Cusco - The historical core of the Inca Empire and one of the likelier tags to form the Inca Empire in the game.

Calchaqui - Andean tag south of the Aymara Kingdoms. Rebelled against the Spanish frequently and perhaps most famously so under a leader that claimed to be a descendant of the Incas.

Colla - Medium sized Aymaran kingdom south of Cusco, one of the main rivals of the Cusco tag in 1444.

Charca - The strongest of the Aymaran kingdoms in 1444.

Pacajes - Medium sized Aymaran kingdom in the southern part of the settled Andes.

Quito - Medium sized kingdom in the northern Andes ruled by the Caras. Eventually integrated in the Inca Empire.

Wanka - In 1444 Wanka is a small kingdom between Cusco and the Chimu empire. Historically this is the first post-1444 conquest for the Cusco kingdom.

Cajamarca - Medium kingdom in the central andes. Conquered by the Incas in the later part of the 1460s.

Huyla - Small kingdom between Wanka and Cajamarca, conquered by the Incas in the mid 1460's.

Cachapoya - Small kingdom high up in the northern Andes. These "warriors of the clouds" would historically be annexed by the Incas in the later part of the 15th century.

Mapuche - Tribal tag that starts in southern Chile in 1444. Represents the people that famously beat back the Incas and would then preserve their independence until the 19th century.

Charrua - Starts around the southern part of the Rio de la Plata in 1444. Would historically migrate further away until eventually becoming extinct in the 19th century after repeated conflicts with the Spanish and their successor states.

Guarani - Starts near the border of modern Argentina, Brazil and Paraguay. Historically beset by Portuguese slavers the Guarani started flocking to Jesuit missions in this area in the 16th to 17th century, missions they would eventually defend with arms in hand against the Spanish and Portuguese.

Tapuia - This tag represents the remaining Ge tribes on the Brazilian coastline. During the period preceding EU4 most Ge tribes had been forced away from the Brazilian coasts in repeated wars with the Tupi tribes.

Potiguara - One of three starting Tupi Tribes, starts near the mouth of the Amazon.

Tupiniquim - One of three starting Tupi Tribes in modern Brazil. Historically befriended the Portuguese and converted to Christianity. The current Queen of Sweden claims to be descended from their chief, Tibiriçá.

Tupinamba - One of three starting Tupi Tribes in modern Brazil, starts near the mouth of the Amazon.

Arawak - Not to be confused with the Taino (or Caribbean Arawak) the (mainland) Arawak or Lokono start around the mouth of the Orinoco in 1444. Historically locked in conflict with their rivals, the Caribs, the Arawak would alternately ally with the Spanish against their enemies or fight them to preserve their independence.

Muisca - Tribal tag centered around modern Bogota and Tunja (Bacata and Hunza). Historically the rivalry between Zipas and Zaques facilitated the conquest of this area for the Spanish.

Marehan: New Somali tag that control the horn of Africa in 1444.

Majeerteen: Revolter on the Horn of Africa in the lands controlled by Marehan in 1444.

Kaffa - Small kingdom south of Ethiopia.

Geledi - Revolter tag in the area controlled by Ajuuran in 1444.

Hobyo - Revolter tag in the area controlled by Ajuran in 1444.

Warsangali: Coastal Somali Sultanate east of Adal. Lasted throughout the EU4 period.

Pate: An additional Swahili trader state previously included in the Malindi tag.

Ausa: Small revolter tag in modern Djibouti.

Alodia (Soba) - The last playable remanants of the Christian Nubian kingdoms in 1444.

Medri Bahri: Small kingdom in modern Eritrea.

Harar - Revolter tag in the area controlled by Adal in 1444.

Ten! Ten developer diaries for Europa Universalis IV: Art of War. And this is the final one before the release of what is shaping up to be one of the largest - if not the largest - expansions we’ve ever done for one of our games.Mostly some tidying up the details on smaller mechanics today, but we will end again with a look at how the map is changing.A new feature in the Art of War expansion is the ability to automatically transport your armies to overseas locations. As it now stands, transporting can be a lot of micromanagement as you would have to find a fleet, send it to the right port, load your army, move the fleet to its new destination and unload… and do it all again if you didn’t have enough transports for everyone.In the Art of War, all that micromanagement is replaced by a single right-click on the overseas province where you would like your army to go, just as if you were moving it by land. If you have a fleet with transports available and set to be used by the auto-transport system, a box will pop up asking you if you want automatic transport to your destination. If you then click yes, the game will then handle the rest for you - moving to port, loading, unloading, even splitting and sending your army in multiple trips if it’s too large for the transport fleet to handle in a single trip.Needless to say, this is a pretty huge improvement on the busy work of naval invasions. You still should be careful with enemy fleets in the area, of course.This time we added 10 new achievements for you to get, which we hope will be quite fun for y’all.Total Control - 100 provinces owned, and no autonomy nor unrest.Centre of Attention - Own both a protestant and a reformed centre of reform.This Revolution was Crushed - Control capital & have >99 WS against revolution target.A Manchurian Candidate - Start as a Manchu Jurchen, and form Qing.Land of Eastern Jade - Colonize mexico as a Buddhist country.That’s a Silk Road - Own all Silk ProvincesMy True Friend - Help a rebel faction win in another country.Marshy March - Have a march with at least 2 marsh provinces.Shahanshah - Form Persia as TabarestanDie Please Die - Have a Monarch with <2 in all stats reach age 80.Previously, annexing another nation cost 15 Diplomatic Power each month, and took 1 month per base tax of the target, which meant annexations were costly but quick.In Art of War, each annexation has a total cost of10 diplomatic power per base tax, modified if you have any relevant ideas, so it is cheaper than before. However, the monthly progress of annexation has been changed, so the diplomatic power tick is 1 per month at base, with +1 if same religion, and +1 if same culture group, and, most importantly, +/- your current diplomatic reputation, giving this somewhat neglected number a little greater importance.Consequently, most sources of diplomatic reputation have been divided by 5, and all related national ideas are +1, except for the Habsburg Dominance.Previously, an annexation would lose you tradition or legitimacy. Now you get a -3 penalty to diplomatic reputation for 3 years, which will slow a player going on an annexation spree.We made a severe overhaul of the trade-setup with the new map, adding several new trade nodes and paths outside of Europe. We also removed the Western European Trade Node, and now Ivory Coast & Caribbean are very important to have significant bases in, if you want to bring home the riches from the rest of the world.There is also now a huge advantage in having lots of merchants out in the world, driving trade home to your trade capital. If all your merchants are out transferring trade, then you can add a significant trade power bonus to your trade capital. Each can provide up to 10% power bonus, depending on how much share of the trade they have in that node.A source of confusion in the past has been the way war leaders change during wars. You’ll declare war on Poland, who calls their ally Russia, only to find that Russia takes over the war and calls their ally France… with no indication in the declare war screen that this would happen.The system of declaring wars and choosing the war leader changes has been majorly altered in the upcoming 1.8 patch. War leader changes will now only happen under exceptional circumstances - mainly, when a subject calls in their overlord. Since this allows you to get around some thorny alliances by declaring on small allies, we’ve introduced a penalty for taking things from allies in a war. Vassalizing, taking provinces, releasing nations etc on allies now costs double the warscore, since they are not the formal target of the war.However, you can get around this penalty by declaring the ally of an enemy a ‘co-belligerent’ when declaring war on that enemy. When you have declared an enemy a co-belligerent, you can take things from them at the normal cost, BUT they will be able to call their own allies into the war (as normal allies). So, in the situation above, Russia will only be able to call France if you declare Russia a co-belligerent in your war against Poland. If you don’t, you won’t have to fight France… but declaring war on Poland to try and take things from Russia becomes very inefficient.Additionally, to give small nations with large allies a degree of protection, you will no longer be able to gain 100% warscore just from occupying the warleader unless the war has been going on for at least five years. This means that if you attack Ulm and they call in France, you can’t end the war in a couple months by assaulting and annexing Ulm.Finally there’s also been some improvements to the declare war screen where you can now see if enemy allies are expected to join or not, and various fixes of situations where it would display your own allies as willing to join but they’d end up dishonoring or joining the other side.Along with all the big changes there are also a number of changes that aren’t big enough to warrant their own dev diary entry, but interesting enough to mention nonetheless. These include:- Personal unions are now limited to Christian nations, but non-Christians can freely use Royal Marriages with all other non-Christian religions, even if they’re not the same religion group- Aggressive Expansion gained from taking provinces, vassalizing, forcing unions etc is now calculated from the base tax of the provinces involved rather than the number of provinces involved.- Units pips have been rebalanced again so that the different tech groups are now almost completely equal, but still peak at different times.- You can now use a new peace option called ‘Humiliate’ on rivals, this gives you 30 power projection and lowers their power projection by 30, but cannot be done if you’re also taking land off them.- You can no longer join or stay in coalitions against countries you have a truce with.But as you are well aware, we only develop these expansions and updates for multiplayer, so here are the most important improvements for the 1.8 patch:Abandon Game now has a confirmation dialog, and the AI won’t abort missions in a multiplayer game, if that nation was being played by a human who may have crashed, or missed the current session.Now we turn the keys over to elmorteUA, who made the changes to South Russia and the Steppes:Today we’ll speak about southern Russian region, which is my actual homeland. So I tried to do my best (counting with Johan, of course) to bring some diversity to the region and change it for the best. What did we have before “Art of War”? Hordes, steppe, a few Genoan colonies, Russians and Lithuanians – so boring… Now that’s over, but everything in time.Naturally, we’ve added new provinces, 23 in total. Not a lot compared to other regions we’ve discussed but there are such a great changes that the map will be unfamiliar to you. Why? Because it does not have the old provinces names! In the year 1444 there is no longer Penza, Saratov, Samara and other cities, that were not yet founded. Now all the names in the region are Tatarian, which adds some adds authenticity and immersion. Now everywhere around is endless steppe full of aggressive nomads. Steppe and struggle against nomads had played huge role in formation and unification of the Russian nation not only from political, but from both cultural and religious points of view.In time, when Russia will begin to push Tatars away and settle the Russian plain. Civilization will come there and due to the dynamic province names system, big Russian cities will appear instead of Wild Fields. No more anachronisms!Now let’s take a closer look at some particular regions:What is this little spot on Crimea Peninsula? Another one of Genoa’s colonies? Greek remnants? Almost right! That’s Theodoro, home of the Prince of Gothia! This small Gothic/Greek outpost can become your foothold to unite all Germanic peoples. As you‘ve already guessed we’ve added a new unique Gothic culture for Theodoro, but it’s placed in the Greek cultural group. Though originally Germanic, the Goths have sufficiently Hellenized during centuries of Greek reign and, moreover, the Greek dynasty of Komnenos rules over Gothia in 1444, though the Crimean Gothic language lived some centuries after fall of Gothia. Historically, the Principality continued for a decade after the demise of its close ally, the Empire of Trebizond, but over its lifespan, Theodoro proved capable of surviving on its own. Relations with Tatars were surprisingly peaceful (regular tribute can work miracles), but wars with Genoa for control over trade and coastline were common until the final conquest of the Crimean region by Ottomans.Some changes were made to the starting positions of the Crimean Khan relative to his Lithuanian neighbor. The Lithuanian king Vitautas had conquered part of coast from Tatars before the game’s start date, so they now have access to the Black Sea.The Genoese have get a new colony – Mantrega (Taman Peninsula) and a full control over the Strait of Kerch. Mantrega is strategically important because it allows sending troops directly from Crimea to the Caucasus, bypassing wild nomads’ lands. Later, the Ottomans conquered this province together with other Genoan colonies.Now let’s speak about the hordes. From now on you won’t see Tatars on cultural mapmode. Why? Because the united Tatar ethnicity was a fiction, mostly. Tatar is a term that works well enough as a description of similar cultural practices, but a closer look at the history reveals how diverse the so-called Tatars were. Different nations served as basis for different groups of Tatars – settled Bulgars in Kazan, Cuman nomads (or Kipchaks) in Crimea, partially russified Quasim, Astrakhan, Golden Horde, Siberian – differences between these groups started big and became only deeper over time.As a result, the Tatar super group has been divided to 8 new cultures – Crimean, Qasim, Nagaybäks, Astrakhans, Sibirtars, Mishars, Bashkirs and Qazanli - that are united into the Tatar cultural group. And, as all but Bashkirs already have their countries in Eu4, say “Hello” to Bashkiria, adding more diversity to the Ural region.The birthplace of Rus was also significantly, even fundamentally, changed. Before „Art of War“ the only Ruthenian state was Ukraine. In the year 1444! It was not that much earlier that local princes fought each other for the city of Kiev, so why should people from Chernigov to Red Ruthenia not have a potentially powerful united state if Lithuania loses control over rebels? The territory from Peremyshl (a new province separated from old large Galicia) to Chernigov now can be the starting point of three Ruthenian principalities: Galicia-Volhynia, Kievan and Chernigov.Of course, in year 1444 it all belongs to Lithuania and Poland, but those countries could conquer their freedom and then unite Rus by force and create Ruthenia – New Kievan Rus, the southern analog of Russia.Among other changes, we’ve split the Moldavian province in two, better reflecting the historical situation in Moldavia. We’ve also added a new province to Moskovia and new unique ideas for other Russian countries.The keys now return to Trin Tragula, who will tell us about South America and East Africa.We’ve massively increased the number of provinces in South America, not only because the existing provinces have been split in many pieces but also due to a major reduction in the size of the old Northern and Southern Amazonas wasteland provinces (now named Eastern and Western Amazonas instead). Apart from a general increase in provinces, a great number of tags have been added to do the continent justice. In the Andes, a number of kingdoms have been added to properly portray the growth of the Incan empire and, elsewhere, tags that make use of the North American tribal migration mechanic have been added. The map has been designed in a way that aims to make the place more interesting both for the native tags and for a potential colonizer.The best way to show what has changed is to go over the new situation in 1444 by region:As you can see the old Inca tag has been broken into a great number of new tags. In 1444 this is the starting position of the kingdom of Cusco, which is the core of the future Inca empire. As the game starts, the kingdom has just successfully dodged complete defeat at the hands of their neighbors, the Chanka. By saving the Cusco kingdom and annexing the Chankas, the young prince Yupanqui has earned the name Pachacuti, “He who shakes the earth”. The rise of his empire is far from assured in 1444 however. The area south of the kingdom is dominated by the powerful Aymara kingdoms and, while the north is full of weaker kingdoms, it is also home to the great Chimu empire.When it comes to provinces, the aim has been the same as during the rest of the overhaul. Areas with higher population get more provinces while thinly populated and less developed areas get fewer. The Andes have had a great number of provinces added to reflect the various cities, states and opportunities for military maneuvers there while the inner parts of modern Bolivia is made up of fewer provinces.New Tags:Another region that would eventually be part of the Inca Empire, the northern Andes is divided into a number of small and somewhat weak kingdoms. The two exceptions are the still strong Chimu empire on the coast and the somewhat more stable kingdom of Quito in the north. Historically, this region was the original route of expansion for the Cusco kingdom before it turned on the Aymaran Kingdoms to its south.New Tags:This is the location of modern Chile, Argentina, Uruguay and Paraguay, now broken up into many new provinces in order to make colonization more interesting and in order for the new tribal tags to be able to make good use of their native mechanics. Province shapes, tax and the distribution of possible trade good also aim to emphasize historical patterns of colonization. As a power coming to settle the region you'll probably want to follow the Rio de La Plata, much like Spain historically did while the southern Pampas and Patagonia are less attractive (and would, historically, only be partly settled even by the end of the period covered by the game).New Tags:The map of Brazil has seen one of the biggest changes, as the new map has reduced the wasteland provinces in this region greatly. The overhaul moves the border of the habitable parts of Brazil to include all areas settled during the period of the game and is accompanied by an overhaul of historical colonization dates for the later starts. At first glance, the coasts are far more attractive than the inland (which has lower tax values and more provinces with tropical climate) but investment in colonization of the inland can be quite rewarding in terms of the trade goods found there (especially the gold that in many ways drove the historical colonization).A route has also been opened to allow the exploration of the Amazon river up to Manaus, and a northern route is now open from Manaus to allow the historical conflicts over the Rio Branco area (modern Roirama).New Tags:The northern coast of South America has been expanded to encourage historical patterns of colonization and to better show concentration of population and relative development of land. As elsewhere in South America, the coast was historically settled long before the inland and the new map tries to reflect this.A new wasteland province has been added for the Guyana highlands to hinder exploration of the deep Amazonian region from this direction.New Tags:East Africa is a region with a rich and varied history and, in order to better portray the region, a great number of new provinces have been added here in the map overhaul. Apart from the major players, already represented in the old setup, East Africa was home to a large and varying number of minor kingdoms. Therefore a large number of tags have been added to make the region feel as it should. While there is still not one tag per historical minor state in this region, even now we hope that the region has been transformed enough to help things develop in interesting waysThe modder in charge of the East African Overhaul has been polskaGOLA.As has been the case in a few previous dev diaries we will go over the new map as it looks in 1444 to give an overview of what you can now expect.In 1444, this region is still dominated by the familiar powers of Ethiopia, Adal and Ajuran. Ethiopia has been consolidated under the Solomonids and, under one of its greatest kings, Zara Yakob, the state prospers and has been able to both protect and spread Christianity in this region, unlike it’s Nubian neighbor in the north. Ethiopia is, however, a very decentralized state with some inherent weaknesses that may harm it in the future. To the east, the Sultanates that the Solomonids have defeated are biding their time to turn the tables on the Ethiopian state.The province overhaul attempts to better show the great diversity of Ethiopia as well as the maritime sultanates on the horn of Africa and as in other regions the aim here has been to ensure areas with greater population and levels of development are subdivided more.New Tags:As in the south, the main player in this region is Ethiopia. Unlike in the south however the Mameluke sultanate is acting as a counterweight and there's a constant posturing between them and the Ethiopians. Along the Nile, tribal nomads are slowly displacing the states of old Christian Nubia and in 1444 only the state of Soba remains.New Tags: