Europa Universalis IV

Europa Universalis IV

SuperStates Mod
3,542 Comments
KeoniPhoenix  [author] Jun 13 @ 7:55pm 
@dalek2150 Are you asking for the vanilla natives at the start?
dalek2150 Jun 13 @ 12:25am 
Would it be possible to make an alternate startdate that has the native nations instead of the states/provinces existing on game start?
KeoniPhoenix  [author] Jun 9 @ 11:09am 
@ColdCrystal What do you mean by improve? It changes a significant amount that forming the US is completely different than the original game.
ColdCristal Jun 8 @ 5:28pm 
Hello KeoniPhoenix,

Does this mod Improve USA ?
KeoniPhoenix  [author] May 30 @ 5:29pm 
So I screwed up this morning, I read the wrong mission, the mission you're talking about Breadbasket of America which is for all the states in the Great Plains and Midwest I believe. That event does need to be updated but for Illinois is redundant as right next to it is an mission that is exactly the same and easier to perform.
QUACKGOESDUCK May 30 @ 8:00am 
Hi just wanted to say I'm so happy you guys updated the mod! This is one of my favorites to play so it's awesome not having to go back to an old update to play it. I found one small issue in the Illinois mission tree, one mission requires you to have 20 grain producing provinces with a manufactory. On the old update this wasn't too difficult but with the new goods added (maize in particular) there are a lot less grain provinces throughout the midwest. A small fix to change the requirement to 20 maize provinces would make a lot more sense since those are all over the midwest region. Still an awesome mod you guys are great
HAMMERMAN  [author] Apr 17 @ 11:42am 
It's definitely something we're behind on, but the files are pretty close to completion to update. The Amero-Protestant issue is usually due to conflicting UI mods.
Grandma Fungus Apr 17 @ 11:00am 
Is this ever gonna be updated for 1.37? Also my game crashes whenever I try to select church power actions as Amero-Protestant.
JDS904 Feb 17 @ 10:21pm 
Happy to say I've been playing this mod for 10 years! :steamhappy:
HAMMERMAN  [author] Jan 26 @ 5:14pm 
Glancing at the files, it seems like Michigan still gets claims on those areas. If you're able you can post some screenshots on our Discord so we can look into it further.
cmail846 Jan 26 @ 3:44pm 
Hello, I'm a huge fan of the mod, my favorite for eu4. I had a question about Michigan's mission tree. Was the removal of Michigan's permanent claims on the Ohio and Southwest Ontario areas intentional? I swear it had permaclaims on them before, and Michigan still has missions to own the provinces in both those areas. Feels weird that Ohio and Ontario get permaclaims on Michigan but Michigan doesn't get permaclaims on Ohio or border regions of Ontario
KeoniPhoenix  [author] Nov 28, 2024 @ 10:44pm 
@Kahvar Baptist spawn last out of the three.
Kahvar Nov 23, 2024 @ 12:17am 
I guess that makes sense.
HAMMERMAN  [author] Nov 15, 2024 @ 8:25pm 
The Baptist religion isn't removed, it spawns during the Reformation alongside Lutheran, Methodist, and Anglican.
Kahvar Nov 14, 2024 @ 6:58pm 
Why did you remove the Baptist religion? I think it would make the new world a lot more fun to play with three major religions instead of two. Plus it makes sense culturally to
HAMMERMAN  [author] Oct 24, 2024 @ 7:52pm 
Make sure you're playing on 1.36, the mod isn't recommended for 1.37 yet.
Ariq20 Oct 24, 2024 @ 6:47pm 
Nope I already tried only using this mod only still crash whatever I pick a nation
KeoniPhoenix  [author] Oct 24, 2024 @ 9:00am 
@hazriqfadil206 Are you using other mods?
Ariq20 Oct 24, 2024 @ 12:21am 
it's keep crashing on whatever I pick a nation
KeoniPhoenix  [author] Aug 18, 2024 @ 2:56pm 
The religious events are such a drag because they have never worked with what I have had in mind so lot of it is unfinished and the Austral Catholics were more or less never touched as so much attention is given to North America.
HAMMERMAN  [author] Aug 18, 2024 @ 2:53pm 
@jonjowett

It was previously easier to do the province modifier trick when handling large batches of cultures, because formerly a "free culture" was actually a convoluted triggered country modifier adding culture slots that required adding a scripted effect. Now, when adding an "accept_culture" effect, you can use the argument "free = yes" which does it automatically for you. So this is intended to be the approach in the future.

Austral/Amero Catholic in general is overdue for some changes and that event chain has been bugged for some time. It's one of the main things we want to focus on with the 1.37 update, alongside maybe looking at the Great Awakening events.

I will look into that for the Austral Catholics, thank you.
jonjowett Aug 18, 2024 @ 12:00pm 
@HAMMERMAN @KeoniPhoenix (1/2)

Another easy-to-fix issue, this time with Australia: Unlike Amero-Catholics, Austral-Catholics cannot rejoin Catholicism when they discover Europe. (This was a major disappointment, after investing so much exploration effort into trying to find Europe.)

The fix is simple:

(1) In events\EuropeDiscovered.txt, replace all instances of:

religion = s_catholic

with:

OR = {
religion = s_catholic
religion = austral_catholic
}

(See below for one custom fix which is slightly different.)

(2) In decisions\s_papal_cardinal.txt, make the decision potentially visible for technology_groups "australian" and "oceanian".
jonjowett Aug 18, 2024 @ 12:00pm 
@HAMMERMAN @KeoniPhoenix (2/2)

Side-note: In events\EuropeDiscovered.txt, in superstates_papal.3, there is a bug in the trigger. (Part of it always evaluates to "true", which is contrary to the intention described in the comments.)

Replace this:

owner = {
OR = {
NOT = { religion = catholic }
NOT = { religion = s_catholic }
}
}

with this:

owner = {
NOT = { religion = catholic }
NOT = { religion = s_catholic }
NOT = { religion = austral_catholic }
}
jonjowett Aug 18, 2024 @ 11:25am 
@HAMMERMAN Thanks!

FWIW, accepting cultures is much better than adding an offsetting province modifier, because of the monuments. (Many of them are only active if the culture is accepted. Unaccepted + offsetting province modifier doesn't count.) And there are probably other consequences that I can't immediately think of right now...

If you've used this "offsetting province modifier" approach anywhere else in the mod, it might be worthwhile to change all instances to "accepted culture + free culture slot".
HAMMERMAN  [author] Aug 18, 2024 @ 12:22am 
@jonjowett

Chateau Frontenac has been fixed.

The event to move Quebecois into French now also accepts all New French cultures as a free culture slot (this was made easier in the recent 1.37 patch.) Previously, it had simply added a province modifier that negated the "unaccepted culture" penalty, similar to the Scandinavia tree when accepting all German culture provinces. The end effect was the same, but it didn't look as visually appealing to the player.

Cajun is still part of the New French group however, and the culture group is otherwise unchanged.
jonjowett Aug 17, 2024 @ 8:58pm 
@KeoniPhoenix: You're welcome! Realistically, I'm probably not going to play Quebec again for a few years at least, so this was more of a "bug report" than a personal request. Just trying to make it better for the next player :-)
KeoniPhoenix  [author] Aug 17, 2024 @ 11:58am 
@jonjowett Thank you for the input I will be sending this to the rest of the Dev team to see if we can implement this for you.
jonjowett Aug 17, 2024 @ 4:00am 
Very fun mod, thanks!

---

A couple of minor issues with my Quebec -> New France run:

(1) When Quebecois is moved into the French culture group, you should probably also transform all of the other "New French culture group" provinces into "French culture group" Quebecois.
--- Yes, this is a simplification, but it's a lot easier than migrating all of them individually!
--- This is necessary because all of your accepted "New French" cultures (except Quebecois) will suddenly become unaccepted. Which is frustrating if you previously spread the other non-Quebecois cultures.
--- A slight modification would be to separately migrate "New French" Cajun to a new Cajun culture inside the "French culture group". (To show that northern and southern "New French" are significantly different.)

(2) The "Chateau Frontenac" monument in Quebec should be active for "French culture group" Quebecois.
--- And also for "French culture group" Cajun, if relevant.
HAMMERMAN  [author] Aug 15, 2024 @ 1:18pm 
The mod is for version 1.36.1, I can't replicate that bug however on our 1.37 build or the public 1.36.1 build. Are you running any other mods?
Qazlord Aug 15, 2024 @ 11:54am 
Love this mod, and outside of the game crashing when using the religion interface, I can't complain
HAMMERMAN  [author] Aug 14, 2024 @ 4:54pm 
@marley

I'm not seeing any issues with Indiana on the public build. Could you give a bit more detail?
HAMMERMAN  [author] Aug 14, 2024 @ 4:48pm 
@Janky Stinkman

The mod is for 1.36.1, I'd make sure your files are downloading properly. If you still have trouble, please join our Discord and we can help you out or give you the files locally.
HAMMERMAN  [author] Aug 14, 2024 @ 4:48pm 
@gudyrty

The mod is not compatible with latest version, it is compatible with 1.36.1.
-ˏˋ⋆ marley ⋆ˊˎ- Aug 14, 2024 @ 2:47pm 
why's indiana india?
Janky Stinkman Aug 14, 2024 @ 10:23am 
For some reason the mod is telling me it's for version 1.22? The game won't even launch with it enabled. Not sure whats going on there bc I don't think ive ever downloaded it before.
gudyrty Aug 14, 2024 @ 4:05am 
VOC decision bug. Also at least some mission trees have Mayan missions in them.
HAMMERMAN  [author] Jul 27, 2024 @ 6:11pm 
@MF

Thanks for the praise! We're always looking for fresh ideas. Feel free to share your thoughts on our Discord and we can figure something out :)
KeoniPhoenix  [author] Jul 27, 2024 @ 11:41am 
Thanks @MF I'm still working on it along with the other team members but we're just so busy. Working on making mission trees for the Deep South, got the shared missions done and am working on finishing Mississippi and then do Alabama and Georgia all the way up to the Carolinas
MF Jul 26, 2024 @ 9:25pm 
man i love this mod and how it was done, (not to glase to much) but the idea is so good. i hope you keep up the good work and it gets more recognition.

as a NM if needed i could post some ideas for it and the reservations around it
HAMMERMAN  [author] Jun 15, 2024 @ 5:08pm 
And thank you for the kind words :)
HAMMERMAN  [author] Jun 15, 2024 @ 5:08pm 
Ideas are just as important as actual coding. Feel free to give us a shout on the Discord @Inconceivably
☽seluna☾ Jun 3, 2024 @ 11:47pm 
probably the most underrated EU4 mod in existence. for me this is up there with mods like ante bellum, i wish it got the recognition it deserves. great job devs, i hope this mod never gets abandoned but i understand yall got more important things to do IRL. i wish i could help with development but id be more of a liability than an asset, i know nothing about developing mods lol
HAMMERMAN  [author] Apr 22, 2024 @ 1:46pm 
@Ringer Do you have any other mods enabled?
Ringer Apr 22, 2024 @ 9:52am 
great mod, but for some reason all the states are no religion, current patch
HAMMERMAN  [author] Mar 8, 2024 @ 6:40pm 
We definitely want to expand on the mission trees present in the mod. They just end up being rather time consuming.

If you have an outline or some ideas for a mission tree, feel free to swing by the Discord and share them with us :)
WhispyWeirdo Mar 8, 2024 @ 2:10pm 
This is a beautiful mod and I love playing it! They really did a fantastic job with it. As a Georgian myself, I do wish there was more flavor to my state’s missions if you ever get the chance to. Permaclaims on AL and MS because of the Yazoo landfraud, water disputes with AL and FL, dev missions for Atlanta and the port of Savannah, I feel like there’s a lot of opportunity here, if not as a state, as one of the original 13. Just a thought though
HAMMERMAN  [author] Feb 4, 2024 @ 6:13pm 
Many native tribes are featured as mercenary companies in the mod. The Navajo are a releasable tag specifically, while some other releasable tags are loosely based around native tribes as well.

Not fully fleshed out by any means, but they are present.
iamnotwithouttoads Feb 4, 2024 @ 10:25am 
Have you considered adding some of the larger native american reservations? The Navajo reservation, the large reservations in Utah and SD, I think it would add a lot to the game.
ohhellothere Dec 24, 2023 @ 6:01pm 
This was one of my first mods I ever downloaded, i got so many hrs out of it. Thank you for making it and keeping it up to date!
KeoniPhoenix  [author] Dec 17, 2023 @ 5:23am 
@2icharlie Thanks