Europa Universalis IV

Europa Universalis IV

World History Institutions
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Update: Apr 16, 2024 @ 9:26pm

Changed the institution bonus for Farang Guns to +10% artillery combat ability. (The fire bonus was too awkward, since mil tech 13 already gives extra artillery fire. +10% artillery combat ability appears in national ideas also so should be safe).

Tweaked institution penalties a little bit (slightly less punishing).



Reshuffled the navy moral bonus of dip tech 7 and 8. Now 7 gives +0.1 navy morale and 8 gives +0.4 navy morale. Original was +0.3 and +0.2. Diplomacy tech 8 is now the first to expect Columbian Exchange (with a whopping 50% penalty). This has been changed to reward those that either have the institution or those willing to pay the penalty.

Also changed navy morale bonus for dip tech 17 and 18. Now both give 0.3 navy morale and expect Global Trade institution. Originally was 0 and 0.5. Again these changes are to incentivize those planning to fight on the water to keep up or even push ahead in tech. Will keep testing this.

Navy tradition (at 100) now gives -10% dip tech cost. To alleviate the pain of above chances a little bit.

Army tradition (at 100) now gives -10 mil tech cost.



Mysticism (at -100 piety) no longer gives reduced idea cost, but instead gives +25% institution spread. This is to represent Sufi lodges.

Added 2 new personality types that give either -0.10 or +0.10 piety.

Added 2 new personality types that give either +10% or -10% institutions spread.

Made karma a little bit more interesting. Negative karma (at -100) now gives +20% aggressive expansion. Positive karma (at +100) now gives -20% institution spread.

Made unbalanced karma more punishing/interesting. Balanced karma bonus remains unchanged (+5% discipline and +2 diplomatic reputation). But, too negative karma (below -33) now gives -2.5% discipline (so 7.5% swing). Too positive karma (above +33) now gives -1 diplomatic reputation (so 3 dip rep swing). Might introduce karma ruler personalities later).

Ganesha (Hinduism) now instead of +1 diplomatic reputation gives +20% institution spread. This hurts vassal play for Hindus which I regret, but this gives them an extra tool to deal with institutions, which they kinda need. Tributary System and Farang Guns can be pretty slow for them.



Tweaked the monarch point tribute values. Monarch point tribute is now 5% of development with max 12 per year (so at 240 dev).

Tweaked low mandate penalties. At 0 Mandate, Chinese Emperor get 25% damage received and -25% manpower (as opposed to vanilla 50%. Reduced Mercenary manpower remains -50%).

Nerfed Korea by stripping all dev reduction cost from their national ideas. This makes Korea less fun to play but the region more interesting. Korea is otherwise just ridiculous and warps the region too much. Plan to come back to Korea to see what I can do to juice it up a bit again.



Big controversial change to China for gameplay reasons:

Removed 4 provinces from the China super region, by moving them to different areas. Sibsongbanna (660) and Dehong (2166), at the start of the game these make up Mong Mao in the Burmese-Yunnan borderlands. Also moved to Burmese trade node. Yumen (707), at start in hands of Kara Del. Chengde (703), at start in hands of Korchin, also moved to Girin trade node.

Created a new area: Deep Shan Mountains area (suggestions for a better name are very welcome), consisting of: Sibsongbanna (660), Dehong (2166) (moved from Yun-Gui borderlands area) and Hsenwi (583, moved from Shan Hills area).
These changes should not hurt your save. Maybe you will have to restate something.

This has been done to prevent Ming from declaring Unify China CB for these provinces. This is a pretty strong CB meant to help along a mandate of heaven change. It has 50% annexation warscore cost and doesn't allow establish tributary. This CB feels very weird when Ming is doing well and there is no challenge to their mandate. It feels especially weird for Sibsongbanna and Dehong, which Ming in the 15th and 16th centuries would never have considered to be China. Yumen and Chengde are different historical cases, but not gameplay wise.
Now all provinces in the China super-region are in Ming hands at the start of game except for Taiwan.

Ming remains very strong in this mod (much stronger than in vanilla). They still can and will declare wars, but no longer a surprise Unify China CB.



Fixed Columbian Exchange message text not displaying. (I actually don't really like the current text and will rewrite in the future).


Current known issue is that institutions don't always spread well between Korea and Japan, because they rival each other. I plan to address this with some event in the future.

Update: Mar 28, 2024 @ 2:40am

Spotted a few typos.

Update: Mar 27, 2024 @ 11:00pm

IMPORTANT
Changed Global Trade and Manufactories back to their original sequence. This will lead to problems with games that have already gone beyond the year 1600. You’ll have to roll back to before 1600 or start a new game. I am so sorry. I promise this kind of thing won’t happen again. I was experimenting and ended up reverting back. I am now happy with the solutions I came up with for both Global Trade and Manufactories.


Rewrote the intro page to reflect changes and make it shorter overall.

Added a default bookmark, focussed on the Indian Ocean (start remains the same).

Added some recommended nations to the bookmark.

Gave most of the institutions a proper event (late game ones haven’t been written yet).

All institution origins now come with their own modifiers. Each will give +1 splendor plus another unique bonus.


Farang Guns can now only start in East Asia. (Remember W-Europeans and Ottomans still get it for free).

Changed the bonus for embracing Farang Guns to +0.5 Artillery Fire (before was 0.25 Artillery Power)

Global Trade now starts 1600 in the biggest trade node.

Global Trade will spread in the capital of the production leaders of: slaves, cloves and coffee.

Global Trade will spread in lvl 3 trade centers.

Global Trade will spread slightly in provinces assigned to Trade Companies.

Changed the trade goods of a few provinces. West Africa and India no longer produce coffee. Madagascar and the Horn of Africa produce fewer slaves.

Gave Global Trade an icon. (The mod’s art is still pretty bad, but functional)

Manufactories changed back to 1650. Otherwise it remains unchanged.


Changed the events that give the Portuguese a foothold in the Indian Ocean a bit. Now more variance, but more clearly defined area.

Fixed and cleaned up some localization

Introduced a new terrain type: Himalaya, similar to Mountains in every single except it sharply reduces institution spread. Only a few provinces have been affected. This was done so that Columbian Exchange doesn’t spread to China through Tibet.

Glacier type equally sharply reduces institution spread

Made it so that some institution spread mechanics don’t apply to Korea, since in its current state Korea is just brokenly OP. It always has high dev, always has multiple lvl 3 trade centers. I will need to nerf it a bit in the future.

Crisis of the Ming disaster can no longer fire before 1600 (vanilla can fire after end of first Age)

Made it so the Great Britain AI will now always choose to release East India Company if able. Additionally it will also get all GB territories in SE-Asia. Instead of 50/50. Any future Trading Company Tag (VOC 1.37) will receive the same treatment.

Made it more likely for the Timurids to collapse. They no longer have access to Strong Duchies estate privilege. Most of their neighbors now consider them a historic rival. They now consider Mamluks a historic rival. Nerfed their heir a little.

Gave Afghanistan a new, pruned, mission tree pointed towards India. I want them to become the Mughals. Problem with the Timurid mission tree is that it is more focussed on Persia.

Delhi (AI only) can now form Mughals in 1550 if AFG does not exist

Update: Mar 21, 2024 @ 12:31am

Update: Mar 21, 2024 @ 12:11am