Europa Universalis IV

Europa Universalis IV

Challenger's Flavour Bonanza Mod
Showing 11-20 of 108 entries
< 1  2  3  4 ... 11 >
Update: Aug 4, 2024 @ 4:00pm

ADDITIONS
- Changed province shapes and some names for Myanmar, and added additional dynamic province names
- Additional dynamic province names for Arabic
- More colonial formable nations
- More independence releasable nations for Indonesia
- Reduced the MTTH for the independence event to fire based on total development, 10% sooner for 500, 1000, and 2000 dev each
- Added event which eventually forces cultural changes when the capital culture and primary culture differ
- Integrated Dynamic Culture Conversion mod (last updated 7 years ago by gedorfpohm, but can remove if he requests). Have tweaked the MTTH to reduce the frequency of these events firing.
- Added decision to convert between Malaysia and Langkasuka as Muslim and Dharmic equivalents respectively. Other conversions in the region also added
- Decreased early ages' tribal development growth even further from ET

FIXES/CHANGES
- Tweaked "The Circassians" event
- Fixed the nudging of Nepal
- Fixed the port in Dahlak
- Fixed the Suez canal not working
- Removed the 100 prestige blocker of the independence event trigger. Instead added a 25% MTTH increase if above 90

Update: Jun 11, 2024 @ 2:14pm

ADDITIONS
- Additional dynamic province names for Arabic
- Additional independence releasable nations for Norway and Finland

FIXES
- Altered some flags and colours of added tags
- Removed CPBM references to old SMN (Serbia & Montenegro) tag
- Limited the "massive investment" option of the independence events to appear only if at least 100 adm, dip, and mil points
- Added a clause to adopt the owner's culture and religion for the settlement of iceland and greenland events
- Made alterations to the "Rise of the Marinids" event, making it less punishing
- Fixed several decisions relating to Persia

Update: May 29, 2024 @ 4:02pm

Minor Update

- Fixed Gaelic vs. Celtic issues
- Some minor edits to decisions
- Added the three new MMETR religions to provinces and countries

Update: May 28, 2024 @ 4:06pm

Update 3 for EU4 1.37

MAIN UPDATE
Compatibility update with mod > More Missions: Extended Timeline REDUX
NOTES:
- My testing gave me no crashes. Please report if you have any, including your general campaign details that led to it
- The compatibility is not perfect and there will be issues in some areas but they should be minor. Do ensure the mod is placed above CPBM in the launcher
- If you already had a save game in 1.37 prior to this update I would recommend you make the following Find & Replace edits directly in your savefile, even if you do not use the more missions mod:
BL0 > BL1
RO1 > RO3
EN0 > EN1
PR1 > PR2
AF0 > AF2
SH1 > SH3
BE4 > BL0
GA2 > GLT
IL2 > ILY

OTHER FIXES
- Fixed some port nudges
- Fixed the missing Moist religion
- Fixed Belgium not being able to convert to Belgae if celtic/germanic

Update: May 27, 2024 @ 2:36pm

Update 2 for EU4 1.37

ADDITIONS
- Additional dynamic province names for Arabic
- Additional independence releasable nations for Morocco
- Added a clause in the Great Seljuk event to give them their historical leader & dynasty


FIXES
- Some province name alterations
- Religious icon interface issues fixed
- Fixed "other version of the game" warning symbol

Update: May 11, 2024 @ 2:29pm

Bugfix reupload:

- Added the new Continental Celtic culture group to have the dynamic province names, and access to the same celtic based decisions as the Insular portion

Update: May 11, 2024 @ 2:09pm

Bugfix reupload:
- Fixed decisions relating to the Latin Empire due to an outdated tag
- Added "Asoristan" tag for a Persian and/or Zoroastrian equivalent of Iraq (can appear if Sassanids lose their dynasty)

Update: May 9, 2024 @ 10:30am

Updated for EU4 1.37

Update: May 7, 2024 @ 1:30pm

UPDATE v4 FOR 1.36

Before EU's update to 1.37 on Wednesday, I'm releasing a final 1.36 version of the mod containing some bugfixes, additional content in terms of formable nations, and two exciting new features of the mod. This is to keep a functioning version of the mod with the features I’m about to talk about in case there are any unforeseeable issues in 1.37.

FEATURE 1 : ANTI-BLOBBING INDEPENDENCE MOVEMENTS
Any country now has a probability of receiving an event which launches a random independence movement within the span of their territory.
The event is set up on a MTTH basis and, depending on the status of 30 different variables/measures, the MTTH can increase or decrease. There is also a possibility of the event firing upon a monarch’s death. There is also an additional small possibility that the event fires in a chain of multiple independence movements at once.
There are a few options to handle this event and prevent the land from escaping, but it’s typically costly. For a nation which controls vassals, the event may target them to make demands instead, which could lead to a different set of outcomes.
The kind of nations that can be released are numerous, and weighted slightly more towards states that exist today, if they can be released (for example, Finland being released from Sweden). Dynasties can also be released, such as the Carolingians, but only in relatively appropriate historical periods. Dozens of tags have been added as possible releasable smaller states. If the nation is already small enough that it doesn’t have any possible states to release then congratulations, you have been spared from the horrors of this event.
The shape of the released states are manually predefined, and also limited by the territorial span of the initial unfortunate nation. In the interest of preventing map-gore, two main rules are applied here. Firstly, an independence movement cannot fire if the state would be entirely landlocked within the original country. It has to either border another state and/or the sea. Secondly, if the released state leaves a portion of the initial nation separated from the capital, some effort is taken to give the separated area to the released state too in most (not all) circumstances.
It's also worth mentioning that the released states are also predefined with a specific capital. The capital province’s culture and religion define that of the tag as a whole. See Feature 3 for what this means when the culture/religion don’t quite match up with the country that is released.
Testing of the mechanic through a solo campaign and an observe run have yielded positive results, and have helped me refine it. In my own campaign, an oversized Byzantium dominated Eastern Europe. After some significantly prolonged wars and dynastic troubles, their country destabilised enough to release several states, some of which they reconquered, others which got conquered by nearby states, and one or two which became stable and dominant in their own regions. Both runs showed that the AI can still become massive and sustain their size, so this feature does not upend the game.
SUMMARISED BENEFITS:
1. AI/Players which mismanage their nations, or which are continuously targeted in wars, will ultimately experience collapse akin to historical precedent
2. Even if the independence is supressed or managed, the fact that these cores are established means that larger states can be released from the country if it loses in a war as part of a peace deal (in a campaign where a nation has been large for a long period of time, the releasable options in the normal game are somewhat pathetic)
3. It allows some real-life dynasties and countries to appear as the game is played especially from early dates, where there is no typical mechanic for EU4 to have them appear

FEATURE 2 : MEANINGFUL DYNASTIC TAGS
In EU4 and especially with Extended Timeline, a significant number of tags exist in the game which are synonymous with the dynasties that ruled them (for example, the Abbasids tag). Over time, these dynasties may be replaced by others, leaving the tag effectively as a relic of the player’s chosen start date.
On the flip-side, a dynasty may appear somewhere which does have a specific tag associated to it, but there’s no mechanic/events in place to utilise the tag that exists for that dynasty.
This feature aims to resolve both issues. For the first example, if the Abbasids adopt another dynasty which has a tag, then the nation will simply switch to that tag. The more complicated aspect is what happens when there is no other dynastic tag to switch to, which will be the majority of the time. In these cases, the nation will revert to a standard tag which generally represents the region of the capital i.e. Egypt, Iraq, Arabia, etc.
If the standard tag is already taken, or if the dynastic tag to switch to is already present on the map, then the shift doesn’t happen until the tag becomes available.
This feature works nicely with Feature 1, as it allows the possibility for historical events to unfold as they actually did in real life purely through random chance, such as the Timurids appearing.

FEATURE 3 : ALTERNATE CULTURE/RELIGION STATES
A plethora of new tags have been added for a new semi-system which maps alternate versions of states/realms, representing a different cultural or religious group. For example, a Mongolian culture version of Persia would shift to become the Ilkhanate and vice versa, or different religion group versions of Ethiopia can switch to any of 3 different tags depending on the religion.
There are two primary areas of gameplay where this will add some nice flavour. Firstly, larger states which are formable by smaller tags retain some representation of the initial culture/religion that now dominates instead of utilising the original tag. For instance, forming a Germany that is still pagan or even West Slavic.
Secondly, in combination with the two features mentioned previously, this can create an extremely varied and interesting map. States which are released due to Feature 1 based on modern day countries but which have different cultures/religions to what you’d normally associate that tag with are likely to have an alternate version to switch to. For instance, Portugal being released out of the Iberian Caliphates would form Gharb Al-Andalus, or if it appears out of the Roman Empire, it will form Lusitania.

REMAINING ADDITIONS
- Colonial states are no longer locked to the first state they form. If they grow, then can tag switch to larger states (i.e. Colombia > Gran Colombia) and equally, if they shrink they can tag switch to smaller states (i.e. Colombia > Medellin)
- New formable colonial nations, including one added by request: Jinshan (Chinese California). Note, for Jinshan to form, the newly independent colonial nation needs to have its capital in today’s actual California, not just in the California Colonial Region.
- Several bugfixes

Update: Dec 10, 2023 @ 2:46am

- Fixed personal deities for some pagan religions