLE WITH 1.35

Hello guys!

Please note that save games from 1.34 will NOT work well with 1.35, if at all.

If you wish to finish any ongoing 1.34 saves please lock your game to 1.34 immediately to prevent auto update to 1.35!

To prevent updating/rolling back to 1.34 -> Right click EU4 in your Steam library -> go to properties -> go to the betas section -> pick 1.34 in the dropdown list and let your game update.

When you wish to update you repeat the above steps, but you pick "none" in the dropdown list.

Apologies for the inconvenience caused, but it's unfortunately inevitable when certain updates are made to the game.

Domination Feature Highlight Video

Developer Diary - 1.35 'Ottomans' Changelog

Greetings Everyone! Today we share the long-awaited changelog for 1.35, nicknamed the 'Ottoman' update, and its accompanying Domination expansion! 🙌

As you might expect there is a lot of text, so you'll have to go and read them on our forums here:

1.35 'Ottomans' Changelog



We hope you enjoy! :)

Developer Diary - 1.35 Achievements

Hello everybody! Welcome to today’s Developer Diary!

My name is Arnau, I am an Internal QA Tester working at Tinto. And I'm here with Pintu to bring you this week's Dev Diary where we will focus on one of our favorite topics, the new Achievements that will accompany 1.35.

The idea we have about achievements is to try to give a new inspiration or goal to our beloved players. Some of them are to provide additional depth and difficulty of the campaign and others are paths that will diverge from your normal gameplay experience. We have tried to give a little bit of everything in these new achievements and we hope you will enjoy them.
With the focus of Domination being on some of the major powers of the time it was a bit more difficult than usual to find suitable Achievements, since a lot of these nations are already covered with a fair share of Achievements.
So here is the list of the achievements we at Tinto came up with for the 1.35 Patch.

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From Frankfurt to the Andes


Starting as Frankfurt, form Jerusalem, and then form the Inca while owning Mallorca.

Let’s start with a small history Lesson for this one. There once was a small group of people in the Imperial City of Frankfurt. After being kicked out of the City because of rebellious behavior they did find asylum on the Balearic Islands where they quickly established themselves as Pirates to live in true freedom. This newfound Freedom brough to a variety of new shores, but one place inspired them more than anything, the Holy City of Jerusalem. From there they spread their beliefs to the New World, where they gave refuge to expelled People from all over the world. With these people, and some inspiration found while looking into the wisdom of the Sun, they swiftly drafted a new plan to ensure their everlasting legacy. And so the Inti State of Jerusalem was born.
What? That sounds like a fantasy story to you? You better brush up on your history lessons then!
Jokes aside, this Achievement was born out of the Grandest LAN last year and the participants from our Studio might have joined a Cult in the process and this is the payment that is expected from us now.

Mehmet's Ambition


Starting as The Ottomans, own or have Core Eyalets own all the provinces required to form the Roman Empire before 1500.

Do you want to prove to everyone who is the true Successor of the Roman Empire? Make the Conqueror proud by establishing yourself as the true Roman Emperor Sultan.


Triple the Rome


As Russia, be the Emperor of China and the HRE.

You might ask yourself what there is to aim for as a mighty emperor. Obviously a second emperor title! Or two…


No Country for Old Tercios


As Spain have Reformed Tercios, 33 Tercio Units, and control 3 Great Power capitals at the same time.

Gonzalo, get the pike! It’s time to show them how to manage this. I think a third of the World should be ours.


All Blue


As Portugal, all Europe is owned by you or blue European countries that exist in 1444.

All the good things in life are blue. The sky, the sea and even Portugal. Live out your dream to find the All Blue! On your Journey you will find people who share the same Dream.


Stardust Crusaders


As Japan have the Land of the Christian Sun reform while Palestine and Cairo are Christian.

"Oh, you're approaching me? Instead of running away, you're coming straight to me?”


Copium Wars


Starting and playing as Ming, own the Britain region.

Don’t worry, they are just here to teach you about Tea.


Brentry


Starting as England, form the Angevin Kingdom and enact all the Acts of Crown parliamentary issues.

Guess who's back. And now with an even fresher color, new ideas and the desire to take it all around. Assert your claim to the french throne and guide Europe to your Dream of a true union.


The Reapers


Starting as Aragon, be a Peasant Republic and have Madrid and Paris owned by any Peasant Republic.

We are peaceful people who want to bring you freedom. What, you don't want to embrace our system? Well, we have other tools to make you see reason.

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So, that’s all for today! Since we are close to release this Dev Diary is a rather short one, since there is not much left to cover for this Updates Cycle.
In next week's Dev Diary we will talk about the Changelog for the coming 1.35 Update. We hope you are as excited as we are for the Release of the 1.35 Patch and Domination in just two weeks from now.

Oh and last but not least...

Don't worry achievement hunters we <3 you

EUIV: Domination - Feature Summary

Greetings!

Over the last few months we've been communicating Domination's features through a series of regular dev diaries. Considering the diversity of content being bundled up into this DLC, and in the interest of being more concise, we've summarized and assembled into this infographic new features included in EU4: Domination.



And for those wishing to revisit each DD for Domination and for the 1.35 update, here they are in in chronological order:


(I've marked with an asterisk DDs which cover the free content involved in the 1.35 update, but please note that some entries cover both paid + free content - so take care when reading to delineate the two!)

Developer Diary - Domination art and unit models

The last few months have been incredibly busy for the art team, and our artists have created a staggering amount of work, with around 600 brand new 2D assets including event pictures, government reforms, and missions to support the content that was added for Domination and the 1.35 patch.

Here’s some of our favourite examples:

Ottoman mission art:




Japan mission art:




Ming mission art:




new event art:





But it’s not only 2D, as always we present a new unit pack that will be part of the Domination expansion.

We found that pretty much every major power is already outfitted with at least one unit pack, so we had to look elsewhere. We settled on the French appanages and revolters in the West (sure to interact with great powers such as France and England) and various Asian minors in the East (to oppose the great powers of China and Japan).

As always we go through quite a lengthy research and concept process before we even open up the 3D software. There’s so much information out there and it’s important to really grab the essence of what makes a certain culture or era unique.



France itself is pretty well-covered with unit packs, but fortunately the one thing that the French had in abundance was a broad range of different fashions and uniforms.

Veterans from the days of the pre-order bonus might already notice that some of these units cross-over with the Hundred Years War Unit Pack. If you have that DLC active, the Burgundy tag (for example) will continue to use the original Hundred Years War unit for Tier 1 before switching to the new Burgundian units for 2, 3, and 4. Other Burgundian-culture countries (such as Lorraine) will use all 4 tiers of the new Domination units regardless.



The Walloon units are used by countries like Liège and Hainaut, as well as their Flemish cousins. Their Tier 1 is based heavily on artefacts from the Gravensteen Museum in Ghent, including the very distinctive helmet. As Wallonia was ruled by Spain for much of this era, we drew inspiration from units under Spanish control for the Tier 2 and Tier 3. Their third tier specifically is based on grenadiers of the Walloon Guards, a unit raised in Spanish service during the early 1700. Their final unit is based on Belgian flanquers of the Netherlands infantry, who fought with distinction in the Battle of Waterloo.



The Burgundian units are used by countries in Eastern France, such as Burgundy, Lorraine, and a handful of other minors. We went with a closed sallet for the Tier 1 helmet to complement the heavy armour. The blackened steel cuirass and cocked hat of the Tier 2 is archetypical of cavalier officers in this era, and of course we had to use a ruff, which I think is criminally underused in EU4. The next tiers are based on elite grenadiers of the French army, complete with bearskin bonnets. Finally we have a unit based on the Old Guard, the most prestigious veterans of the Napoleonic Grande Armée.



The Northern French units are used by countries like Orleans and Champagne (as well as Normandy and Brittany, if you don’t have the Rule Britannia DLC). This kettle helmet with a neck bevor was a good match, and we liked the hybrid brigandine with cuirass visually. Dragoon hats are severely underused in EU4, so we went with a soft cap to avoid rehashing the old tricorn once again.



The southern French cultures use these units. The cloth orle on the helmet was adopted by crusaders to cool down hot armour in the Holy Land, and its usage was brought back to Europe, especially in warmer climates of the mediterranean. We enjoyed making more use of the dragoon aesthetic, even using the hussar jacket and impressive bearskin for the final tier.



The Ainu are close neighbours of the Japanese daimyos, and the indigenous people of the northern Hokkaido island. Their impressive beards and bold patterned clothing makes them stand out, and as hardy outdoorsmen they are keen users of natural materials, with wooden quivers, straw hats, and even salmon leather shoes. However, in later eras they adopt some technical advantages from their Asian neighbours, such as lacquered jingasa helmets and Tanegashima muskets.



The Filipino units are used by the many small countries that start in modern day Philippines. Of course in reality the Philippines was a highly diverse land, and so we chose different elements from across the archipelago. Hidden inside wooden sheaths, they have fearsome Visayan Binagon blades. The moro armour and salakot hat are also interesting historical elements that we included. The final tier is reminiscent of the Filipino soldiers in Spanish service towards the end of the EU4 era, and their straw hats are a nod to the iconic republican soldiers who fought for independence towards the end of the 19th century.

We were fortunate enough to have a Filipino colleague who helped us with these designs:

Hello! Ryan here, aka @ransomyu on the forums (don't bother looking, I'm just a lurker) and as Paradox' first (I think?) Filipino hire, I was delighted to be asked to consult on these Filipino units. My first Paradox game was CK2 but I fell in love with EU4 when I realized you could take one of the precolonial Philippine polities and essentially rewrite history by ensuring the islands were never colonized by European powers. Doing so with these newly designed units will make it a little bit more exciting!

As previously mentioned, the Philippine archipelago is a rich tapestry of different cultures, languages, and traditions. For example I have Kapampangan and Tagalog roots, but was essentially raised in (Imperial) Manila. So when I helped do the research on what units could represent the entirety of the Archipelago, I defaulted to suggesting what was most popular in the national imagination and mythology. So for example while Lapu-Lapu is Bisaya, he is the stand in for Filipino anticolonial aspirations, and features heavily in any media that aims to depict precolonial Philippines.

I hope that any Filipinos that play EU4 will be super pumped to try out the new DLC and join me in my quest to insert as much Filipino flavored content into Paradox games as humanly possible!





The Bai culture revolters, such as the Kingdom of Dali, receive their own units too. Their Tier 1 is equipped with a Guandao polearm and they wear an intricate and highly-detailed leather armour. The later units have inspirations from both Tibetan and Chinese cultures, and white dress synonymous with Bai traditional clothing.



The many cultures of south of China also receive their own unit pack to contrast with the Ming units. Their Tier 1 armor is early Ming dynasty Song-style armour, with curious interlocking scales. The armor was often adorned with intricate engravings and embellishments, making it both functional and aesthetically pleasing. The conical helmet used by Tier 3 is in fact also a form of armour.

And finally, behold the 1.35 loading screen: Mehmed II of the Ottomans, pictured as his bombards tear down the Theodosian Walls and his Janissaries storm Constantinople in 1453.



That’s all from me, let us know what you think of everything! Next week we will show the achievements we have created for this update, see you!

April Date Scheduled for World Domination

They say that no plan survives first contact with the enemy, but you’re different. You have the foresight to lay out a centuries long scheme to humble your enemies and write your own legend. The greatest empires in history are yours to command in Europa Universalis IV: Domination, a new expansion coming April 18, 2023.

In this add-on to Paradox Interactive’s flagship historical grand strategy game, you will experience new historical flavor and decisions for many of EU4’s most popular and powerful nations. New mission trees, historical government reforms, estate challenges and units add greater variety and, sometimes, tough choices as you must pick a path in a branching mission, entirely closing off some possible rewards.



Europa Universalis IV: Domination includes new national mission trees and features for:

  • The Ottoman Empire: A revised conquest tree with new rewards for pushing Ottoman dominance, including expansion through the new Eyalet system, and new internal changes, such as the new Janissary estate, the new Ottoman Decadence mechanic, and the ‘Ottoman Power Struggle’ disaster.
  • China: Different mission trees for the Han Ming and invader empires like the Qing. Choose between expansion and Inward Perfection, and counter the power of the Eunuchs to build a more stable empire.
  • Japan: Unite Japan as you deal with the power of the Shogun and the independent Daimyos. Choose to open the country to foreign influence or keep it isolated, while deciding upon different paths of expansion and reform.
  • Russia: Free your country of the Tatar Yoke, and transform it into a Great Empire. Choose the path of Peter’s reforms to modernize the state, so your mission tree as well as your mechanics will change and evolve as the game progresses. Use the power of Cossacks and Streltsy to expand your Empire to East and West.
  • Spain: Expanded mission trees for Castile and Aragon, with different paths to form Spain, a new mechanic available for the new ‘System of Councils’ government, and decisions about the Army and Navy to get the mighty Tercios and Spanish Armada.
  • France: Fight the end of the Hundred Years War, centralize France into an absolute monarchy while dealing with the Wars of Religion, expand into Italy and the Holy Roman Empire, and lead the Revolution through an expanded mission tree.
  • Great Britain: Separate paths for either a British Empire or an Angevin Britain, as well as a deeper internal gameplay, with unique features for the English Parliament and changes to the English Civil War disaster.
  • Minor nations: Mission changes, new government mechanics and expanded flavor for Prussia, Portugal and Korea.


Domination also includes new art and music alongside a rich menu of new historical detail, adding more flavorful estates, reforms, special units and events to the leading powers. It will also be accompanied by a major update, free for all Europa Universalis IV players.

Those who pre-order Domination will receive a bonus music pack, March of Power, with six new tracks to enjoy as accompaniment to your conquests

Europa Universalis IV: Domination will be available on 18 April 2023 for a suggested retail price of $19.99/£16.75/€19.99.

https://store.steampowered.com/app/2223660/Europa_Universalis_IV_Domination/

Developer Diary - 1.35 Balance and Modding

Greetings Everyone!

Today we will take a final look at some of the balance changes and the additions for usermodding coming with 1.35.

We'll also be presenting changes to the Age Abilities. As some Great Powers have received changes to their power level, it was only fitting to adjust their Age Abilities too. We have a lot of balance changes to show off. So many in fact we don't have room to post them all in this steam post!

Today's Dev Diary can be found on our forums here:

Developer Diary - 1.35 Balance Changes and Usermodding Additions