Europa Universalis IV

Europa Universalis IV

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Gameplay Extension
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Apr 3, 2018 @ 2:27pm
May 11, 2024 @ 6:33pm
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Gameplay Extension

In 1 collection by Aetherum
Mods by Aetherum
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Description
————————————Gameplay Extension Mod for Europa Universalis IV—————————

Compatibility:

# This mod IS COMPATIBLE with Extended Timeline.
# This mod should be compatible with most non-global modifications.
# This mod can be compatible with other global mods, however, some mod features may not be available.

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Description:

This mod changes many aspects of the game, making it more realistic, more interesting and more difficult.

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What was changed:

1) Mechanics of wars
2) Mechanics of internal policy
3) Mechanics of revolts
4) Mechanics of the Holy Roman Empire
5) Mechanics of some religions
6) Mechanics of some subjects
7) And many more various small mechanics

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What was added:

1) More economic decisions and events
2) Titles
3) More diplomatic actions
4) Country Collapse Disasters
5) More subject types
6) More events decisions
7) Revolutions

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If you like my work you can support me on:

- Patreon: https://www.patreon.com/Aetherum

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Follow Gameplay Extension:

DISCORD[discord.gg]

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If you find a bug - write about it - I'll try to fix the problem in the shortest possible time.

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Disclaimer:
All the pictures used in this mod are taken from Google Images. If they violate your copyrights - contact me and I will replace them.

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I would like to express my gratitude to the people whose creations inspired and helped me to create this mod, namely:

qweytr, Ruben, RNGesus, Imperator Orbis Terrarum, davidkensai, Tropic, Teotl, Worlds Smuggest Detective, ominous67, levelgd, ukab, norath, XORME

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See my other mods for EU4:

- Elder Scrolls Universalis https://steamcommunity.com/sharedfiles/filedetails/?id=1449952810
- World of Warcraft universalis https://steamcommunity.com/sharedfiles/filedetails/?id=1796527319
- The Great Exhibition https://steamcommunity.com/sharedfiles/filedetails/?id=2016264376

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I hope that you will like the result of my labors, that you will spend your time well and will discover this magnificent game from the new side!

And do not forget to put the likes, to add mod to favorites and to tell friends about it!
Popular Discussions View All (3)
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375 Comments
Aetherum  [author] Oct 11, 2024 @ 3:01am 
Hello! I am sorry, but I do not really have time to implement the suggested changes to the titles :(
Regarding the provinces for Albania princedom, there might be some map changes by PDX, resulting province in ID shuffle.
Војвода Рачић Oct 10, 2024 @ 11:58pm 
Greetings!
Is there any way to make the country lose its titles when it loses a certain area/state? Like as the Yuan collapsed they still had all the titles from China, even though they controlled only a small part of Mongolia.

Some titles give you a merchant, so if you take a few different areas you can buff up a lot with a few more merchants, which is quite a huge buff compared to other insignificant buffs from other titles. I'd suggest changing 1 merchant to something smaller - trade power/steering or something else

PS The title "prince* of albania" is not right, you don't need to control albania but Thessalonica for some reason (or some other Greek province, not sure)
Clark Crente Jun 22, 2024 @ 5:13am 
My concern is how to balance things out regarding on how to proceed. One of that decisions I feel will work, one about increasing manpower when the war is declared. The decision is Raise Ordenanças in the file Military.txt. The other one, to raise regiments where I have doubts.

To avoid need to be very specific attaching details like number of cities, development, etc, I was thinking to make the AI to raise a mercenary company (free, grand or independent), raise banners (there is already a mod featuring the decision for the player, just need to change for the AI) or generate a X number of regiments. The last one looks the harder, for my chimp brain, to do it. The first one (maybe the second, because I like they cost corruption) would historically fit the two Ages of the game. That's when it will be featured.
Clark Crente Jun 22, 2024 @ 5:13am 
Austria is the perfect example, they were the HRE's emperor but still couldn't properly win the Schmalkaldic War. If it was EU4's vanilla sizes that won't happening, not even close.

Sorry for the big explanation, just wanted to make the point of this idea! It is a hardcore down to earth approach. I have 0 experience on create decisions and only would be able to starting to do it following three decisions that already exist in the game. The balancing aspect I'll go for trial and error but already have plenty of game data testing and it will be less pain than it looks.
Clark Crente Jun 22, 2024 @ 5:13am 
Thank you very much again. But that's the point. After I became a mini history buff - even watching college lessons on youtube lol - can not stand to play with those inflated regiments/army's size, warfare logistics and overall realm management.

For example, as standing armies would be a thing after the religious shenanigans stopped and people realize that wasn't the way of living, that's where warfare got near the aspects the game started. Yet, it was still lower. A few examples can be said before Napoleon slicing right and left, like Prussia and Sweden. However, that happened because of the circumstances, they need to punch (way) above their weight. A middle of the road example was Spain, they learned on the Italian Wars on how to build a modern army with the Tercios and not that medieval way of raising soldiers. Still, they blobbed too much, so to speak, to be able to steamroll anybody else.
Aetherum  [author] Jun 21, 2024 @ 7:02pm 
Well, yea, I am experienced with decisions, as you could see by checking my other mods...

This should be possible to code, although I am not sure if it will be good for balance. You will definitely need to add a country modifier to increase the land forcelimit to fit those new units. But this will require players to disband units after each war, and then gather them again, which will be just tiring and will make drilling pointless.
Clark Crente Jun 21, 2024 @ 4:01pm 
Thank you very much for the quick answer! Do you have experience with decisions that both human and ai can take at same time? I'm planning to re-do the way warfare works within the firts two eras.

Instead of regular standing armies, the FL is around -65% to -75%, basically 1 FL for OPMs and 4 to 6 to bigger nations. War is declared, two decisions are availabe, one to raise manpower (horizontal medieval recruitment) and one to recruit units (don't know a exact number or just mercenary company proportional to the country's size) like vertical medieval recruitment.

I'm afraid that could be two much for AI to handle it, at least the second part.
Aetherum  [author] Jun 21, 2024 @ 2:06pm 
I think AI have own decisions for development for example, but they do not exchange points as they can cheat with them anyway.
Clark Crente Jun 21, 2024 @ 1:29pm 
Hey, great mod idea, before I used let me ask you, please, does the AI use the decisions too?
fascist-commieguy May 19, 2024 @ 6:25pm 
ah it wasnt there when i started a campaign and it wasnt there a couple of recent updates so that might have been the case