Europa Universalis IV

Europa Universalis IV

Peace Treaties Expanded
221 Comments
LimonenZitrone  [author] Mar 16 @ 3:35pm 
@Smack: Yes, it's purely there to hurt the enemy (like pillaging capital when you can't gain any dev from it). Being able to loot splendor that way would be way too strong.
Smack Mar 16 @ 1:14am 
"Raid splendid court" AI loses 150 splendor but the player gains nothing.
the forever virgin Feb 27 @ 12:04am 
Okay thanks.
LimonenZitrone  [author] Feb 26 @ 5:54pm 
@the forever virgin: Generally it should be fine. But if the mod changes certain things or even gets rid of them, that can make some treaties not work properly (e.g. the treaties to get their advisor wouldn't work with completely new advisor types that I haven't accounted for or the treaties to discover provinces on certain continents wouldn't work on other continents than the vanilla ones). Probably best to keep a save from before the mod was added, just in case, if you add it mid game.
the forever virgin Feb 26 @ 12:18pm 
Is this compatible with large mods such as Ante Bellum? If it is, will it break the save if it's added mid-game?
LimonenZitrone  [author] Feb 21 @ 2:34pm 
@JackX: In what way? It is updated for the current EU4 version.
JackX Feb 21 @ 3:47am 
This one needs an update
LimonenZitrone  [author] Jan 16 @ 1:26am 
@sensenmann: Possibly cause VN changes a lot of stuff, which results in a lot of errors with this mod. Maybe error logging slows down the tick.
sensenmann Jan 15 @ 11:22pm 
When using this mod with Voltaires new Nightmare the monthly Ticks take several seconds, without it the game runs smoothly. Is this a known issue?
LimonenZitrone  [author] Dec 28, 2024 @ 3:09pm 
@Bomberpilot: If you switch culture group, you lose the hegemony and cannot take it again for some time. You should still be able to force others to give theirs up though.
Bomberpilot Dec 28, 2024 @ 2:03pm 
Problem is that after i switched from the culture that i already had hegemony to other culture, i couldn't start new hegemony or force anyone to abandon theirs hegemony.
LimonenZitrone  [author] Dec 27, 2024 @ 8:58am 
@Bomberpilot: The whole point of the mechanic is to have something to fight over. 5 already is quite a lot, allowing more than 5 would make that completely irrelevant.
Bomberpilot Dec 26, 2024 @ 5:12pm 
Please remove bullshit only 5 cultural hegemons or atleast give option to allow it.
LimonenZitrone  [author] Oct 16, 2024 @ 9:31am 
@VitYxZ: Assuming you mean achievements, no. Any mod that edits or adds stuff that changes or potentially could change the gameplay or outcomes isn't achievement compatible. Only graphical and localisation mods are.
VitYxZ Oct 16, 2024 @ 8:48am 
is this mod Iron man Compatible?
LimonenZitrone  [author] Sep 11, 2024 @ 12:06pm 
@Nagazora: Does the other country break it perhaps? Not ideal, but I don't think I can prevent the AI from doing that. Though at least it gives them a stab hit, so that's something. Otherwise they should stay until the death of either ruler or consort, depending on who actually married who (which except for consorts isn't really visible in the game).
Nagazora Sep 11, 2024 @ 5:31am 
I love this mod and can't really play without it, but can you make the "enforced marriage" last until ruler death? I get it revoked a couple months after war ends every time
Clark Crente Aug 21, 2024 @ 4:44pm 
Thanks
LimonenZitrone  [author] Aug 21, 2024 @ 3:46pm 
@Clark Crente: I had fixed that before, seems the game doesn't like the variable triggers in certain places. It works, but the error log reports it anyway. I'll see if I can change it in some positions and still maintain the function it should have.
Clark Crente Aug 17, 2024 @ 6:04am 
Hi, love this mod but I'm getting this bug:

[triggerimplementation.cpp:7274]: Script error! Script Object Token: "culture_group", Error: Unknown culture group "variable:Root:pte_culture_group_hegemony_var". Root Country: KHA. Root Province: 0

I guess for all the cultures
LimonenZitrone  [author] Jul 22, 2024 @ 6:30am 
@DrHouse "The Plain": Yes, most of them. Some they won't use, like the take advisor ones (cause AI usually has advisors they want already).
DrHouse "The Plain" Jul 22, 2024 @ 4:35am 
Can AI use this treaties?
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 Jul 5, 2024 @ 3:06pm 
good point!
LimonenZitrone  [author] Jul 5, 2024 @ 12:49pm 
@𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵: I think so. But can't hurt to use a different save, just in case you have to go back.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 Jul 5, 2024 @ 10:59am 
ty!

i assume its fine midsave?
LimonenZitrone  [author] Jul 5, 2024 @ 6:43am 
@𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵: Yeah I don't think it would crash.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 Jul 5, 2024 @ 6:16am 
I see, but i shouldnt randomly crash then?
LimonenZitrone  [author] Jul 5, 2024 @ 3:54am 
@𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵: I haven't tested it, but for the most part it should. Some peace offers may not be working fully tho (e.g. the one to take the loser's advisor wouldn't take new advisors that Anbennar might be adding into account).
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 Jul 4, 2024 @ 6:46pm 
does this work with anbennar?
LimonenZitrone  [author] Jun 16, 2024 @ 10:08am 
@DoubleCheeseVonHabsburg: Those exist for the eco respective naval hegemon in the mod.
DoubleCheeseVonHabsburg Jun 16, 2024 @ 7:27am 
any way to add the cb of hegemony, like force bankrupt or seize and transfer the fleet?
LimonenZitrone  [author] Jun 3, 2024 @ 4:08pm 
@R: It is compatible with ET. I don't know what TOT is.
R Jun 3, 2024 @ 4:05pm 
Is this compatible with Extended TImeline and TOT?
Misterkill800 May 25, 2024 @ 3:07am 
To bad this isnt compatible with the Voltaire's Nightmare mod. Thats the only one I play these days. This seems like a great mod too. This mod lags my game so much its nuts.
XavierCZe May 6, 2024 @ 11:58am 
The last update is November, so please a new version. Thank you
LimonenZitrone  [author] May 5, 2024 @ 2:13pm 
@XavierCZe: Update for what? It is updated.
XavierCZe May 5, 2024 @ 12:23pm 
pls update thx
LimonenZitrone  [author] Apr 25, 2024 @ 8:08am 
@Neopolitan: Are you sure it's not caused by another mod or a combination of mods? This mod doesn't touch the vanilla war goals or peace offers nor do I change anything for releasing tags. Also just in case, have you tried unsubscribing and resubscribing yet, in case there was something broken during an update?
Neopolitan Apr 25, 2024 @ 1:02am 
With this mod active, when I force a nation to release a nation in a peace deal the game crashes in the late game. Not really a huge deal, I just wont force nations to release anyone, love the mod otherwise
LimonenZitrone  [author] Apr 22, 2024 @ 8:33am 
@UwU_Pudrzo: Not really possible. There is no way to have a peace treaty be used like a list, so only thing I could do is make a new treaty for every releasable tag. But even then it won't have a cost equivalent to their release cost. Or I could make a static treaty that makes you vassalize all tags you forced them to release, but that also sounds too strong.
UwU_Pudrzo Apr 22, 2024 @ 8:03am 
maybe release and vassalise? So you make your enemy release the country and then automatically vassalise it?
Robbis Mar 10, 2024 @ 1:13pm 
Thank you!
LimonenZitrone  [author] Mar 9, 2024 @ 7:39pm 
@Robbis: You could edit its triggers and settings so it doesn't require to be enabled by a CB and is available without conditions.
Robbis Mar 9, 2024 @ 6:17pm 
Is there anyway to add the seize fleets to part of the regular peace deal screen without the naval hegmony cb?
LimonenZitrone  [author] Mar 9, 2024 @ 3:01pm 
@Draig: If you haven't claimed one yourself, you can also see them in the decision tooltip. Otherwise no. You could possibly find it out by other means, like checking countries' unrest values for the modifier.
Draig Mar 9, 2024 @ 5:53am 
Is there any way to look at the cultural hegemonys other than in the diplomacy view?
LimonenZitrone  [author] Feb 24, 2024 @ 1:44pm 
@eklabiaan: It deletes the forts in neighboring provinces after the peace. The tooltip (or peace text) also explain that. And there is a thread with more information about every treaty linked in the description.
eklabiaan Feb 24, 2024 @ 8:03am 
what does "Demilitarize Borders" mean?
LimonenZitrone  [author] Feb 3, 2024 @ 5:55am 
@ScreeN: I don't edit buildings, tech nor the specific UI files. So it must be another mod causing that.
ScreeN Feb 3, 2024 @ 5:15am 
When I use this mod or Subjects Expanded with Xorme Ai mod and Xorme Ai ET Compatch mod most buildings are unavailable for purchase. Is there a compatch or something to fix this?