Europa Universalis IV

Europa Universalis IV

Germany Reworked
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Update: Nov 26, 2017 @ 9:17am

Updated a few things to make the mod ready for the Extended Timeline compatibility patch. The patch is now contained within the Germany Reworked collection. Please report any problems on that mod's page.

Update: Nov 16, 2017 @ 6:36am

Updated for Patch 1.23. Please report any problems.

Update: Sep 8, 2017 @ 4:58am

Fixed a bug, that prevented the idea set from being changed after forming the German Empire.

Update: Sep 7, 2017 @ 5:47am

Hotfix

Update: Sep 7, 2017 @ 5:34am

Version 19
-Fixed a few things and adjusted the German Ideas
-Added the last bit of endgame content, if you control all of Europe you can form Pax Germania, the flag of which is the new icon of this mod. This gives you a permanent claim on the rest of the world. Can't get much more endgame then that

Update: Sep 2, 2017 @ 2:51am

Version 18
Added a whole lot of stuff to do after you formed the German Empire:
- Added decisions to form cultural unions with Britain, France and Scandinavia. These work differently from the Germanisation option and require you to control the entire regions. The effect looks a little weird, due to how the code works, but it functions correctly

-Added new missions, which focus on building a colonial empire, as well as a few focussing on Europe

-New Decision to form the Fernost, a company to administer Southern China for you (giving you some nice effects), if you control it. Now that Ming is so stable, i find it's a cool challenge for European countries to take it down in the endgame. (The flavor of this decision is inspired by the AllgOstAsien from the Kaiserreich mod for HoI)

-Adjusted the German Empire ideas a little

-I have to apologize to commenter abanner99 for not getting the Hannoverian ideas done. So much of its history is linked with Brunswick and that makes it hard to come up with new ideas

-Adjusted the militarization mechanics everyone is annoyed about, to make it fit for a large country. Number of provinces does no longer affect the mechanic and only army tradition and manual adjustments can raise it. Mil now makes raising stability far more expensive and even small amounts of war exhaustion will reduce it. This is still pretty imbalanced, but so far i haven't come up with a better idea

Update: Jun 14, 2017 @ 6:55am

Update: Jun 14, 2017 @ 6:04am

Version 17
-Updated for Patch 1.22
-Fixed various errors
-Added new events to the German Empire, more to follow

Update: Apr 30, 2017 @ 1:45am

Update: Apr 16, 2017 @ 1:20am

-Nerfed the Flemish ideas, Trade Efficiency and Goods produced modifiers were reduced, as well as some minor modifiers, thanks to commenter Rapunzel for noticing
-The Junkers Estate Base Influence is now 20
-Fixed a bug, that displayed a mission for the German Empire, which required already owned provinces