Europa Universalis IV

Europa Universalis IV

For Honor and Glory!
28 Comments
Clark Crente  [author] Apr 25 @ 9:46am 
This mod has been abandoned as it evolved twice!

https://discord.gg/JupXu2F83G this is our channel, from the latest evolution Caesar Universalis
Jischo Ras Apr 24 @ 9:54pm 
make a discord, add me, Rasmussen00
Clark Crente  [author] Jul 26, 2024 @ 12:34pm 
@Gospodin Bazza I'm about to release a new mod using this as base, watch out! On final stages of test runs. I'm touching colonization and other aspects as well. Still, later middle ages/early renaissance focused!!!
Gospodin Amodus Jul 26, 2024 @ 12:31pm 
Updoot:fd1ayamine:
Levi Mar 30, 2024 @ 12:43pm 
yeah isso tem que ser por hobby mesmo. Há um tempo atrás eu comecei a editar o mod To Victoria 2: Rule Britannia afim de fazer um mod em que a IA seguia os eventos históricos de 1681-1815 (era bem hard scripted - um evento disparava e começa a guerra histórica, então não tinha tanta imersão). Percebi que tinha que ter paciência e disposição, mas que era um hobby legal. Enfim, boa sorte com o mod! De pouco em pouco ele será grande a longo prazo
Clark Crente  [author] Mar 30, 2024 @ 6:28am 
Enfim, tudo que estou modificando foram informações de inúmeras horas estudando, por hobby, história antiga, medieval e pré moderna. Juntando estes três mods - BTC, Xorme AI e o meu - acho que dá pra dar um revamp legal no jogo.

Pena que o jogador médio, muito por anos de mecânica quebrada que torna o jogo chato por volta da Era do Absolutismo, tem quase fobia ou não tem paciência - talvez por estarmos na era da dopamina e déficit de atenção em decorrência das redes sociais - para captar/assimilar/compreender um mod hardcore como esse. Quem é um history buff como eu é um prato cheio de imersão e realismo num jogo que outrora parecia quebrado ou até mesmo datado.

Mas veremos como serão os próximos capítulos. Queria ter tempo pra organizar um discord mas mal tenho pra testar e ajustar o mod, quando consigo kkkkkkkkkkkkkkk
Clark Crente  [author] Mar 30, 2024 @ 6:24am 
Dito isso, estou com tempo bastante limitado, trabalho e agora preparação para um teste físico bem difícil. Por isso, estou seriamente pensando em focar o mod pra trabalhar concomitantemente com o BTC, polindo a Era da Reforma pra encarar a Era do Absolutismo posteriormente. Este último é mais "tranquilo", pois se trata de modificadores que ao mesmo tempo compensem (e não) ser um estado absoluto. Como se fosse uma bomba relógio.

O jeito que organizei os modificadores de exército ficaram muito mais realistas do que esperava, esse aspecto que falta do BTC, fazendo com que - por exemplo - a retaguarda de canhões só comece a ser viável perto da mil tech 16-18. Sobretudo, Quantity volta ser importante pelo impacto econômico e logístico que causa. Xorme AI também dá um tapa gigantesco na questão da inteligência do jogo e outro que tentarei fazer um compatch com BTC.
Clark Crente  [author] Mar 30, 2024 @ 6:22am 
Opa, mais fácil pra se expressar então haha

Eu tô testando com muito ânimo o Beyond the Cape e gostei do trato geral que deram, principalmente eco-administrativo. Tenho muita limitação em modificar o básico, aprendi na tentativa e erro fazendo engenharia reversa. Quando se trata de UI então, uma tristeza kkkkkk

Eles já cuidam deste aspecto muito importante do jogo que necessita ser lento inicialmente, queimando no fundo enquanto acontece a revolução religiosa para depois do aspecto nacionalista tomar ideia - junto com a evolução comercial/econômica - para ser uma fonte de renda das nações. Naturalmente, Inglaterra/GB demora pra explorar pois precisa unir primeiramente pra depois entrar nessa "corrida". Da mesma forma, França precisa quase "quebrar a coluna" - religião - pra entrar nessa disputa.
Levi Mar 29, 2024 @ 6:15pm 
(part2) Mas isso são caminhos que podem ser tomados, o mod tem uma proposta interessante e me anima para fazer uma campanha de 1444 até 1821 completa.
Levi Mar 29, 2024 @ 6:15pm 
Great! btw i'm brazilian too (percebi agora o nick 'Clark Crente')

Eu notei que o mod auxiliar Colonial Freedom interfere no seu mod, ele reverte o fim das eras para o padrão do jogo vanilla. Mas acho que isso é simples de resolver, basta colocar o liberty_desire em -15% no age_of_revolutions do seu mod, já que o Colonial Freedom muda o "Anti-Revolutionary Zeal" no ages/00_default.txt.

Sobre a parte colonial, tem alguns mods abandonados no wokshop que deixavam a colonização mais lenta alterando os valores do 'Global settler increase' nas tecnologias de diplo. Acho que seria um caminho interessante já que a colonização do Eu4 é um processo relativamente rápido comparado com a vida real, já que até os anos 1600 não havia colônias no Canadá, por exemplo. Outros mods já bloqueavam a colonização em certas áreas até um certo período. Talvez fazer um mix disso resulte em um overhaul bom no sistema de colonização.
Clark Crente  [author] Mar 29, 2024 @ 5:25am 
Thank you that you liked, Levi! Really appreciate your words.

I've been working a lot since the beginning of the year but with the spare time I have might focus to shift a little bit towards to work alongside another mod. I will keep the "main one" updated but the workhorse will be the addon, as it seems fixed some issues like colonial game, diplo and administration. It lacks, though, on the Age of Reformation touch where my humble mod features Schmalkaldic War (thanks to EE) and will re-work French Religion Wars and England turning Anglican. The first one less than 30% they convert to Reformed and the second around 35-45% they keep catholic. I wanna see how to make 50/50 at least!
Levi Mar 28, 2024 @ 6:42pm 
great mod, I tested it a little and it seems to provide interesting campaigns.

My question is whether the mod is compatible with a mega campaign like Ck3 -> Eu4 -> Vic2. I compared the mod files with a saved save from Ck3 but it doesn't seem like there is a conflict, just replacing values in ages/00_default.txt and /technologies which <I think> won't break the game
Clark Crente  [author] Dec 19, 2023 @ 2:35am 
Thank you for you feedback, never managed to play that far, almost a few decades after the 30 years war, due to new test runs with new additions to the mod.

I will check it out, if you could send screenshots I would appreciate a lot.

Thanks again for the feedback.
Tyler Dec 18, 2023 @ 9:58am 
few years off from 1700, i do have all the mods listed above. Some central american countries have managed to push the spannish out, and have higher mili tech then the crown colonies.
Clark Crente  [author] Dec 18, 2023 @ 3:06am 
Are you using the auxiliary mods as well? they serve to balance other parts of the game like institutions being harder to spread outside western europe, slow colonization, etc.

Also, which year you are, please? Gonna check on my test run files!
Tyler Dec 18, 2023 @ 1:59am 
is there a sub mod that makes Native factions less powerful? there military tech is on par with the Europeans
Clark Crente  [author] Nov 27, 2023 @ 9:42am 
@Sergares thank you for your insights, they are very helpful, I really appreciate it!

The current buff for mercs:

"Early modern army" = {
trigger = {
is_year = 1444
NOT = { is_year = 1650 }
}
merc_maintenance_modifier = -0.25

So as you see it should not help by age of absolutism onwards. I could flip the coin and make em more expensive as you said. I will revise the mercenary events but I was too dumb (maybe still lol) to try to have more bad events. I will check this other mod out, thank you very much again, sir!
Sergares Nov 27, 2023 @ 6:52am 
I like the idea of your mod since you seem to be doing what I've searching for and I'm ok with mercs being more used in early eras but there should be a tradeoff somewhere to make normal armies useful too, right now there is no reason to not go full mercenaries, they have less cost, increase army capacity and use no manpower. And I'm not sure IA fully realises this either so it is a clear advantage for the player once they know.

Maybe we can get a debuff if we rely to much on mercs for too long? or negative events of them demanding more money the longer they are employed, looting your provinces or stuff like that.

By the way since we seem to have similar taste I recomend checking Strategic Wasteland, I really like that mod and feel it could fit inot yours.
Clark Crente  [author] Nov 27, 2023 @ 5:32am 
@sergares

I'm studying Xorme AI mod to check if it might overlap what I put together on this on but it seems unlikely. Need further research though. My next test run will feature it, gonna play on the current one at least mid 1700s to see how the cost of army will cause, because it needs to spike near or some time after the time period of Spanish's war of succession.
Clark Crente  [author] Nov 27, 2023 @ 5:32am 
@sergares sorry if I'm didn't make clear that is a WIP mod! I've being doing some long runs to check how it evolves from different eras. I'm on the third one near age of absolutism and liking the overall effect on armies tbh. What I most likely will change is to make it a little cheaper and less rough on force limit, no -50% but probably around -27,5% to -35%.I made mercs cheaper within the first two eras as a reflex of what was the norm back in the day. Almost like a non-negotiable frankly. However, as soon as absolutism kicks it should be easier - but not that much - to keep a big army on peace time, but not while on war. This last part has been accomplish but need some room to improve.

End of part 1.
Sergares Nov 27, 2023 @ 4:26am 
I have the same problem with this that I had with the responsible mods, they are not really well balanced for the player since more than anything they aim to make life harder for the AI so the exports to vicky 2 are not full of big empires.

For intance at the start of the game maintaining a size 9 regular army costs the same as having a size 14 mercenary army but you do not spend manpower and mercenaries increase your force limit meaning you can have a bigger army too, so mercs are just better and there is no reason to have a normal army. And responsible bloobing just makes historically accurate big empires explode and makes mid sized countries richer by comparison.
Clark Crente  [author] Nov 24, 2023 @ 2:21am 
@silent mary part 2


As emperor I assume he would receive the "empero's quota" of soldiers, but even most of the videos (with good sources) doesn't show anything much bigger than those mods allows. It might raise some eyebrowns at the beginning but after a few decades traditional countries like France, PLC and Spain tend to have the biggest armies around.

Like I said before, on this Styria run I'm only using mercs with the discounts for the two first eras. You receive force limit modifiers as you recruit more mercenaries, but isn't a big buff, it however works. I will see how it will rolls with also a buff for manpower to reflect the major impact no manpower causes.
Clark Crente  [author] Nov 24, 2023 @ 2:21am 
@silent mary I did a quick research and realized I misunderstood your first statement, sorry. What I'm trying to find a balance is:

Total manpower back in the day could be used in, beg your pardon if talking bs -

*Garrison
*Logistics in general
*Reserves
*Actual standing army

If one recollect, Karl V/Charles V reelection was costly for both him and Francis I. So he actually started with a negative on HRE's "safes", also he was fighting always a two front war. In the West with european's shenanigans and Ottomans. This aspect still need to address, especially if you play with Europa Expanded as Ottobros tend to implode. My third test run if I didn't start with Styria, just to be the other Habsburgs, and handicapped Hungary they would be the major power in the Balkans.
Silent Mary Nov 23, 2023 @ 5:33pm 
Greetings, although it is now difficult to find the actual composition of Karl's army, how many mercenaries were among them, etc. maybe can make the army limit will grow as the war progresses and the belligerents gradually mobilize. and the longer of peace lasts the lower the caps will be. Karl has been at war with France for many years, he needs to stay mobilized for a long time.
This also applies to the increasing size of the armies on both sides of the Thirty Years' War. before the 18th century there were small and expensive but highly trained standing armies/new but poorly trained levy armies after war begin.
In the vanilla game everyone will have a strong standing army and mercenaries cannot be fully utilized as case in history, It is a good idea to keep some army caps and reduce the maintenance cost of mercenaries.
Clark Crente  [author] Nov 23, 2023 @ 4:13pm 
@silent mary I'm working around to improve mercenary usage on those two first ages. If you have more resources about warfare from those centuries I would really appreciate. Thank you very much about your feedback
Silent Mary Nov 23, 2023 @ 2:27pm 
Gem mod, but is the army cap setting is too stingy? Karl V could muster 60,000 troops to attack France in 16th century, it cannot be restored in the mod
Clark Crente  [author] Nov 20, 2023 @ 2:15pm 
@Timou yes, sir!
Timou Nov 20, 2023 @ 1:18pm 
Are these all mods combined in your mod and I can use 1 yours instead off 5?
1 Responsible Warfare
2 Reborn Military Updated
3 Combat Width Terrain Restored
4 Decisive Battles (Higher Warscore From Battles)
5 Historical Land & Naval Sizes