Europa Universalis IV

Europa Universalis IV

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Rise of Civilization
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59.977 MB
Jan 21 @ 8:03pm
May 13 @ 8:32pm
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Rise of Civilization

Description
The spiritual successor to the old Liberation and Europa Civilization mods.

Want a "Civilization" experience with EU4's depth and even more? Want to watch civilizations rise and fall? Check out this mod then, it's loosely based on the old Liberation and Liberation+ mod.

Lead your civilization from the stone age to the space age starting as a one province nation. Create a mighty empire, but beware, as it's fall is inevitable.
As civilizations expand, culture and religion will form and split, until the world has a myriad of different cultures religions and nations.

Start as one of four civilizations (or make your own) and colonize the world, and lead your civilization to greatness as the world gets more and more divided and complicated.

And when your empire falls, it's not the end of the game. This mod includes Fall of the Empire's (my other mod) playable rebels mechanic. So when successor states form, you can PLAY as those rebels and make a new empire, and such play as multiple different empires in one play-through.

Features
-cultures will form and split, new ones will appear from new nations
-rebels form new nations upon occupation of a province
-religions will spawn in the world.
-Civilization-esque
-dynamic wastelands, using colonial growth modifiers
Play from year 1 to 9999
- Every province has 1/1/1 development. From nothing great cities rise!
-Food mechanic using global devestation.
-Plagues that spread across provinces.
-Population counter, with every dev equaling about 4k people.

Note: whatever mod you want to pair up with this is probably NOT a good idea, it's an overhaul mod and meant to be a standalone mod, you mad lad.

Rules for Custom Nations: ( i say rules lightly as in if you want the actual mod experience do this:
No siberian frontiers
Only one province
No extra colonists, you get 2 already, don't be greedy.
No starts in America- due to lack of tags i have no real nation-split content for this yet. Some areas like Cuba don't even have any real tags aside from Colonial nations.

UPCOMING CONTENT PLANNED:
-decision to reform some religions
-social policies (EU4's ideagroups basically but overhauled)
-add God/gods/beliefs/traditions that change the modifiers a religion gives, or is just for one nation so religions have variations depending on nation- whichever is do-able. Of course like Civilization 5 once a belief/tradition/god is picked it's unavailable to everyone else.

Github: https://github.com/EmperorPalpatinate/Rise-of-Civilization

Youtube Vidoe URLS:
https://www.youtube.com/watch?v=tT-FgxlGvNA
https://www.youtube.com/watch?v=qc_wmWUQmuA&t=288s
Thanks for the support

Want to set up Multi-player games? Or just hang out. Join the Discord! https://discord.gg/Kb3G9GU4R9
Thank Holtz for the Egyptian Duchy Flags and the national ideas of the Ancient Nation tags!

Thank A Single Fog Drone for Truly Vast Empire modifier!
Popular Discussions View All (2)
40
Mar 30 @ 9:41pm
PINNED: Suggestions
ChaffyExpert
21
Mar 31 @ 1:59pm
PINNED: Bugs
ChaffyExpert
172 Comments
Dark Helmet Apr 9 @ 2:01pm 
I colonized almost all mediterranea and part of europe as Egypt, didnt collapsed or anything, after 500 years I was bored and left.
SoNemesis Mar 21 @ 3:11pm 
Estate mechanics make this mod a fucking pain in the ass to play. The plagues and shit suck but I can deal with them.
ChaffyExpert  [author] Mar 21 @ 3:08pm 
I don't know what the issue with it is actually. Also why nerf dev cost, what's wrong with 120 dev, you still need to support it, and it's the span of all of human history.
Sargon2k01 Mar 21 @ 5:33am 
ok I looked into it and I think the button in the building interface (the right one) is not there
Sargon2k01 Mar 21 @ 5:26am 
soo, everything good so far (nerf dev cost pls I have 120 dev in my capital in 250 without other mods) but once i hit admin 10 I can't build the new building for bronze farming (and the image is missing?), also I can't upgrade it from provinces. (Does it still need to be added?)
ChaffyExpert  [author] Mar 19 @ 3:27pm 
Since they have one culture (aside from sub-cultures) one religion, and no foreign nations.

Basically, after the first 4 river civs fall is when the true "game" begins.
ChaffyExpert  [author] Mar 19 @ 3:26pm 
Yep i plan on eventually adding that type of stuff and making it better. My focus was to get the culture spawning and religions to work and spawn in a natural way first and get the early eras done. I want to lessen the events, but the first civilians have to expand slowly because they didn't grow all that large in real life (their importance is the building of infrastructure.) and they also need tons of negative events, because they don't have any factors that would naturally cause normal instability.
ranixcz Mar 19 @ 11:32am 
this mod has great potencial but for now i see it as BETA at best this mod still need better tech,more ages, fixed religions(most religons are broken in some way especialy modded ones) but having negatives events is great way to destroy empires or punish players if you want diversitity you need punishment and while i was thinking that at start i can hardly beat natives in early game this logic unfortunetly makes sense. you did great job and please continue
ChaffyExpert  [author] Mar 18 @ 5:24pm 
That's only because there isn't any opposing cultures and such, and there won't be until an empire breaks up. Most of the events you are getting are likely just for the initial 4 civs.
Wężu Mar 18 @ 2:36pm 
So the mod is just you being permanently spammed with negative pulse events (famines and plagues every other month, even if you contain them), and punished for everything. Also Estate taking power spams you with +10% influence so you get into a disaster no matter what. Also you get punished for RNG (ruler stats).
The mod looks fun, but currently playing it is like dragging your crotch on a cheese grater.