Europa Universalis IV

Europa Universalis IV

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Countries Can Collapse [2.0] Beta
   
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Jul 8, 2018 @ 11:25am
May 12, 2020 @ 3:08pm
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Countries Can Collapse [2.0] Beta

Description
MAIN FEATURES: FACTIONS, INTERNAL WARS AND NATIONAL UNITY
Nations in EU4 rise - Now they can also fall. Blopping and maintaining large empires is now much more challenging and immersive and it's actually possible for established empires to collapse in mid & late game.


FACTIONS
Factions represents different cultural groups within your country - can form if at least 5% of total development belongs to a certain culture (Can also arise from culture groups if they control at least 8%). They can be interacted with in the Estate tab through various interactions. Each Faction is led by a leader and has both wealth, religion, culture and desires.

Faction Mechanics
Faction Loyalty
A Faction's loyalty changes passively in two ways; Firstly from the normal gravitation towards 50, but secondly also from a flat amount each month, affected by events occurring in the country and in a Factions provinces such as converting, devastation, legitimacy, religion etc (These values can be seen hovering the Faction info interaction). Some of these is flat values, such as from legitimacy, others is calculated from each province affected, such as devastation (-0,08 Loyalty each month per province).

Faction Provinces
If a province shares culture with a Faction, it will be considered under the Factions influence and will have various modifiers applied, according to which interactions is active for the Faction.
The main modifier changes to harsher penalties if the Faction becomes disloyal.

Faction Influence
Faction Influence is calculated from a base of 15%, further increased from how much of country development is under the Faction's control (Hovering the Loyalty field shows all modifiers and their values). Active interactions also increase or decrease influence, making a very independent Faction more influential in the nation.


INTERNAL WARS
Internal Wars triggers from disloyal or highly influential Factions. There is two types: Civil War and Faction Independence War. When an Internal War is triggered the country splits into two, with each side at war until the conflict is resolved. Peace cost and aggressive expansion is greatly reduced in an Internal War. All Internal Wars starts with an ultimatum from the rebel side that can be accepted to avoid conflict.

Internal Wars Mechanics
Civil War
Civil War triggers if the Faction leading the rebellion has same culture group as main country and main country is at least government rank 2. The size of the opposing side is determined from what other Factions and estate chose to support them. During a Civil War both sides will get a buff, greatly increasing their military capabilities. Provinces occupied by the opposing side in a Civil War changes ownership after 100 days.

Independence War
If at Government Rank 1 or the Faction is not from host country's culture group, an Independence War can ensue. Unlike the Civil War, an Independence War will only consist of one Faction, but it's possible to have multiple Independence Wars at the same time. No auto province swapping and no renegotiation between peaces.

Faction Exhaustion
After an Internal War the exhaustion of the Faction will be calculated and applied as a loyalty buff. This will determine how likely the Faction is to start another Internal War in the near future.
The exhaustion of a Faction is mainly calculated from devastation, looted provinces and their wealth.

Support Countries in Internal Wars
Two new diplomatic actions for supporting countries in Internal Wars (Under the influence tab). Can send troops, ducats, develop military if primitive and under certain circumstances a country can threaten war. Various factors decides if AI will support a nation, based on ruler personality and interests of supporting country.


NATIONAL UNITY
National Unity indicates how strongly knit together a country is and can be seen in the decisions screen. All countries with 5 or more provinces has Unity. Being above 50 Unity grants boni while being below 50 grants debuffs. Unity is mainly affected by economic issues, social-, cultural & religious issues, political & rulership issues, Factions and wars.

National Unity Mechanics
Flat Unity from Events
Various events adds Unity on their occurrence, such as new Consort, becoming a Great Power or if a new Heir is born. If a country wins a war or a battle, a flat Unity is calculated and added to a country's Unity depending on the size of both sides.

Ruler Unity
The ruler gives a modifier to Unity, first based off his adm & dip skill (If below a combined 5 adm and dip power the ruler will give negative modifiers), but can be developed over time by winning wars, ruling for a lengthy time - making it possible for a ruler to become loved and cherished by his people over time.

Heartland
Heartland is the territory in a nation with primary culture. The larger the heartland, the bigger potential for an Empire. A small amount of Heartland is gained from same culture group - this amount is bigger if Empire or Great power. Heartland is only received by legitimate rulers.

Unity from Wars
Various Unity modifiers for during wars such as ruler leading army and rival war. After the war a Unity modifier will be given for the victory (Or defeat).

Decentralization
Decentralization is a reduction to National Unity scaling with the average autonomy across the land; the greater autonomy, the more decentralized the country and the greater the reduction to Unity. The more vast a country - the bigger the effect of decentralization.



Special Thanks to Namor, Mayo & Dreden
Popular Discussions View All (3)
57
Sep 7, 2020 @ 8:11pm
PINNED: Bugs
Okokokok
53
Mar 4, 2020 @ 12:28am
PINNED: Ideas/feedback/balance
Okokokok
0
Aug 7, 2020 @ 12:30pm
Bug with Rebels
Anthony
476 Comments
Blox2007 Jan 19, 2024 @ 1:39am 
Extended Timelines compatiable?
Sua Iminência Melfisto Sep 18, 2023 @ 2:47am 
update
pianoplayer201 May 15, 2023 @ 11:33am 
update
Anthony Jun 29, 2022 @ 1:24am 
Independence wars don't work anymore no matter which version of the mod you use.
003skar98 Jan 23, 2022 @ 8:00am 
update?
xuu Oct 18, 2021 @ 8:40pm 
can somebody make this but have 2x or 4x or even 10x as many wars? and likelier collapses? i just want a chaotic version of this mod
MESSIAH Sep 6, 2021 @ 6:06pm 
does this mod work with Extended Timeline?
datagalningen Aug 30, 2021 @ 12:36pm 
I updated the mod to be compatible with 1.30/1.31 estates for anyone interested: https://steamcommunity.com/sharedfiles/filedetails/?id=2589359492
Caca inceste Aug 24, 2021 @ 10:59am 
Alright, so everything is supposed to still be functional, aside from the civil war mechanics?
Like, I just have to disable: cn_faction_civil_war.txt and the other disasters should work?
xuu Aug 20, 2021 @ 11:36am 
i already made it lol @Okokokok