Europa Universalis IV

Europa Universalis IV

Wegi's Custom Nation Enhancement mod
112 Comments
kebabtorsk Jan 26 @ 8:28am 
pls update
HOVNO Aug 6, 2024 @ 1:06am 
update?
Wegi  [author] May 26, 2023 @ 12:45pm 
It's out now. Thanks for giving me something to do on a lonely friday.
Coal Miner Bread May 26, 2023 @ 11:40am 
update when??
sumguy May 26, 2023 @ 1:49am 
will this be updated to the latest version?
Dr. Eggman Jan 30, 2023 @ 10:36am 
This mod is very good! i really like the bonus religions you added. A small request from me could just simply be adding sounds for the new religions in the interface. I guess i have been used to hearing it from the vanilla religions. Thank you though for this awesome mod!
Wegi  [author] Dec 9, 2022 @ 4:45am 
reason being the way it is coded, I wanted to keep 200 as the bare minimum number.
arsemilan Dec 8, 2022 @ 11:27pm 
I don't think that the point cap should be 3200, it just seems logical to make it a ludicrously high number as it is incredibly easy to do.
TheGrooveMeister Oct 26, 2022 @ 12:07pm 
We like the increased point caps and new religions. We will usually make massive broken custom nations and randomly generate the starting nations and then spend 400 years battling for dominance over the world. The new religions are very fun and create big numbers which are extremely fun.

Our most recent saw me larping as Ancient Egyptian exiles that had fled to Brazil and ended with me making my glorious return to the homeland after millenia in exile. The Egyptian religion was very fun to play with there, albeit extremely busted, which was even more fun. We just like the wealth of options the mod adds to custom nations and the stupid stuff it allows us to get away with. So I would say keep everything you are willing to keep, because the mod is very fun.
Wegi  [author] Oct 23, 2022 @ 9:13am 
@TheGrooveMeister
Thanks for letting me know! Since the current version seems to be stable, I plan to do update it soon, BUT I will mostly tone down/revert the modifiers as paradox did a (mostly) good job with balancing all the Custom Nation stuff like religions and government.

Anything you especially like about the mod that should be kept?
TheGrooveMeister Oct 21, 2022 @ 9:12pm 
Hey man, I love the mod and play it all the time with my little brother, I was wondering when or if you will be updating it to the most recent version of the game.
Wegi  [author] Sep 15, 2022 @ 2:51am 
Not sure yet when I will update that mod, but I noticed many interesting new modifiers to play around with.
Wegi  [author] Apr 29, 2022 @ 7:16am 
@Haunter52300 All of them were changed and still are.
Zyxxlar Apr 29, 2022 @ 7:15am 
Do religions still give vanilla EU4 bonuses?
Wegi  [author] Mar 20, 2022 @ 3:49am 
Hey everyone! Short update from my side: I was ULTRA busy with working on my own game "The Donnerwald Experiment" (please check it out it's nice), so I couldn't find to update this mod yet.

I'm very happy how much Paradox has done recently with buffing the underused religions, and I kind of want to "rebalance" how I tackle the religion-government type strength. I want to make them a bit less "completly broken" and instead make them feel more close to the vanilla religions.
I don't know yet how long it will take till the next mod version, but I haven't forgotten about it so don't worry! Love you all guys.
konradbnn Dec 6, 2021 @ 2:20pm 
Ah no it's fine I was trying to use the ET mod because it fills in all the wasteland into provinces that fit the modern states borders, but I'd wanted them to be a little more unique rather than 50 USA clones. Used this mod to make a nice 13 independent colonies game though!
Wegi  [author] Dec 3, 2021 @ 1:19pm 
It's definitly a conflict with Gov Expanded lol. Most other mods won't work with this one sadly.
adenj97 Dec 3, 2021 @ 1:13pm 
it is currently crashing with Sunni nations, vanilla and CN. Might be a conflict with governments expanded
Wegi  [author] Dec 3, 2021 @ 12:12pm 
@adenj97 plz tell me more, did you use any spefiic religion-gov type combination?
@konradbnn if you want I can set the EndDate to 9999 so the game goes on as long as you want
konradbnn Dec 3, 2021 @ 12:04pm 
Tried to make a 50 US states game...lol still kind of new with using mods on EU IV, makes sense religion changes would cause compatibility issues.
adenj97 Dec 3, 2021 @ 5:02am 
Recruiting a leader still crashes my game.
Wegi  [author] Nov 21, 2021 @ 12:53pm 
Well yeah. It's not compatible with other mods and the reason why I added the new religions is so you don't have to use ET. Why exactly were you using it, is it to have an earlier/later start date?
konradbnn Nov 21, 2021 @ 12:50pm 
Tried using this with Expanded Timeline, wasted a lot of hours just for it to crash when I started...
Twice...
Ice Nov 21, 2021 @ 12:02pm 
Thanks for the fix! Really like the religion changes added with this mod.
Wegi  [author] Nov 21, 2021 @ 11:26am 
@Ice You are right, while updating I must have put a wrong } symbol in the On_Actions script. The fix should be up in 5 minutes.
Ice Nov 20, 2021 @ 11:25pm 
game crashes when trying to recruit a general or any of the menu's like the construction interface. Made a custom nation using the Jewish religion and an american republic. No other mods installed. error log is 699 lines long.
Wegi  [author] Nov 20, 2021 @ 7:41am 
Alright, that's good to hear it got solved. Thanks for playing with my Mod :)
adenj97 Nov 20, 2021 @ 6:06am 
I just checked, it was the graphic pack. I have other custom nation mods active right now and it works perfectly.
adenj97 Nov 20, 2021 @ 5:28am 
At first it crashed when I tried setting up a colonial campaign in the new world with one of the religions I added. Then it crashed when I tried switching to the new religions via starting tag and console, and this morning just clicking on a province from the custom nation tab did it. My graphics modpack has Interface CombiPack - Bigger UI Bigger Outliner (1.30.*) Bigger UI V1.30
Bigger Production UI V1.30, I'm also running Larger Monuments interface, red & yellow UI color mod, stellaris icons, and the DLC subscription remover. Looks like the graphic pack is the main culprit. Not sure about the other mods I listed.
Wegi  [author] Nov 20, 2021 @ 5:13am 
You need to tell me what exactly is broken? Does it crash? Or just look messy?
My mod is changing some interface modifications to allow the other religions to have clickable buttons. Also the ledger and provinceview.gfx is modified, it might cause issues with the BIGGER UI mod which almost everyone uses.
adenj97 Nov 20, 2021 @ 4:23am 
I have no idea what is causing it, but your mod is completely broken for me. I have a very lengthy mod set, u I have no clue what this could conflict with.
Wegi  [author] Nov 4, 2021 @ 1:49pm 
Hey everyone, I just went through the new patch notes. It might take a while till I'll update the CN mod for this new version.
But it's funny to see " - Hordes don't get non-flat terrain penalties while attacking in savanna." as it's something that is already in Wegimod, so yey we did it first. :steamthumbsup:
Wegi  [author] Oct 10, 2021 @ 2:39pm 
Sorry for the late reply, I just came home from vacation. I think you can only be an independant Daimyo for now. I'd have to check the coding to make normal daimyos work accordingly.
Kino Oct 3, 2021 @ 3:52pm 
Can't make a custom Daimyo?
ᛣ Munin ᛉ Sep 17, 2021 @ 5:21am 
gov cap never really changed how I play so idk.
Wegi  [author] Sep 14, 2021 @ 10:12am 
That's on purpose. You won't be able to grow very wide as a downside with the -75% gov capacity.
ᛣ Munin ᛉ Sep 14, 2021 @ 6:45am 
Free cities are also extremely OP now since u get 20 dev cost reduction
Wegi  [author] Sep 14, 2021 @ 3:52am 
Hmm I can make a Hellenic Nation, start it and use it's abilities without causing crashes. When this happens again, please tell me what the log file says. (for me it says it can't load the GFX textures for the gods but it still does which is kinda weird)
Wegi  [author] Sep 14, 2021 @ 3:41am 
I shall investigate this issue.
ᛣ Munin ᛉ Sep 14, 2021 @ 3:29am 
Causes crash when u use hellenic religion
Wegi  [author] Aug 19, 2021 @ 6:54am 
That's very weird, the code says: age_of_reformation = {
start = 1530 can_start = { is_year = 1520 }
Do you have another mod active?
I'll check it myself now but I doubt I'll be able to reproduce that issue.
surmin Aug 19, 2021 @ 5:13am 
i mean 120 ticking months
surmin Aug 19, 2021 @ 5:12am 
age of reformation starts instantly after game start
Wegi  [author] Aug 18, 2021 @ 11:45am 
Thanks Squad :3
JarodMcLeany Aug 18, 2021 @ 10:46am 
Thank you so much Wegi! You are amazing!
Wegi  [author] Aug 18, 2021 @ 8:03am 
Added a new Decision to randomize in case the Event does not fire. Also added a "regional" randomization that adds new religions to their specific regions, like Kemetic in egypt or germanic in south and north germany.
Wegi  [author] Aug 17, 2021 @ 10:21am 
Hmm wait you're right, for some reason the event doesn't fire automatically anymore. I'll investigate
Wegi  [author] Aug 17, 2021 @ 10:15am 
According to my files, the ID is "startup_event.1". And I think the player who controls country D00 (the first custom player country) receives it when the game is loaded.
Maybe you made some AI CNs first?
JarodMcLeany Aug 17, 2021 @ 8:03am 
Hello Wegi, what is the event code for the randomize religions event? I have been having issues on 1.31.5 with getting it to trigger at all sop I was planning on manually triggering it.
Wegi  [author] Jul 14, 2021 @ 12:45am 
Might be because I haven't updated to 1.31.5 yet. In the files it says POINTS_AVAILABLE = 800, which is the "medium" rate so max should be 3200. Gonna work on it soon again.