Europa Universalis IV

Europa Universalis IV

2,535 ratings
Veritas et Fortitudo
File Size
586.874 MB
Dec 27, 2014 @ 3:46am
Jul 5 @ 12:45pm
78 Change Notes ( view )

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Veritas et Fortitudo

In 1 collection by penguintopia
Veritas Et Fortitudo by Penguintopia and Team
6 items
Version 4.0 - COMPATIBLE WITH EUIV 1.30!

Not savegame compatible with versions prior to 4.0

The premier immersion mod for EU IV features added missions, events and decisions, countries, religions, cultures and mechanics played out on an overhauled and unique map. New mechanics track the dynasty of your ruler, allow you unparalleled management of your realm, let you oversee a variety of unique subject types, and overall immerse yourself in a richer game experience.

Join us on Discord[]!

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Feature List:

* Timeline extension (1309-1865) with expanded Ages and institutions

* Overhauled Map

* Dynastic System
In a monarchy, the entire royal family is tracked making heirs much less of a black box. Rest soundly knowing that your monarch has two or three more sons should your heir suffer a hunting accident or toss and turn at night knowing that your aged monarch has only a young daughter to leave the throne to.

* Progression System For Vassals & New Unique Subject Types:
Your standard vassals will move through stages of integration as you exert increased control over them through a longer but richer process; eleven unique subject types have also been added for specific situations throughout the world such as the Russian princes or Hanseatic Union.

* Reworked Government & The Realm Management System
Government bonuses respond to how you govern your realm instead of being statically assigned by government type. Autonomy and corruption are much more fluid, rarely resting at 0 but can be manipulated by the player. Special bonuses can also be assigned to areas of your realm and buildings designate percentage ownership of provinces by the estates in your realm.

* Immersive Estates System
Estates representing the many cultures in your growing empire whose interests must be managed and provided for

* Realistic Core and State System
No longer is the entire profitability of a province tied up in whether it is a core but cores also do not come as readily. States represent the true heartland of your nation, but autonomy thresholds for your territories are much lower allowing you greater control over your realm.

* Passive Development Growth
Provinces grow their population and wealth naturally over time; of course you can still invest in them

* New Formable nations

* Hundreds of new events and decisions

* New and expanded mission branches and entire new trees

Don't get the mod file from Steam? Download it directly:

Visit our Paradox Forum[]

Need help or tutorials? Visit our VeF Wiki[]

Technical issue? See the Troubleshooting Guide[] on our Wiki.

Complete Revision history can be found on the Wiki: Versions[]

Like this mod and play Hearts of Iron IV? Check out Ultima Ratio Patriarum

Like this mod and play Imperator:Rome? Check out Gladio et Sal
Popular Discussions View All (192)
Jul 13 @ 9:35am
PINNED: Bug Reporting Thread
Jul 7 @ 10:31pm
PINNED: Suggestions Thread
May 20 @ 11:54pm
PINNED: New Mechanics Questions!
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Dr.Blbstein Jul 11 @ 5:08pm 
Hey there, thanks for all the work on this mod. Does any of you guys have some tip on how to improve stability of the game with this mod on? I am getting a lot of crashes on the monthly tick nowadays...
myrogia Jul 11 @ 4:35pm 
I think there used to be national laws as government reforms. Was the revertion to vanilla government reforms intended? Also, I can't see things like rule of law and such because there is no more national characteristic information. Are these things still in game, just hidden? I also can't take specialized policies (the upgraded ones from completing idea group) because I am a monarchy.
Hakapipi Jul 9 @ 10:01am 
Build a state office in the province you want to develope
BasileusIreland Jul 9 @ 9:25am 
only genuine problem im finding is it keeps saying "Development only in the capital or place with majority crown ownership" and the feature that used to handle that is no longer available.

is this a bug or is something interfering with the mod.
Caellach Jul 7 @ 6:24pm 
Dai veit has a 50 army rebel at the start of the 1309 start. sweden also has a massive rebel army on the same start date. and as for the 134k rebel army in the 1444 start date that goes to mewar... There might be others in the other start dates

This is all without pressing the play button so they are there before anything starts up.
BasileusIreland Jul 7 @ 9:19am 
Only Bug is the AI now goes after other AI who generate just enough AE to register as a coalition target. Im sure that is reserved only to happen to players who are barely 1 AE over.
DigitalDiscord Jul 7 @ 8:44am 
Is it possible to remove serfdom entirely in this version?
RivtalDM  [author] Jul 7 @ 6:02am 
@Licarious Fenrir: This is part of a flaw in the current system whereby it is easier to draw trade from faraway than from a locus adjacent to yours and I'm working on rerouting the trade flow to fix it.

@Caellach: Shouldn't be, where at?
BasileusIreland Jul 7 @ 5:52am 
@Caellach dont ask if, ask which god can help you beat it.
Caellach Jul 7 @ 4:46am 
should there be massive rebel armies in the 1444 start date cause I'm seeing a rebel army of 134k+ troops.