Europa Universalis IV

Europa Universalis IV

Casio's Improvements
35 Comments
Kenish Dec 22, 2022 @ 12:00pm 
Whenever I play with this mod, it seems to mess with the world so that France doesn't exist and instead Italy is in its place, connected to Britain. I assume it's on my end, so any idea what could be causing it?
door Nov 21, 2022 @ 9:21am 
could you make a separate mod for estates and factions?
Casio  [author] Sep 5, 2022 @ 7:58am 
Right yeah I'll include that, I'll put a comment on here when I release the Britain mod :)
Mordon Sep 5, 2022 @ 7:45am 
foremost the east india company. i know you already have that as a seperate mod but i would like it in combination with your other changes regarding britain
Casio  [author] Sep 5, 2022 @ 5:58am 
Yes I could certainly do that, I was planning a British expansion mod anyway, which mechanics specifically are you talking about?
Mordon Sep 5, 2022 @ 5:46am 
could you make a stand alone for the british mechanics and mission tree? that would be the most interesting part of the mod for me
Casio  [author] Sep 5, 2022 @ 5:20am 
Regarding an update; I don't think I will update it unfortunately, at least not in whole. It's just too complex and has so many changes really. I'd rather focus on working on new stuff and porting specific mechanics and such out of this mod than trying to grapple with this monster again. Sorry
Mordon Sep 4, 2022 @ 7:21am 
are you planning on an update?
Normal Jan 30, 2022 @ 3:15am 
still oine of my fav mods are you planning to update it to the new version of eu 4?
The Carlist Boi Dec 8, 2021 @ 5:52am 
hi casio, very nice mod you got there and i am excited for the next update. my only suggestion will be relocating mission trees of nations with dlc MTs to a submod as we may prefer those. if that is not possible, can u please guide me to how to remove MTs from files myself safely without breaking anything. it will be much appreciated and thanks for your contribution to the community.
Normal Nov 25, 2021 @ 2:41pm 
an update would be great
Anticristvs Oct 28, 2021 @ 5:24am 
Try to do the castille flavor, because in 1470, a castillian civil war
Mud Sep 5, 2021 @ 1:16pm 
Ah ok, thank you ive been looking for a mod for sending manpower to my friend that seems to never have any and they are all outdated by a couple years.
Casio  [author] Sep 5, 2021 @ 12:01pm 
Yes that is certainly possible and I'll get working on that
Players can use it what I meant by AI was that it has factors that help it judge whether it will accept like reasons for alliance and such.
Mud Sep 2, 2021 @ 7:13pm 
Hello is there any way you could make a mod with only the conscripts diplo action? (I see that it says with ai so does that mean you cant do it with other players?)
Casio  [author] Sep 2, 2021 @ 12:20pm 
You get the caliphate reform when you pass the Unite Islam decision. And yes, the caliphate reform will replace the ottoman government, the only reforms it does not replace are the Sublime Ottoman State and Arab Caliphate.

As for the battle, you seem to have quite a big advantage so the only factor I could think would be bad rolls and/or terrain. I didn't change anything fundamental about combat except making the AI more aggressive.
YettimGazi Aug 31, 2021 @ 10:52pm 
@Emperor Casio i just take a look to goverment reforms but didn't see it.I was ottomans and my question is that caliphate reform will cancel ottoman goverment?

and another problem is that i'm Ottomans again and fighting with byzantium's army they're 9k my 10k my moral 3.6 their 3.5 my disipline 113.5 their 100 but i lost 2 battles against them in normal game i always beating byzantium with 105 discipline so hard but in casio's improvement i never beat with 113.5 discipline. I know you'll say environmental conditions or leader conditions but it doesn't matter i mean it sn't should be 113.5 against 100 discipline
Casio  [author] Aug 31, 2021 @ 12:03pm 
The caliphate mechanics I referenced include:
- Seat of the Caliphate province modifier that can be taken in peace deals through the special CB
- Changes to the Unite Islam decision to make it less specific
- Ability of the holder of the caliphate to declare jihad
- Caliphate government reform
- Arabian flavour (ideas, missions, events)
YettimGazi Aug 31, 2021 @ 11:11am 
where is the Expanded Caliphate mechanics actually i can't find caliphate mechanics can someone help me
Normal Aug 21, 2021 @ 8:10pm 
i love this mod its amazing thank you for putting in the time my friend
Bloke on a hill Jul 31, 2021 @ 6:11pm 
Good mod
Casio  [author] Jul 27, 2021 @ 4:50am 
I did make it so the AI gets more reasons to peace out from every factor, just to make it easier to fight against them but I don't want it that easy so I've slightly reduced these again.

As for the slave events yeah those requirements should have been in there any way so I've made it so you have to be related to the trade in someway for all of them and for Europeans to be in Africa for some of them. Thanks for the feedback
epoillac Jul 26, 2021 @ 4:01pm 
Good mod, two things I noticed however are that a lot of nations can be kicked out of a war with a white peace by simply walking onto their capital, without even needing to seige it down. Does this have something to do with comparative strenght or is this a bug?

The other is that I keep getting slave events without having provinces in Africa, and also Africa not having been colonized yet. Maybe limit this to countries with African holdings/colonial ideas and having a requirement for an African slave provinces to be owned by a European power before these can fire?
Acbh Jul 20, 2021 @ 6:29am 
This is such a good mod! Keep up the good work, I look forward for more from you!
Casio  [author] Jul 1, 2021 @ 10:22am 
Thing is, I changed that effect there and removed the reference to the base game Danish event. Are you using another mod that would affect that? Either way I have now gotten rid of that effect and re-added the Danish event, so it shooouuuld be fixed no matter if it is conflicting with other mods or not. Just updated it
「Sk™」 Jul 1, 2021 @ 10:12am 
The game crashes day 22.11.1444
「Sk™」 Jul 1, 2021 @ 10:12am 
[effectimplementation.cpp:11932]: Event does not exist! Event: flavor_dan.4
[basiceffects.cpp:250]: Error "failed effect validation for "country_event"" when compiling instance of "slesvig_question_effect" resulting in source:
if = { limit = { tag = SHL NOT = { has_global_flag = death_of_adolf_of_slesvig } is_subject_of = DAN ai = yes } DAN = { country_event = { id = flavor_dan.4 } } set_global_flag = death_of_adolf_of_slesvig }
Casio  [author] Jul 1, 2021 @ 10:01am 
There is no dan.4 in the mod, I only have three Danish events so I think what's happening is I've referred to the wrong number somewhere in the code. I've just searched and I can't find it, could you give more detail about what happens just before it crashes, like any specific action you take or whether it's just out of nowhere?
「Sk™」 Jul 1, 2021 @ 9:14am 
I'm crashing because Dan.4 is missing? something about the Slesvig event. Where is that even?
Casio  [author] Jun 28, 2021 @ 2:13am 
I'm not an expert on save game editing but since it's only in the mod files I don't think you can do that no
Elizabeth The Based Jun 27, 2021 @ 10:38am 
Is there anyway to fix it on my end then like in the save file?
Casio  [author] Jun 27, 2021 @ 5:56am 
It blocks assassination in new saves so I guess it doesn't apply to ongoing ones if you're still having the issue
Elizabeth The Based Jun 26, 2021 @ 3:28pm 
Does this fix apply to ongoing saves cause I'm still getting assassinations
Casio  [author] Jun 26, 2021 @ 4:39am 
It's an issue I'll try to fix in a better way later but for now I made it so the AI doesn't use assassination, just a temporary fix
Elizabeth The Based Jun 26, 2021 @ 1:58am 
Is there a way to disable the assassination of rulers? It's been getting real annoying for 10 different nations try to kill my ruler