Genre: Real Time Strategy (RTS), Simulator, Strategy
Europa Universalis IV
Community Mod Spotlight - Multiplayer Tools
Hey folks! Ryagi here, today features our first ever multiplayer focused mod spotlight! We’ll be taking a deep dive into a toolset initially created for TurboLarp's Grandest Lan.
Now you might be thinking “I’m not playing at the Lan, so what good does this mod do for me?” well that dear EU4 player is where I invite you to let your imaginations run wild! Especially if you are interested in EU4 Multiplayer. A toolset such as this can prove hugely useful for curating the perfect multiplayer environments, and enhancing your MP experiences.
Figuring out how best to utilize this toolset for yourself may be easier if we give you some examples. So let's go ahead and take a look at how this mod was used for this years Grandest Lan, and from that hopefully your ideas will run wild! I’ll let Game Master (And pro modder) Lunar take it away:
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We have just wrapped up this year’s edition of the Grandest LAN. For those of you who have not heard the name yet - imagine a weekend-long multiplayer game of EU4, but it’s hosted in a real, historical castle and you live next to all the other participants, forced to navigate all the diplomatic challenges facing your country by interacting with other participants in-person, in an environment where one mistake could cost you and your team your country… Sounds cool? Well, that’s the Grandest LAN for you!
To add some flavor and make the organization easier the event uses a special mod, and so today - as a slight off-ramp from what Mod Spotlights are about usually - my name is Lunar and I will be your tour guide through the Grandest LAN 2024 mod, the thought behind it and how you - someone who might not be interested in LANs - might take away a thing or two from it.
First as a disclaimer: although I am writing this summary, GLP was a collaborative effort with the heavy bulk of the work being done by my co-GM in @gasior, and I am just representing it, having been one of the Game Masters during the event.
To start: the mod isn’t your usual expansion mod, in a sense that we are not trying to substantially change the vanilla experience by adding new mission trees, events and such. Instead, the mod focuses on three pillars:
Game Master toolkit - using the custom GUIs introduced in King of Kings we’ve created a panel available only to Game Masters, that allowed us to interact with the game world without having to rehost the game, enabling things like doing “save edits” to countries that players would relocate into, controlling the scenario and others.
Expanding the in-castle RP scenario - with the theme of this year’s event being vampires, we wanted to add some cool flavor to the game that would bring the players closer to the role-play scenario as it was transpiring in the castle, this included a new religion, a series of AI countries that could yield the team who bested them an artifact granting them a cool modifier, a “big boss” country that the teams would have to band up against and many others - all controlled from the Game Master’s PCs
Statistics! Since we all love cool numbers, we’ve added a bunch of new automated ways to track in-game happenings to later share it with players at the end of the campaign.
So let’s go through them one by one, shall we?
The Scenario
The theme of this year’s event was vampires, and so the storyline followed the “vampires of the new bloodline” (i.e. the participants) establishing themselves as rulers of their countries, and jointly deciding between following various vampiric ideals and philosophies.
The first of these choices came when the ideals of vampiric inquisition came to grow in strength across the continent:
The Inquisition (later renamed to Order of the Dragon as it became formalized and overcame its pariah status) is a religion loosely inspired by Reformed, which allows players to switch between focuses that carried both heavy reward and heavy penalties:
On top of that, it allowed the oh-so-precious opportunity to impale your own advisors and watch them suffer, in exchange for a hefty sum of mana points (with a 15 years-long cooldown because blood is tastier when you give yourself the time to savor it)
Many decades later, in the wake of the Age of Absolutism, a new threat has emerged in the Americas, that the players now had to choose how to deal with:
The powerful nation of Enoch (played by one of our GMs), in spite of its small size, proved to be a formidable opponent that required the players to spend a long-time preparing a grand coalition before being able to best them, and the war nevertheless costed millions of lives
I will leave a lot of the nitty-gritty details of the scenario unmentioned here, as at the end of the day, this part of the mod was crafted specifically for the needs of the event, but nevertheless what I’d love you - the reader - to take away from this is that variety is the spice of life, and it actually doesn’t take that much to expand and adjust EUIV to add the things like I’ve described here. Be that new countries, religions, idea groups; if there is something that you think would be cool to add to the game I encourage you to just try and do it! Even if you don’t have much modding experience, at the very least you’ll learn something new and cool in the process :)
Blood Feuds
A major highlight of the event, that proved to be quite enjoyed by the participants in the end was the newly-added mechanic of Blood Feuds. In essence: Blood Feud is a challenge a country can issue to another to ask it for a 1vs1 duel. The catch? Both sides need to agree for the war to start, it’s much costlier to take lands and both sides are compensated in 75% of the manpower lost during the war once it's over.
Wars in EU4 MP are costly and often seen as very risky, so we’ve added this mechanic as a way to encourage players to engage in “for fun” wars where they get to show off the strength of their countries and their own ability to outmaneuver the opponent while removing the frequent risk of falling way too behind other countries, which instead would elect to just grow their economies and military in peace.
The Artifacts
Last aspect of the scenario that I will mention here is the mechanic of artifacts. Spread all over the world, from Tasmania to Nordkapp several vampiric domains stood, guarding ancient vampiric relics said to give their possessor a great power~~
Each of these domains posed a challenge to players to find them, and conquer. The victor would both obtain the physical form of the relic as well as an in-game modifier for as long as the relic remained in their control.
Screencap from Florryworry’s LAN coverage (Florry pls no kill)
The GM Control Panel
A typical EUIV multiplayer game tends to be split into sessions. A community might gather once a week to play for a few hours, and then continue the week after, giving ample time for any modifications that might be necessary to keep the game running. Having no such time we developed an in-game control panel, accessible only to the GM countries, that allowed us to interact with the game’s world however it was needed.
The control panel served no specific, constrained purpose. Instead, it was meant to allow us to react to pretty much whatever was happening in the game.
A team has lost their country and now they need to relocate onto an AI nation? Sure! We can add provinces to their new country, clear corruption and all the bad things that AI might’ve done to it to allow them to rejoin onto it without having to restart the game
A team has struck a deal with one of the NPCs to help with converting their nation to the Inquisition? We can help with that!
The players have voted during a Conclave (a Player Council) that they should no longer be bound by the technology requirements in order to form countries like Germany or Egypt? We have a button for it!
The control panel enabled an extensive ability to influence the state of a country. What in the past would usually take a rehost and very stressful save-editing that still could turn out to have some problems, with the control panel we can do it in just a minute, without interrupting the campaign for other players.
Extra statistics
The possibly most minor and niche feature of the LAN mod, that nevertheless I think is worth mentioning, was the addition of extra statistics. Some of you might already be aware of tools like PDXTools or Skanderbeg, which allow you to extract information from the save file to analyze the progress of the campaign, but we wanted to go a step further.
Using a combination of scripted effects with a yearly biyearly on_action we are able to export a lot of new variables into the savefile that can then be extracted for it for our enjoyment, which is how we are able to say that, for example, the team playing Byzantium (led by none other but AbsoluteHabibi himself) exploited dev of its provinces 80 times just in the last 30 years of the campaign alone, on top of executing 10 barrages and recruiting 2200 new regiments, among many other fun facts :)
So what’s in it for me?
It… depends! The Grandest LAN Mod was crafted primarily with the LAN itself in mind, and it’s very probable that it just won’t fit with how you usually play your games. With that said, there are three things that I’d love if you could take away from this spotlight:
Firstly, that LANs are really cool! We put a lot of effort each year into coming up with ways to make each new campaign feel different, and less so like your usual run-of-the-mill multiplayer campaign, so if you haven’t had a chance to join any of the previous events, I greatly encourage you to consider it the next time Grandest LAN returns.
Secondly, and this part goes mainly towards MP players and hosts: I wanted to show that there’s a lot of tools you can use to make organizing your games smoother. Even if you don’t play in campaigns where having a separate Game Master country that could make use of our Control Panel is feasible, you may still want to add some extra logging to the savefiles to help with detecting potential abusers and cheaters (a problem that’s unfortunately growing in the community). But it goes beyond that as well! If you find yourself playing in a group that relies on fancy formulas to calculate the strength of each player country, you can now aid yourself in that process by exporting necessary variables directly from the game, rather than having to rely on manual input or faulty calculations. There’s a lot of small scripting work that, when done right, could save you tons of effort and stress.
Thirdly though, and perhaps more importantly, that it doesn’t take massive mods that change and greatly build on every single aspect of the game for you to have a chance at improving your enjoyment of the EU4. The modding system provided to us by the developers is very wide and extensive, and even though it might be confusing at times, and solutions to some problems won’t be obvious at a moment’s notice, if you start small you too can recraft and remake the game to your liking, even if you have no prior modding experience. So, if nothing else, may this spotlight serve as a set of ideas that you can draw inspiration from for your own work. Maybe there’s some scenario that you’d love to play out with your friends, DnD style? Or maybe you like our idea for artifacts? the duel system? the extra statistics?
If you answer ‘yes’ to any of these questions, then I feel blessed to have been given the chance to write this piece ^^
Thanks for your attention, and I’ll see you all around!
- Lunar AKA Jarvin
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Thank you Lunar, we hope that this look into the toolset gave you some ideas for how your next big multiplayer can be run. Whether it's just you and a few friends, or a big organized game. We encourage you to give it a shot!
Ahoy! Ryagi here. This spotlight will be a little bit special, today we're not covering 1 mod but 3! All three of these mods will be from Modathon Season 3, which took place throughout late August (2024) and concluded September 8th.
If you're unfamiliar with these Modathons, they are essentially game jams, but for EUIV mods. Teams of 3-5 people organize themselves and make a mod in just a couple of weeks. These mods are then voted on by the modders and community, and the "Winners" given awards!
The Awards for Season 3 are as follows:
Cookie taxer
1st place Overall Winner
General Mechanics
Ooh Shiny! (Tied)
Innovative
Last Breath: The Sunrise Invasion
1st Place: Alternate History
Indica Universalis - Shadows of Zomia
1st Place Regional Flavor
Ooh Shiny! (Tied)
Wacky Events
Awards: Meme Worthy
Mining and Ores reworked
Overall Runner up
2nd place: General Mechanics
Shattered England
2nd place Alternate history
Ooh Shiny! (Tied)
Today well be looking deeper at some of these winners: Cookie Taxer, Last Breath, and Wacky events. So without further Ado lets first take a look at Cookie Taxer first! -------------
Cookie Taxer
EU4 is a fantastic game of conquest, colonization, and state-building that we all know and love. But what if it was something more than that? What if it was also an idle game? What if the function of the empire was not to improve the lives back in the metropolis, but instead to produce cookies in ridiculous volumes, with a network of production stretching across the globe?
Cookies
Cookie Taxer adds a new currency, Cookies. To gain a cookie, navigate to your economy tab, where you will see a big cookie. Clicking on this cookie gives you a cookie!
The cookies in the top-left go up with every click!
Now, you can keep clicking on this for days on end while paused, and give your hand a permanent disability. But wait, did you forget you have a country? A country full of people and land that can surely be harnessed for the glorious cause of cookie production!
Buildings
There’s so much unused land in your country. Of course, this can be used to put down churches, workshops, and marketplaces, among other buildings. But that gives us ducats, and we aren’t here for ducats, are we? We’re here for cookies!
In the building menu, there are 9 new buildings. These cost cookies to build, but instead of giving you a one-time cookie increase like the clicking, they instead increase your monthly cookie income.
All 9 buildings, with custom artwork inspired by Cookie Clicker!
Cursors: The cheapest building, where you employ hilariously underpaid workers to click the big cookie for you once a month.
Grandma: An old lady, one with a lifetime of experience baking and a true mastery of the cookie form.
Farm: A new agricultural revolution. Instead of growing cookie ingredients, cut out the middleman and grow the cookies directly!
Mine: The earth’s formation was the ultimate oven, and the crust contains massive veins of cookie ore to unearth.
Factory: A bit early for the industrial revolution, but nothing drives innovation faster than cookies.
Bank: Cookies have become the primary currency of your state, so of course, your mints can regulate it!
Temple: God finally answers your priests’ prayers!
Wizard Tower: But sometimes, God isn’t enough, and you have to take the supernatural into your own hands.
Shipment: EU4 is a game about colonialism, so of course, your overseas holdings will contribute to your cookie Empire.
Each building costs an order of magnitude more than the previous, with shipments costing 5.1 Billion cookies to build. Building costs also scale exponentially, increasing each time you build one. They are also limited by building slots as per normal, so true cookie scaling involves actually playing EU4 and expanding your country. Which, that must be really difficult now that your entire country is optimized for cookies and not actually playing the game, isn’t it? If only there was something else to spend cookies on, that would help the country...
Upgrades
Upgrades cost a thousand cookies each, and also scale in their costs with each level. But they are well worth the investment, and will skyrocket the power of your country!
Cookie Trebuchets: the enemy morale plummets when they see your forces feasting on cookies.
Cookie Rations: and all the while, your troops are always ready and excited to fight, from the sugar rush!
Steadfast Tax Regime: Cookie production is lucrative, so why not tax the extra income your people have now?
Promote Sweet Immigration: Wages paid in cookies make foreigners eager to migrate and enlist.
Hegemony of the Grandmatriarchs: Who would oppose their integration into the cookie regime? I wouldn’t!
Each upgrade gives a small bonus to the relevant modifier, but can be upgraded up to level 128. If you can afford it, your armies will be invincible, you will easily be able to afford it, enemy provinces will fold with just a touch, and your expansion will go entirely unopposed.
Clearly, our conquest has focused on a single building above all others...
Province Modifiers
Your income scales linearly, but the cost of buildings and upgrades scale exponentially. So, eventually, you’ll simply be unable to afford anything, right?
Scattered across Europe are special provinces, carrying exponential buffs of your own! These modifiers need to be liberated from their ai rulers, who simply do not understand cookies like you do. And when controlled, will give significant buffs to your income. Some double the income from individual buildings (stacking multiplicatively), while others provide special bonuses of their own. Thousand fingers is one to watch out for, as you institute mandatory clicking during lunch breaks in every building. In addition, several upgrades provide a bonus for both grandmas and another building: after all, the elderly have wisdom to share, if only you are willing to listen. And a few other modifiers increase cookie production globally, by varying amounts.
Our advisors insist that we go to war with Bohemia. Not for the gold mine, or the great project in Prague, but instead this mountainous backwater, that holds the most valuable treasure of all.
A Note on Math and Loading Times
Cookie Taxer supports cookie counts up to 999 undecillion. EU4 itself maximizes most numbers at 2.1 million. So there are hundreds of millions of lines of code supporting the mathematics this mod requires. Yes, you read that right. None of this actually causes any noticeable lag while playing the game, but it does massively increase loading times. If you are stuck on “creating checksum” for 5 minutes or more, it’s the game frontloading the mathematics!
Our Team
CzerstfyChlep - UI and mod base Xorme: Art Sol_InvictusXLII - Math systems, buildings LordVarangian - Events, province modifiers Stiopa - Modifiers, metascripting
Get the Mod
The mod is currently available on Steam Workshop. Get it here! -------------
Last Breath: The Sunrise Invasion
Hello folks. Somehow, you managed to find your way to the spotlight for our mod: Last Breath The Sunrise Invasion. Since you are here, allow us to give you a little introduction to what this mod is about, what it contains and how it came to be.
There was an idea
What if everyone died? Well, maybe not everyone, as that would make for a boring game. But what if the Plague, a.k.a The Black Death, was even worse than it was? What if, instead of killing ~1/3 of the population, it killed up to 90% of the people everywhere it struck? Surely, a world that has gone through such an apocalypse would look quite a bit different than the one we know from history books.
Plans upon plans
With that rough idea, we began carving into finer edges, figuring out which regions would be the most and least affected and pondering what impact such a catastrophic event would have on the remaining populations. Very soon, we realised that the scope was a bit too grand for the relatively short duration of Modathon and thus, most of the world would remain only at those rougher edges. Nonetheless, we still tried our best to communicate ideas we came up with in at least some limited form. So, lets talk about what those were.
With so many people dying, the societies as they were would be utterly upended on all levels. The most immediately on-map visible impact is the collapse of centralised governments. Nearly all early medieval power structures were obliterated, and the people who survived organised themselves into small, tribe-like societies. Of course, not all regions were affected equally; some even managed to go through the ordeal relatively unscathed. And over time, some managed to rebuild.
Map of Europe, Maghreb and western-Asia in 1666
Of course, this wasnt the only change that occurred. The events of the Plague caused many people to lose all hope, including their hope in the divine that was supposedly protecting them. This mass crisis of faith was only further compounded by the collapse of religious networks, be it the Catholic Church in Europe or the Islamic Caliphate in the Middle East. This led to the religions fragmenting into many local denominations, with some people even abandoning the Abrahamic faiths altogether and resorting to the faiths of their ancestors. You can see this effect being most pronounced in places where the Abrahamic religions were still new and not yet deeply entrenched in tradition.
The depopulation of the Old World also means that the freed-up land is up for grabs, so to speak. Be it by the surviving locals, the reforming empires of the Far East or the civilisations in the Far West, who are enjoying a much more pleasant existence without European colonisation. And it is exactly the uncharted continent that is serving as the major civilisation centre, remaining wholly unaffected by the devastating Plague. Of course, nothing is perfect, and these nations will still have plenty of things to deal with. And perhaps, some of them might be inclined to look to the east and go figure out where the Sun Rises.
Map of colonial regions in Europe
Asia in Brief
Asia is one of the regions that saw the fewest changes for the initial release, but we still tried to change things a bit to suit our vision. The Plague originated in Central-East Asia, so it was the first place to get, but also one that had the longest time to rebuild. Already, mostly stable centralised powers are a clear sign of this. Chinese Warlords managed to consolidate the lands of the Heavenly Kingdom, though there is still some hot debate over who exactly should hold the Mandate. Over in the southern drylands, quick and decisive political manoeuvring led to the restoration of the Persian Empire in the vacuum left behind by the collapsing Illkhanate and subsequent Plague. Speaking of collapsing, the Mongol Empire saw an even sharper decline, quickly fracturing into multiple small independent hordes.
Europe
Back in Europe, things are still dire. Kingdoms lie in ruin, the lands of former civilisations are barren and slowly being reclaimed by nature, and despair hangs in the air. Yet, there are people who have lived through hell and now face the challenge of restoring their lands to their former glory and beyond.
The Highlands
One group of survivors who managed to weather the seeming apocalypse are the hardy people of the Scottish Highlands. And while the effects of the Plague were still disastrous, causing the Kinrick o´ Scotland to collapse and fracture, the people didnt lose faith.
Well, to be more factual, many people lost faith in the Catholic Church due to them not being able to stop the spread of diseases and death no matter how many tithes and prayers were offered. Instead, people began to search for hope elsewhere and eventually found it in the practices of their forefathers. Soon, newly raised druids started spreading the restored faith throughout the land.
As the Plague receded, the Celts started to rebuild and organise. Soon, three main federations of tribes rose to prominence: The Islands, The Highlands and The Lowlands. While the worst is already over, the road ahead will undoubtedly be long and paved with struggles.
Preview of the start of the game event in highland countries. There are quite a few issues to tackle.
Of course, overcoming great struggles should yield a great reward. To help you with that, a new mission tree will take you from dealing with the initial issues troubling your nation to reclaiming the lands formerly settled by Anglo-Saxons for their rightful Celtic owners.
Preview of the initial mission tree available to highland countries.
The Rest of Europe
There are, of course, other places worth noting. The Basque, who managed to survive secluded in the Apennines, began spreading across the lands formerly held by Frankish and Iberian kingdoms. The Poles, who almost wouldnt noticed something happened, if it wasnt for the welcomed lack of German neighbours. In the Baltics, holdouts of Knightly Orders, who came there in preparation for the Biblical Apocalypse, which is sure to come any day now. And in the north, Odins shadow looms once again as the locals rejected the god on the cross, who clearly wasnt powerful enough to protect anyone.
The New? World
But what about the lands across the ocean? You may ask. Well, the good news is that the Plague doesnt know how to swim, and thus, the continent was spared of all the death and suffering it caused in Eurasia. In other good news, dangerous sea journeys into the unknown are very low on the list of priorities for the surviving Hispaniards and Portuguese, so there are definitely no European colonies anywhere to be seen. The indigenous civilisations were left to their own devices. In the south, the Incan Empire has mostly consolidated its rule over the Andes and is enjoying somewhat of a golden age, in their case, quite literally. Further north, the Aztecs reign supreme, expanding their control over tribes far and wide. Only time will tell whether Doom or Glory awaits their empire. Meanwhile, the natives of the planes are mostly content with their migratory lives. And tho some unifications occurred in certain places; they dont seem to have grand imperial ambitions.
The High Kingdom of Vinland
Speaking of the far north, there might be some Europeans, after all. In this timeline, the expeditions of Lief Erikson were significantly more successful; and with wise shamas prophesying a great catastrophe, many more people travelled to seek life in Vinland. And so, the colonies grew and spread across the north-eastern coast of this new continent. Over time, the clans established a system to aid each other in the struggles far away from their old home; Althing of Thanes and High King to oversee it.
Map of Vinland. Huh, the colours look familiar.
That worked well for a while. But as with all such institutions, this one, too, eventually has to face some turmoil. The sudden loss of contact with the homeland, the deepening relations with natives or internal power struggles are just a few of the issues the High Kingdom is facing.
Preview of generic Vinland mission tree.
Archaeology
Hello everyone, Lichark here! I’m thrilled to introduce the Archaeology feature weve been crafting for our mod. Weve put a lot of care and effort into it, and I cant wait to share all the exciting details with you.
The idea behind Archaeology
It might only be me but once I read the mod’s premise by Saxon I immediately started thinking about the Horizon and Fallout game series and how in those games you venture through a world that flourished before but now its only remaining signs are buried or overgrown by nature. I wanted to capture the same sense of adventure and discovery within the limits of the game.
The idea was to create another versatile narrative tool that’s not just a simple event, decision or mission but can interact with the aforementioned systems. For example we could set up a mission that the player can only complete if an Archaeology Site was finished in a certain way or a decision that the player can only take if it’s in a certain phase of excavation.
Gameplay Design of Archaeology
From a gameplay perspective, I wanted to mimic how the Monuments function in the game. What I mean by this is that each time you upgrade a Monument, random events can fire during its construction or in some cases, something specific can happen once the upgrading process is finished. Archaeology Sites have five tiers. The tiers represent your progress in exploring/excavating the site. To advance, for example, from tier 1 to tier 2, you have to invest resources to start the process. Once your loyal subject starts working on the site, you’ll get progress reports or even narrative events periodically, and you can choose how to progress further. Reaching tier 5 requires significant resources, but generally speaking, every Archaeology Site has some kind of worthwhile reward it gives you upon completion. Among (us) the possible rewards are national modifiers, buildings, gold, monuments, and much more ( is possible but we havent had the time to implement them ).
( Some events from the Knife of Brutus Archaeology Site )
Visual Design of Archaeology
As I mentioned above, Monuments were a huge influence from a gameplay and even visual perspective. In my modding projects outside of the marathon I always tried to blend the stuff I add to the game with the already existing UI so it feels natural.
Because of that I had to find an appropriate place and design for it. After some (failed) iterations I settled on the bottom of the Buildings tab of the Provincial Window. It had some nice looking free space waiting to be filled with content. From then on, I just modified some buttons from the base game to fit in the new interface and changed the background to a stylish brown and added a banner above it all with an amphora icon for looks ( that I later modified to act as a sort of tooltip icon).
Due to time constraints, the unique pictures embedded in the tier buttons were all generated using AI image tools. While it’s awesome that we have access to these tools, I would have designed these icons myself if we had the time. They look good on their own, but you lose a lot of control over the art direction and finer details when using image generation. While it’s possible to correct some things when using images that are this small, they can still look out of place.
Last Breath
While, of course, we are slightly disappointed that we could not bring in more flavour and had to restrict ourselves to only small regions, we are overall happy with how this project turned out. For most of our team, this was the first large project, and for some of us, even the first proper EU4 project. We got to try new things we hadnt played with before, so it was certainly a valuable learning experience for all of us.
Wed like to thank everyone for giving our mod a try and enjoying it. Wed also like to thank Chewy, Minnator, and the rest of the staff for organising the Modathon.
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Wacky Events
Wow. Hello World!
We, the Wacky Events team, in order to create a quite silly mod, establish madness, and insure the instability of EU4 players minds, with the blessings of the Modathon admin team, do ordain and establish this Insanity of Europa Universalis modding.
I am Cetai, one of the crew presenting you the product of 2 weeks of hard work and procrastination. The process behind the creation of our mod went something like this: Our veteran team of modders have debated long and hard about the type of mod we wanted to create, from full movies added to events to the Italian Wars. Then we just slapped on the silly hat.
But enough of the behind the scenes stuff, lets jump right into the mod!
So, what are the Wacky events? Or precisely, where are they? A great question, dear reader. The scope of the mod allowed all of us to work independently on stuff, and pursue different carriers in acting and music. Initially, the idea of moving pictures was the target, however we realized early that in two weeks this would be quite impossible to do properly. This lead to the change of focus to individual events, while Kyhler and Sealand began to work on a fantastic musical piece never before seen in EU4. A truly unique wonder.
To me, these two weeks were a great opportunity to learn more about custom_windows and interface modding in general. What came out of it? The "Drinks around the world" window, where the sense of expolration meets the haphazard throwing of icons on each other. But as with the theme of this mod, the music gives clues where one should go.
Meanwhile, the rest of our team werent slacking off. There are almost 50 unique events inside our mod, like the legendary horse Glitterhoof appearing from the CK series, the Japanese becoming Fetishist upon discovering Manga, to Julius Ceasar returning via timey-wimey stuff.
And of course, the wackiest of all, the random switch of countries. Make sure to discover them all!
With this, I close the curtain upon the Wacky Events mod for the Modathon 2024 Season 3 series. Thank you for your attention, and may all the Gods bless you! -------------
Outro
Ryagi back to wrap things up for us. You can find all 3 of the mods showcased here today on steam workshop:
A huge thank you to everyone who participated in the EU4 modathon Season 3! Wed highly encourage anyone remotely interested in modding to participate in one of these modathons at least once. Not only is making silly mods a lot of fun, its a great way to learn if you want to get into the modding sphere! The team environment ensures you never end up biting more off than you can chew and always have a helping hand to guide you.
Free to Play Weekend | New Base Game | Grandest Sale
Conquerors!
It’s me, your friendly community manager, Katten, bringing you exciting news! We're kicking off our free-to-play event, launching our new base game, and starting our grandest sale yet! So let’s dive into the details below!
Free-to-Play!
The Europa Universalis IV base game is now free to play for everyone until October 23rd at 19:00 CEST! Whether you have a friend or a family member you want to invite into a multiplayer game or challenge for an achievement hunt, send them to the base game store page below to start playing right now!
We’ve just released our brand-new base game! This version includes the former DLCs “Rights of Man,” “Art of War,” “Common Sense,” and the “Digital Extreme Upgrade.” If you didn't own these DLCs previously, you now have access to them, providing a better experience for new players!
The Grandest Sale
We haven't forgotten about our veteran players! Our grandest sale is now live, featuring an updated Ultimate Edition that includes all expansions and immersion packs! Enjoy a massive 75% base discount, with an additional sale discount that brings it to 87%! If you’re missing any DLCs, this is the best deal ever—check it out below!
Greetings! We come bearing tidings of an exciting future! First and foremost: as of today, all owners of the EU4 Starter Edition will receive the DLC Common Sense for free.
At the same time, EVERYONE can now go to our Steam Store page and download the “Rights of Man”, “Art of War”, “Common Sense” and the “Digital Extreme Upgrade” DLC’s for free! This is in preparation for next week, when we will merge all above mentioned DLC’s into the base game for everyone by default.
Please note that trying to load a save from before using these DLC’s will break it. This is why we have announced this initiative a month in advance, so you can choose to start the game with or without these DLC’s active. If you wish to continue an old save without these DLC’s active after October 17th, you can revert your game version to 1.37.4 (https://pdxint.at/rollback)
But that is not all! Just as we promised, we also want to make it easier for you to complete your collection of EUIV Expansions and Immersion Packs - so the Ultimate Bundle is now heavily discounted! If you are an Europa Universalis IV veteran, your discount on Steam will be even higher - as the price will be lowered by the cost of DLCs you already own.
If you are looking to either get EU4 for yourself or your friends, or enhance your experience, now is the best time!
Community Mod Spotlight - Aevum Lupi Bicipitis
Hey all! Ryagi here to help showcase Aevum Lupi Bicipitis with experienced modder and lead dev on ALB, Trappist-1E. We've had a streak of covering these huge map mods, and this one really encapsulates that alt history "Ooooo cool new map!" feeling.
If map mods are not your thing, worry not, we'll get back to looking at more than just big map mods for future spotlights. For now though, lets allow Trappist to take it away and show off what ALB has to offer!
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Hello, I’m TRAPPIST-1E, one of the lead developers of ALB, and I’m here to present my mod. It’s an alternate history mod, featuring an overhaul of the map from Ireland to Cathay! The main focus is on alternate migrations, leading to the Slavs ending up in Scandinavia and Central Asia, Muslim Byzantines, and more!
We’ve overhauled almost the entire map, from Ireland to Cathay (no, not the one in Russia) and even reworked pretty much the entire province map in Europe and the Near East. Rhomania is the Byzantine Empire, the premier nation in the Eastern Mediterranean. In 1444, though it’s facing hard times, though through its mission tree they may fight decadence and reconquer the empire. Soxony is the successor of West Rome and the Kingdom of Soissons, and it is facing a large vassal revolt that may spell their doom.
As migrations have reshaped the face of Europe, the culture map looks radically different. Key to note is the Norse in Britain, now called Biono, that have migrated there after Scandinavia fell to the Slavs. Of course, with such radical changes, religion is wildly different as well. The Indictian and Impotian churches have split off from Catholicism, with Manichaeism also becoming a major religion in the near east.
Religions
ALB has a variety of religions, as seen above. All have received unique religious mechanics, from holy sites to icons, and more.
Protestantism is gone, as well as reformed. In their place is Wycliffian, a sort of general reformist faith. It is actually not a new creation, being first founded as a reformist movement by the Anglo-Saxon scholar Johanes Wycliff in 1390. The Kongrevy of Saxony and the surrounding states adopted it, but a strong Catholic backlash happened, and the Wycliffian Wars began. A series of crusades were fought that forced the Wycliffians back, until even Saxony fell and all the followers of Wycliff were sent into hiding. However, as the Pope grows corrupt in Rome, and more and more speak out against the church, the followers of Wycliff may make a resurgence across Europe.
Arianism is a dying religion, only being present in Iberia and Germania, specifically among the Germanic states. Arianism functions much like it did in real life, and ingame has recieved custom mechanics! ! You gain Arian Fervor to spend on various actions, which is earned passively and through converting provinces.
Additionally, Impotian and Indictian have Patriarchate and Holy Site mechanics respectively.
Nation-Specific Content
We currently have over 35 mission trees, as well as unique national ideas for nearly every tag on the map. Of special focus are the aforementioned Rhomania and Soxony; Pruthia, leader of the Germanic Confederation; Saxony, premier power of the east; Siescheng, last heir of Guo Hong, and Molise, emperor of the Holy Italian Empire.
You may be wondering about the last two, and I can offer explanations. In this timeline, the HRE is in Italy, becoming the Holy Italian empire. They are headed by Molise as the emperor.
Siescheng is the heir of Guo Hong, this timelines replacement for Genghis Khan. He was an exiled Chinese warlord that conquered most of Eurasia for the Empire of Ten-Thousand Armies. Their mission tree leads them to establish dominion over most of Eastern Europe and rule it through a vassal swarm. (It’s part one because their vassals have their own subject-focused mission trees!)
Here is Soxony’s mission tree, with the early game featuring recovering from their disaster. The disaster is the Sygirdom Revolt, where all their vassals may rise up against them. They also have a unique gov mechanic about empowering their fellow Impotian nations.
Saxony’s mission tree is also quite large, leading them to conquer most of the east and establish a personal union with Valtea. They have also received a unique estate: the Knight Lodges!
And finally, because a mod featuring so many Roman claimants would be incomplete without some expansion of vanilla’s Rome content, the Roman Empire mission tree!
These are just some of the 35 nations with content in 1.0. However, the mod isn’t complete yet. Currently in-development is the 1.1 update, Western Dawn, which shall give new and updated content for every nation in North Africa and Iberia, as well as expanding some content in the Americas.
Of special focus are the formables of Iberia, Herkulia, and Africa. Iberia is for any Iberian nation, and has a sizable mission tree, as well as a government mechanic inspired by the German cultural integration mechanic, where you turn all of Iberia into your culture group!
Herkulia is formable by the nations of Raklion, Bettia, and Mauria, and is something of a Portugal-equivalent in its playstyle. Its mission tree is very heavy on colonialism and navy, with tons of upgrades to trade companies along the way!
Finally, we have Africa, the Southern Roman Empire. It is formable by any nations of the African culture group (in North Africa) and is the largest in this update so far, with a focus on reviving the Roman Empire and spreading the Indictian faith. We’re not stopping at 1.1, however. Below is a little teaser of what is to come . . .
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Anyways, that’s all I have to share for now. Thanks for sticking around and listening to me for this long, I hope you’ll go check out the mod on Steam. For further teasers for future updates and just to chat about the mod, we have a discord! Thanks again, and see you!
Cheers to Trappist for covering ALB! It's great to see such a variety of content/map overhaul mods like this and others we have covered flourishing. If you're like me, you may end up loading up many of these mods to have a quick look around, only to find yourself actually doing a playthrough of them :p
Next time we'll be covering the winners of Modathon season 3! And if you've seen our Modathon season 2 spotlight, you know modders have some spicy things to show off. Thanks for reading!
OPM Podcast Episode 2 - Featuring Chewy!
The second episode of the OPM podcast is upon us! In this episode we're visited by none other than the lovely Chewyshoot bestowing us all with his knowledge of YouTube, the smell of gas, modding and more!
Community Mod Spotlight - Atlas Novum
Hello again! Ryagi here to bring you yet another overhaul for EUIV. Overhaul mods are by definition some of the most ambitious projects to undertake for any mod team. And Atlas Novum is no exception, broadly touching almost every major game mechanic in EUIV, provinces, government reforms, techs, institutions, units and more! Taking inspiration from some of Grandfathers of EUIV modding such as Beyond Typus, MEIOU & Taxes and more.
So, lets sink our teeth into this huge project with the help of lead Dev Amyzonis, presenting Atlas Novum!
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Howdy! My name is Amyzonis and I am the lead developer of the mod Atlas Novum, a project that has been in development for the past six years.
What is Atlas Novum?
Described by some as EU4.5, Atlas Novum is a total overhaul of the game. Our development process has been to focus on reworks in three distinct phases: mapwork, mechanics, and content. Thus far only the mapwork has been completed in its entirety, though mechanics are rapidly approaching completion as well. Once those two aspects are done, we will consider the mod to be in a feature-complete state, and focus our efforts entirely on content.
Mapwork
Originally based on the Typus projection from our partners at the eponymous Beyond Typus mod, Atlas Novum has gone on to vastly outstrip its older brother in terms of provincial detail. As the main endeavor over the past six years, our massive overhaul of the map stretches the entire breadth of the world, adding in thousands of new provinces. Moreover, this includes new sea tiles for all of the world's oceans and historically navigable rivers (Rhine, Danube, Don, Volga, Congo, Zambezi, Ganges, Yangtze, Columbia, Mississippi, Laurent, Hudson, Amazon and the Paraná). Some rivers can only be fully accessed and navigated with the completion of expensive and laborious canalization projects.
Our process for mapwork has involved extensive research into the early modern world with reliance on scholarly sources, and we’ve sought to represent reality as best we can. Following this, we’ve reflected many landforms as they once were, from the yet unsunken Uthlande and the unbroken landbridge of Rama Setu, to the historical coastline and basin of the Yangtze river. While we don’t achieve the density and border gore of our friends over at Voltaire’s Nightmare, many areas are still delightfully complex in both provinces and the nations that own them.
For length reasons we couldn't share the mapwork examples in this post, however you can find a full list of examples on the forum version of this mod spotlight here!
Mechanics
Terrain and Climate
As mentioned earlier, we’ve reorganized terrain into twenty-two distinct types, based on biome and topology. Each terrain is classified by a type: Fertile, Productive, Rugged, Alpine, and Barren. Europe, East Asia, and North America easily have the largest supply of fertile and productive lands, but marginal types can still support a modest population or serve as effective defensive barriers to invading armies. Each terrain type serves as a source of both Carrying Capacity and Infrastructure Limit to the province in question. Carrying Capacity represents the maximum population a province can support, whereas Infrastructure Limit represents the maximum level of infrastructure that can be built there.
We’ve also introduced twenty-five Climates, which are roughly based on 1900 Koppen-Geiger readings. These climates are categorized along two axes — one for heat, the other for humidity. Their nomenclature was developed to reflect this while ensuring easy readability and player understanding. (Yes, Tinto, I have a simplified 9 and 16 climate setup for Project Caesar if you happen to be interested).
Each climate type provides a certain amount of carrying capacity to a province, and this amount can vary based on climate change. Major historical volcanic events and the Little Ice Age can cause dramatic shifts in fortune for your population as the carrying capacity and productivity of the land changes beneath their feet…
Finally, you will find forest modifiers present in many provinces. These can range between three sizes: Sparse, Abundant, and Dense. Forests belong to one of six types that can be grown or cleared as needed: Broadleaf, Needleleaf, Coniferous, Bane, Rainforest, and Laurel. Be careful though, as fully deforesting a terrain type which is defined by the presence of trees — Woodlands, Taiga, or Jungle, for example — will result in a nasty deforestation modifier. However, this modifier will disappear in time, so it can be worth enduring it if some trees are getting in the way of your plans.
Population and Development
While development was a solid addition to EU4, its abstractness and “clicky” gameplay always bothered me. To that end, we reworked development into Wealth, Infrastructure, and Population. Wealth and Population will grow organically, based on local factors such as trade good price, level of infrastructure, carrying capacity, logistics cost, and civilization level. Development growth is checked at the end of every year. The formulae for growth of these two values can be found below, and you will notice that they are rather complex affairs. To increase Infrastructure, you must invest two Wealth and wait for it to be constructed, with the opportunity cost that no other buildings can be constructed during that time. While development doesn’t need to be micromanaged, it may serve you well to pay special attention to a few of your most precious provinces and manage them according to your desired outcomes.
Cultures and Religions
Atlas Novum adds nearly two thousand new cultures (2,299 in total currently) and a dozen new religions, including a minority system.
Cultures have largely been designed around historical linguistics; after all, it's difficult to share a culture with someone that doesn’t speak the same language. There are notable exceptions to this rule, however.
While religions have not been a priority up until now, we have still added a number of new faiths. Moreover, we have recolored existing religions to correspond with colors for which they are historically associated.
Minorities come in three sizes: small, significant, and large, and can be either cultural or religious. The cultural and religious acceptance of a given minority will affect their impact on your provinces, just as unaccepted cultures and religions do in vanilla. Cultural statuses can range from integrated to enslaved or expelled, with consequential effects. There can also be secondary minorities present, which can only be one size: small, but are there to represent notable independent cultures or religions. Moreover, minorities can grow and shrink, as well as migrate and resettle throughout your lands. Whether it be Turkish settlers entering Rumelia, Moriscos leaving Iberia or Romani migrants shuffling around throughout Europe, every game ought to have something interesting happen culturally.
Another critical aspect to cultures are “assimilated” or “settler” cultures. Should the province in question meet certain conditions, it will begin to transition to a new culture within your culture group, most of which aren’t present at game start. For example, long-term Venetian control of Crete will spawn the Italian culture of Candian. This system likewise functions in the context of colonialism. Iberian cultures are liable to transition into Brazilian, Platinean, Mexican, Colombian and more. Not every culture group has unique cultures for colonialism and assimilation, but it is an area we are eager to expand as time goes on.
Finally, while it does not currently affect gameplay, every culture group and religion group now belongs to a “family”. For example, the French, Occitanic, Iberian, Arpetan, Italian, and Romanian groups all belong to a broader “Romance” family. While purely aesthetic at this time, this serves to better inform the player of their peoples’ relation to the broader world.
Government and Estates
We’ve also overhauled government reforms and estates. Countries begin with all of their tiers of reforms preselected, with progression occurring within each tier. Natives have 6 tiers, tribes 8, and theocracies, monarchies, and republics 10. Moreover, we have a ‘corporate’ type planned at some point in the future.
Estates have also been entirely reworked, in large part inspired by our partners over at MEIOU & Taxes. To start, we added 3 new estates to all theocracies, monarchies, and republics, those being: the Court/Council, the Bureaucracy, and the Military. We’ve further reworked the way that estate privileges work. Now, they are divided into two types: Rights and Privileges. Every nation starts with their privileges preselected, like government reforms, and upgrading them can often be an involved and complicated endeavor. At this time, we’ve reworked the Nobility, Clergy, and Burghers into this new design, but more region specific estates are still yet to be done.
Technology and Institutions
Atlas Novum includes a complete overhaul of technologies and institutions. Technology has now been broken up into 46 different levels, separated by fifteen-year increments. There are now sixteen different institutions, with the first seven already present at game start.
Indented technologies are there to differentiate various different technological starts among our myriad of technology groups.
Institutions will not necessarily spawn in the prescribed start location, though they are likely to emerge in a place with similar conditions.
Units Since we overhauled technology, it only made sense to likewise redo units. Land units now belong to one of eight types: Offensive Infantry, Defensive Infantry, Ranged Infantry, Offensive Cavalry, Defensive Cavalry, Ranged Cavalry, Light Artillery, and Heavy Artillery. As technology progresses and gunpowder becomes ubiquitous, ranged infantry and cavalry merge with their offensive and defensive counterparts. It must be noted that many technology groups do not have innate access to horses or gunpowder, and will be locked out of units requiring them — regardless of technology level. In order to gain access, a nation must either control a province producing the trade good in question, or control at least 5% of the global trade in that good.
Naval units have been similarly redone. To better reflect their role, Galleys have been renamed to Littoral Ships. Now, everything from the simple Canoe to globe-spanning Battleship are part of our roster.
Subjects
There are several new subject types to contend with - fiefs, domains, confederates and paramountcies. Fiefdoms represent the various feudal relationships existing at game start. While they aren’t particularly useful, they can be easily integrated after the Age of Discovery has passed. Domains represent a multitude of different overlord-subject relationships that center on a common ruler. Domains function as “unbreakable” personal unions, and while their bonuses aren’t particularly powerful, they can expand the influence of their liege significantly. Confederates represent states in an equal partnership with their ‘overlord’. Groups of confederates can be a force to be reckoned with in their own right. Finally, paramountcies — though temporarily disabled — are a unique vassal type for native and tribal governments.
Trade Goods
Atlas Novum adds over one hundred new trade goods, each with dynamic prices determined on supply and demand — a system which is adapted from the Stock Market Mod. Many vanilla trade goods have new art, either custom made for our project or adapted with permission from the Trade Goods Expanded Mod.
Each trade goods price is determined by its supply and demand, which in turn can be affected by the Economic Access modifier. China, for example, has a unique modifier that greatly limits its effect on trade good prices, reflecting its burgeoning internal market. Though this is a global market, supply and demand for goods from the Old World will not affect the New — and vice versa — until the Columbian Exchange has happened.
Trade goods in Atlas Novum belong to one of four types: Immature Unrefined, Mature Unrefined, Immature Refined, and Mature Refined. Take note, most of the Mature Refined goods do not exist at game start. Luckily for you, with the requisite technology and trade good inputs, you may change a province’s trade good as needed. In particular, gunpowder is sure to be a highly sought-after good for strategic purposes, though making a new source of gunpowder production requires owning provinces that produce Niter and Sulfur.
Content
Missions
Six years ago, this mod was originally focused on mission reworks for the colonizing powers. While we felt that we had done excellent work at creating in-depth mission trees, there was a problem: they were simply too long. Portugal alone had a mission tree of over 300 missions, and this greatly lagged an already slow gameplay experience. So, we took some inspiration from the modular system of Imperator Rome, with a twist: you can have two ‘modules’ selected at any one time. Now, our new mission modules are a standard 4x5 in size and you are no longer limited to just “one” general objective. Want to focus on developing your homeland while colonizing Brazil? With this system, that is now a distinct possibility.
Green missions are required to complete the module, whereas teal missions unlock optional modules. I must further note that while these missions are playable, they are still not complete, as indicated by their placeholder icons.
When you finish the necessary missions in a module, you will complete it, and be able to select a new module to follow. Some modules are optional, others can only be unlocked via certain ahistorical missions, while still others directly follow those which you have just completed. It should be noted that content has not been our immediate priority up until now, and currently only the initial Portuguese mission modules are available for general consumption. However, now that we are entering a feature complete state, content development will become our primary objective, with mission modules being our main vehicle of delivery.
Wonders and Great Projects
Called “Monuments” in vanilla, we’ve added over a hundred new Wonders & Great Projects representing significant monuments and geological features, as well as a dozen new canal projects. Additionally, many of these have been reworked to nerf some of the most excessive national modifiers, such that their impact is not out of proportion with their importance.
These Wonders fall into three categories: Historical, Legendary, and Mythological. The existence of each of these categories will be customizable at game start. While historical Wonders will be present in every game you play, the location and occurrence of legendary and mythological wonders is left up to the player. Legendary wonders are poorly-attested, if not outright fictitious locations, such as the Seven Cities of Gold or Atlantis. Mythological wonders are fantastical in their conception, such as the everlasting Fountain of Youth or eldritch R'lyeh. Starts Atlas Novum has a myriad of initial options as well as multiple starts to fine-tune your game experience.
Reparata Varna or “Revenge for Varna” is our standard start.
Satus Latius or “Expanded Start” is an expanded start with additional tags.
Plus Ultra or “Further Beyond” is the start for those of you looking for maximum border gore and PC temperature.
Maiora Imperia or “Major Empires” is a reduced tag start intended for lower power computers and multiplayer games, though it is a little under-maintained at the moment.
We also feature a number of options available upon initialization of the game to further customize your experience. They are currently divided into two main categories, to be expanded further at a later date:
Custom Rulesets, which is currently a placeholder, but will allow you to select between things like climate type (Historical, Hothouse, Ice Age, &c), disease virility and mortality, and Great Project & Wonder types.
Alternative Histories, which are functional (though presently lacking content) and are split between region removals and custom setups.
Region removals include:
Tabula Rasa - No Afro-Eurasia tags
Seiuncta Beringia - No Americas tags
Anahuac Inhospitalis - No Central or South American tags
Invia Darien - No South American tags
Nul Insulae - No Oceania tags
Exculto Populo - No native or tribal tags
Custom setups imagine alternative scenarios for the New World based on apocryphal evidence or theorized settings including:
Absit Rome - Rome located in Mesoamerica
New Zion - Mormons located in Mesoamerica
Hawaii Nui - Polynesian colonists along the Andes
Vinlandic Perseverance - Vikings still residing in Newfoundland
Ard Majhulah - Arabic explorers in Brazil
Zheng He’s Eighth Voyage - Chinese colonies in South California
Third Odyssey - Byzantine refugees in the Chesapeake *cough Elysia cough*
Sunset Invasion - A massive High American technology Mesoamerica
Chthonic Awakening - currently a placeholder for some… unnatural cultists worshiping long-slumbering eldritch Gods
We have some further ideas for Mali, Irish/Welsh, Ancient Egyptian, and Phoenician starts, but implementation is low priority compared to historical content…
Conclusion
Though Atlas Novum has been in development for over half a decade, I must warn that it is still in beta. Occasionally, icons may be placeholders, mechanics in need of revision, or content missing. Updates to the Github Mirror on Steam can be hot code and subject to bugs or balance issues. This is a necessary consequence of active development, and we can only improve the project with your input. Thus I highly encourage your participation on our Discord server. Anyone wishing to contribute is welcome, and we’re always looking for new members of any experience level.
Also, while EU4’s optimization and performance has improved significantly in the past few years, it must be said that this is a sizable mod. It will inevitably run more slowly than vanilla, though perhaps not as slowly as some other overhaul mods that exist on the workshop. The startup and first few years of the game are likely to be a crawl, but speed should pick up considerably as you play. Moreover, with the expanded internal mechanics at your disposal, you may wish to use this slower pace to better explore, customize, and develop your nation.
Thank you for your attention, and thank you to Ryagi and Paradox Interactive as a whole for providing this space to share our labor of love with you all! I very much hope you enjoy what we have put together thus far, and look forward to continuing to develop the project with your input in the future!
Please check out Atlas Novum over on the Steam Workshop, or follow its development on the Atlas Novum Discord Server. We are a very active and close-knit community that welcomes your feedback!
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Thanks for joining us for this spotlight, we hope you enjoyed the look into Atlas Novum presented here :) Atlas Novum is still in constant and active development, and we believe it will stand the test of time for EUIV mods! Be sure to check it out.
For our next spotlight we'll be hosting Aveum Lupi Bicipitis (Or just "ALB" if you prefer not to summon a demon) for some more alt history mod fun. As usual if you have any suggestions for spotlights do let us know! See you next time.
Hotfix 1.37.4 is Now Live!
Greetings all!
We are aware that our latest patch seems to have been causing some issues - this was obviously not our intention. We should have responded quicker to your concerns, and for failing to do so we are sorry. Thank you to all of you whom helped your fellow gamer to rollback game version and other workarounds.
Save games should be unaffected by this hotfix. although no guarantees can ever be given.
################### # Bugfixes ################### - Fixed a bug not allowing to split boats into two navies with reorganize window outside of harbors while the game is unpaused as the window disapped when a day passed. - Fixed land unit types being changed while teching up. - Fixed a CTD with countries being full annexed by a 3rd party while at war - Fixed a CTD with auto peace deals - Removed a cooldown on AI leaving coalitions. - Moved the separatist sentiment delay to immediate - Fixed the button to call allies to wars.
OPM - A Europa Universalis Podcast - Episode 1 - Will "BigBoss" Samelis
Finally the day is here!
Welcome to the very first episode of our new Europa Universalis podcast! In this pilot episode our hosts Ryan and Lia are picking the brains of Will "BigBoss" Samelis - Content Designer at Paradox Tinto!
1.37.3 Patch is now LIVE!
Hey everyone - Today we released patch 1.37.3, containing about 170 fixes. The patch is mainly focused on fixing King of Kings and Winds of Change content. Fixing CTDs, Diplomacy and Warfare related issues.
As always, please report any issues in our bug report forum or submit a support ticket. Keep in mind while these changes shouldn't affect 1.37.0/1/2 save games too profoundly, as usual we can't 100% guarantee stability with saves. So it is recommended that you roll back to 1.37.2 before continuing any ongoing campaigns!
# Other - Added the on_expanded_infrastructure_removed on_action.
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# Decisions - The "Form Great Yuan" decision now removes the Altaic cultures from being accepted. - Georgia can no longer move the capital to Constantinople if the province is not inside a state. - The "Form Austria-Hungary" administrative technology requirement has been changed from 20 to 18. - "Adopt Aztec Traditions" now highlights the province of Mexica and provinces owned by Aztecs. - The “Transfer Nitra” decision is no longer visible if the Slovakia area is directly owned. - The "Unite with the Iberian Crown" decision is now only visible if Castile or Spain are not subjects and they are valid Personal Union targets.
# Events - Separatist sentiment event now has a cooldown of 180 days to discourage keeping the event open instead of clicking the option. - Elections no longer trigger the "Mummification of the Dead" event. - The Aztec event “Deites of Nahua does not list the National Unrest for Quetzalcoatl option tooltip. - The Dutch event “The Throne of England” now properly checks for DLC on the first option. - The Dutch event “The Thorne of England” now properly spells “Man Of Wars”. -The Dutch event "The Throne of England" event now grants a naval reformer advisor. - “The Great Council of the Low Countries” can only fire for Burgundy now. - The “Mongol Peace” event removes previous modifiers and grants “Pax Mongolica” modifiers. - The event "Mongol Peace" now clarifies that only future rulers will gain the Conqueror trait. - Yuan released through the Timurid Event "Yuan Campaign" now inherits technology and ideas from its overlord. - Changing the culture group to Gothic Germanic with the “The Court of Alexis” event, will now change the culture of the ruler and heir as well. - The event "Independence of the Egyptian Eyalet" will now always trigger if Egypt is not an Eyalet under the Ottomans.
# Ideas - Greater Armenian ideas are now properly assigned if the country does not have Armenian ideas.
# Missions - Aztecs, Mayan nations, and Cusco now receive generic American missions without "Winds of Change" DLC. - Random New World tags can no longer randomly get missions of specific American natives. - The Mayan "Punish the Invaders" mission event preview now informs about the ability to convert the player technology group to High American. - The "Expansion of Tenochtitlan" mission now has alternative rewards if the City of Tenochtitlan modifier is already present. - The mission "Fall of the Isles" for the Sunset Invasion Tree will only highlight the Stonehedge province if the player owns 25 provinces in Britain except the one with the Stonehedge. - The mission "La Rose et le Lys" for the Sunset Invasion Tree will only highlight Paris if the player owns 15 provinces in France excluding Paris. - The "Iberian Windmills" mission for the Sunset Invasion Tree will only highlight Madrid if the player owns at least 15 provinces in Iberia excluding Madrid. - The “Aztec Roads” mission will no longer spill out if the player has an estate with a long name. - The mission tree no longer breaks when forming a Nation with High American Tree as an Aztec, Mayan, or Incan nation. - Removed the ability for non-Cusco tags to see the tooltip informing of the Machu Picchu upgrade after the "Ground Shaker" mission - The Dutch mission "Tales of Gold and Spice" now has an improved tooltip fixing an issue with the highlight. - The Dutch mission "Question of the Confederation" now grants rewards properly. - The Dutch mission "Ending the Sound Toll" requires to be the Netherlands. - Duch Mission "Ending the Sound Toll" will no longer display the country's name for the "Diplomatic" way of completing the mission. - Forming another nation as Bohemia no longer breaks the Bohemian mission tree. - The Austrian mission "The Imperial Border" now takes into account HRE member subject provinces. - The Austrian mission “Defeat the French” does not create new regiments as soon as the player converts France into a personal union. - The Austrian mission "Iberian Relations” has an alternative trigger if Castile and Spain do not exist. - The Hungarian mission "Weaken Austria" is now completeable when Austria is a subject of Hungary. - The Italian Mission "Befriend Ethiopia" now has a fallback in case no Christian nations exist in the Horn of Africa. - The German mission “Industrialize Rhineland” requires only 250 of development in Rhineland instead of 500. - Forming any country that does not have any branching missions while allowing the preview for branching missions active will now remove the preview buttons properly. - Horde missions now grant claims needed for the mission "Ending the Divine Wind". - Horde missions now grant claims needed for the mission "Hermit Ender". - Tatar missions now give claims on Tibet. - The Moghulistan and Tatar mission tree now contain claims on Tibet. - Horde mission "Into Iran" now gives claims on Persia. - The Mongol mission "Tumu Crisis" now gives claims on Manchuria. - "For the Horde" Hordes’ mission no longer says that it will rename the Clergy estate into the Shamans. - The Mongol mission "Heart of Persia" now mentions the Persia Region instead of just Persia to avoid confusion. - The Horde mission "Into Egypt" now has alternative rewards in case the player is not able to raze. - The Horde mission "Siege Beijing" no longer gives duplicate claims for Mongols. - The Hordes mission "Cross the Caucasus" effect now properly displays Legitimacy equivalents. - Horde Mission "Opening the Dragon's Gate" no longer requires to directly own Ningxia. - The Tatar Mission "Unify the Great State" can now be completed if the Mongol Empire is formed before the Golden Horde. - Yuan mission "Emperor's Guard" now checks for Sino-Altaic cultured provinces. - The Hormuzi/Omani mission "Arabian Thalassocracy" now has alternative rewards in case the player is already a Thalassocracy. - The mission "Exploiting the Coffee's Secret" for Ormuzi/Oman now properly highlights the provinces if the player owns them. - The Omani mission "Forts of Oman" now requires to have ownership of the province of Nizwa. - The Omani mission "Indian Ocean Supremacy" now gives Monthly Arabian Mercantilism. - The Omani mission "Indian Ocean Supremacy" no longer removes the merchant from the "Far East Company" modifier. - The Hormuzi/Omani mission “The Overseas Outpost” mission now properly checks for DLCs and adds the effects for Trade Companies and Center of Trade if are unlocked. - The Omani mission "Indian Ocean Supremacy" does not contain any more unnecessary dash marks in the tooltip. - The "Befriend the Shah" mission of Hisn Kayfa no longer costs 50 of each monarch's power. - Purple Phoenix Byzantine Missions "Restore the Pentarchy" and "The Eternal City" accept subject-owning provinces. - The “Overthrow the Turkomen” mission for Armenia now discovers the Khorasan region instead of Persia, since Persia has already been fully discovered. - Byzantium formed by Morea can keep its mission tree and can utilize branching missions. - Theodorian mission "Basileus of the Balkans" no longer shows Great Projects reward if Leviathan is not enabled. - The Theodorian mission “Return to Gothic Ways” is now applied properly to future provinces. - The Theodorian mission "Russian Aristocracy" no longer shows both conditional rewards as completed. - The Theodorian mission "Rival Genoa" no longer shows favors if the player does not have the correct DLCs. - The Theodorian mission "A Merchant's Family Home" no longer keeps the Greek variant of Gothic culture if the player decides to change the Gothic culture to the Germanic one.
# Modifiers - The Austrian province modifier "Hungarian Nobility Privileges" no longer gives global maluses. - The Hungarian province modifier “Austrian Nobility Privileges” no longer gives global maluses. - The Austria modifier "Bulwark of Catholicism" can’t be obtained twice.
# Setup - The Theodorian Privilege “Italian Coastal Influence” is no longer present in the setup if the player does not have the Winds of Change DLC. - Ala al-Dawla is now mentioned as a grandson of Gawhar Shad.
# Other - Sunset Colonies can now declare their own wars. - The Aztec Estate Privilege "Arm Lesser Nobles with Macuahuitl" is no longer removed when switching to High American Technology Group. - Declare War for a Sunset Colonies no longer has unlocalized text. - The Great Project “El Escorial” cannot be rebuilt after completing the "Iberian Windmills" mission. - Old World Nations and Mesoamerican Tributaries no longer can have Mesoamerican Tributaries. - The Austrian Government Reform “Great Council of Mechelen” has a proper localization in the confirmation window. - The Dutch Goverment Reform “Seven Provinces” lists all the relevant modifiers. - The “Dutch Revolt” disaster no longer requires less than 3 Stability for it to progress faster - The Venician Government reform “Venetian Government” is available if the player forms Italy as Venice. - "Rekindle the Hussite Wars" aspect of faith is no longer visible when Winds of Change DLC is disabled. - The Timurids' privilege "Promote Ijazah" now prevents the estate from losing loyalty when seizing land. - The “Mongol Brother Realms” subject type has an improved tooltip explaining that it does not cost any diplomatic slots. - The Keshigs Mercenary company no longer costs Army Professionalism. - The Keshigs Mercenary company no longer takes 15% more fire damage. - Propagate Religion can now be maintained without needing a dominant religion if you use the Arabian plutocratic government's ability "Empower Religious Propagation”. - The Turkoman Government reform “Modernized Turkoman Federation” is now also available for republics and theocracies. - Theodorian Government Reform “Russian Mercenary Guard” has a proper localization in the confirmation window. - The Theodorian diplomatic action requirements for “Recruit Foreign General” are now displayed properly. - Armenian Government Reform "The Sparapet Office" has a proper localization in the confirmation window.
# CTD - Fixed a CTD when selecting a big amount of treaties in a peace deal. - Fixed a CTD with missing submission_to_emperor triggered modifier. - Fixed a CTD with “Restore dependency” casus belli. - Fixed a CTD with automatic transportation and attached boats. - Fixed a random new world CTD connected with areas.
# Warfare - Units are no longer allowed to attach if they are movement-locked. - Fixed an issue with attached units getting their movement canceled during a battle. -Fixed incorrect display of force limit in different places. - Fixed automatic army transportation bug with boats going to the wrong province. - Fixed military view not showing leader traits in some cases. - Fixed a monthly sailor gain overflow issue. - Made pathfinding want to move through neutral territory more often in certain situations. - Fixed boat attaching system not working.
# Diplomacy - Vassals can no longer create Heathen Royal Marriages. - Declaring war on the subject of a guaranteed nation now correctly calls in the guaranteers of the overlord. - Vassalazing a nation that unconditionally surrendered in an offensive war will no longer make said nation stay in the war. - Fixed missing tooltip for AI acceptance of a call to war when declaring on own tributary who is allied to another tributary. - Fixed an uncommon issue for the “Sending gift” action being blocked without any reason. - Removing a guarantee with treaties now properly creates a truce between the two nations. - Fixed mission localization for declaring war on Incorporated Personal Union subjects. - Annexed tags no longer retain their siege objectives. - Fixed issue with the war declaration screen not showing the overlord of a tributary who in turn is the overlord of a vassal player is attacking. - Signing a peace with a Mesoamerican vassal's overlord will no longer end the war with the subject if the subject was the war leader. - Personal union-like subject types now correctly transfer over when their overlord becomes a junior partner in a personal union - Allies now take into consideration land given to them in separate wars when calculating favors given/lost. - Releasing a nation as a country with reformed native religion makes the new vassal also have the religion reformed. - Coalitions now don't suddenly disband after reloading a save. - Coalition members now leave them after reaching low AE. - Countries with elective monarchy can no longer break their personal unions established in a succession war with ruler elections. - Releasing a new nation now sets their unit types correctly. - Full annexing a country now correctly gives negative liberty desire to your subjects if they were given land. - Fixed incorrect description of modifier to enable transfer vassals treaty. - Fixed a rare issue with nations not being able to declare wars because of a pending call to war action against a nonexistent country. - Vassals no longer retain vassal independence support when they are transferred over after a war.
# AI - AI subjects will not try to invade when set to a passive stance. - AI now correctly takes into consideration PU seniors of an overlord of a vassal they want to attack. - AI will no longer desire the land of others' vassals more than if the overlord owned that land. - AI will no longer break a royal marriage after claiming a throne.
# Other - Changing the religion of the HRE emperor to one from a different religious group will no longer dismantle the HRE immediately. - HRE religious peace is now not locked behind Art of War DLC because it can be achieved by passing reform ”Proclaim Erbkaisertum” as well. - Changed the tooltip for enforcing religious unity in HRE action to say that the actor will receive a CB on the recipient. - Missing Art of War DLC will no longer hide the HRE religion icon. - Fixed broken localization for the “Dismantling the Revolution” tooltip. - Austria can no longer form Austria-Hungary while at war to prevent other bugs related to tag switching at war. - Pronoias no longer give land to other nations when integrated. - Tagging into different countries now correctly updates the leader list if there is only one leader in the country. - Landlocked countries can get knowledge sharing again. - Fixed technology screen changing the Institution map mode even when not going into the Institutions tab. - Fixed constructions getting delayed in some specific situations in capitals and trade node capitals. - Fixed incorrect flag being shown in text for colonial nations. - hire_advisor and define_advisor effects are no longer limited to advisor level 3 if Cradle of Civilization is on. - Setting holy order via an effect triggers abandonment and establishes the effects of those orders. - Country Center of Trade modifiers now correctly get removed and added when a country loses or gains provinces. - Scripted diplomatic actions now get updated correctly in the diplomatic window. - Interesting countries now correctly change to new tags when another nation forms a new country. - Revanchism now gets distributed according to the core development lost. - Prestige penalty from signing a separate peace deal no longer takes into account only individual war score against War Leader. - Colonies now don't need a port to allow their overlord to colonize next to them. - Increased rate at which parliament seats are assigned if more than half of the seats is missing. - Fixed custom ui error log spam. - Limited amount of vassals Doom-using countries are getting. - Previously granted permanent claims are now correctly awarded to the tag that was destroyed and re-formed. - Fixed on_thri_yearly_pulses not firing.