Europa Universalis V

Europa Universalis V

The Idea Variation 2
57 Comments
Drex 9 hours ago 
Would a French translation be possible? Even if it means using AI? thanks^^
Midnight Blaze 18 hours ago 
Do you think you can also incorporate Policies?
flogi  [author] 19 hours ago 
@资本主义波纹疾走: Make sure this mod is loaded last then. If another UI mod is changing the left_pannel gui. it would be for them to provide compatibility which they could easily do.

@Rancher: I have not really a big interest in imagining the best solution, so why dont you find a solution that works. Weird that you would not want the AI to use this.
I have a problem. If I use any MOD that adjusts the UI, I can't find the window for this MOD. I hope this can be fixed. Thank you!
Rancher 22 hours ago 
I thought deleting ai_tick and ai_tick_frequency would work but apparently not oof, guess I'll just wait to see if there's any other viable solutions.
Rancher Nov 12 @ 8:13pm 
Would there be any method to essentially prevent the AI from utilizing this mod? I noticed you talked about preventing the AI from gaining innovation points, but I'm curious if there's any other way to do so. If not, a summary on how to do the suggestion above would be nice. Thanks in advance.
flogi  [author] Nov 12 @ 1:05pm 
@chivu: Yeah I alone did not have the balancing resources to test everything, so I'm kind of relying on playtesting. You are welcome to share ideas/state what is op. Made another discussion for that.

@FelixDaCat: The same goes for you obivously. Im surprised you would get 140 diszi though, cause there are not that many modifiers in the ideas, and in late game that does not sound too bad. Again any balancing suggestions welcome.

@Alice: You'd have to disable the AI chance for all generic actions basically. Maybe the most elegent way would be to not give the AI any of the innovation points in the first place, but that would still impact performence.
chivu Nov 12 @ 9:17am 
First, I like the idea, but it would be nice to create a little more synergy with the rest of the systems in the game.
Second, the idea's are way too OP, some are strait up cheats; a lot of them needs to be at least at half value.
FelixDaCat Nov 11 @ 11:59am 
Honestly Flogi, I've been playing with this the last few days, and it feels like a breath of fresh air. I can actually have a build! Absolutely stellar work.

I will say though, it makes you absolutely busted sometimes. I was playing the Teutons, and I had somewhere in the neighbourhood of like 40 dicipline when most of my enemies had like 5.
Alice_jk Nov 11 @ 1:19am 
I don't want the AI to use any of its functions, can you tell me how to modify the file?
wow.michael Nov 10 @ 2:29pm 
Great mod, develop it further!
flogi  [author] Nov 10 @ 1:21pm 
The AI does use it. What are you talking about?
Klonter77 von Planet77 Nov 10 @ 12:55pm 
Sad i wish the AI would use this
Klonter77 von Planet77 Nov 10 @ 12:55pm 
when the AI doesnt use the idea system then i dont use it, because its cheating
flogi  [author] Nov 10 @ 8:06am 
This undertaking was already quite a big project. If ppl enjoy it I'll certainly develop it further. If it turns out to EU 4.5 - I dont know if thats possible and it also might mean sth completely different for many ppl.
Timur Nov 10 @ 7:02am 
Will this be part of a larger project to create an "EU4.5"?
flogi  [author] Nov 10 @ 3:01am 
I just rolled out the 1.0.1 update of the mod. Among bug fixes the most notable change is a button that enables you to reload the GUI and the variables of the mod if needed. The AI wont use it. The tooltip should explain the rest. Have fun!
Empyreus Nov 9 @ 12:50pm 
Thank you for the tip about putting it below the UI mod, super helpful. Btw I absolutely love the mod, I think its a brilliant idea!
Rewasder Nov 9 @ 11:55am 
And regarding UI mods, you can just have them load upper in the mod list and this one would take precedence
Rewasder Nov 9 @ 11:18am 
That's everything weird I've seen doing a quick check everywhere. Looks super cool!
Rewasder Nov 9 @ 11:17am 
Admin > Expansion > Expansion of cities has a wierd NOT USED text. I'm playing Castille, maybe it's trying to give something I don't have?
Rewasder Nov 9 @ 11:14am 
Diplomatic > Nationalism > Trust in the state is also showing as red, but I'm not entirely sure it is a bug this time. It is increasing the speed at which pops demote
Rewasder Nov 9 @ 11:10am 
Army ideas > Levy > All men to arms is also giving a debuff instead of a buff
flogi  [author] Nov 9 @ 11:09am 
A keybind would only work if the exact same file is changed thats needed to be changed for the hud appearing.

And yes that seems to be a bug.
Rewasder Nov 9 @ 11:05am 
Also, Navy Ideas > Heavy ship focus > Double hulls is increasing the hull damage taken, instead of reducing it, I assume it is a bug?
Rewasder Nov 9 @ 11:03am 
I see, sorry, I was using a UI mod and I couldn't see it. Any chance of getting a keybind so it is "compatible"?
flogi  [author] Nov 9 @ 10:59am 
Ofc the AI uses the ideas.
Fr3nchy Nov 9 @ 10:57am 
Does the AI use this? or it's only for the player?
flogi  [author] Nov 9 @ 10:43am 
On the main hud where all the main menu buttons are the first one from the right.
Rewasder Nov 9 @ 10:14am 
How do you open the ideas window? I don't see anything for it
Balmung Nov 8 @ 1:31pm 
@wenedict did you try firing the setup event after changing the limit?
meudriant Nov 8 @ 8:33am 
Flogi the GOAT back at it again I see.
Starry Inori Nov 7 @ 6:03am 
Hi! I'm the one who mentioned earlier my friend is doing Chinese translation. And he just finished translating all the content. Could you plz add this to the description as well?

This Mod
wenedict Nov 7 @ 5:58am 
Selecting 10 idea groups in game rules doesn't change the limit either. Max is still 8
wenedict Nov 7 @ 5:42am 
@flogi: I did think it might just be a UI issue, so I've used console to get innovation points (via one of the debug events). But I couldn't unlock more than 8 groups - the button for slot expansion was greyed out.
flogi  [author] Nov 7 @ 3:23am 
@Chief: Some buildings, like the fort buildings you are probably referring to are not strictly idea group specific, certain ideagroups only enable more levels.

@wenedict: Looks like this is an GUI updating issue somehow. The right number is actually applied, but its not displayed correctly for some reason.

@牛奶大魔王: Added to the description. Thank you! :)
tsili j. Nov 7 @ 12:10am 
""flogi [author] 20 hours ago
You need to make a playset with the mod in it, then select the playset and click apply on the right bottom of your screen. Then the game should restart and the mod should be loaded after.""
Thanks- i forgot the apply :)
牛奶大魔王 Nov 6 @ 11:56pm 
Greetings! A good mod! I want more Chinese player used it so i have translated it inside EU5 Mod Chinese Collection
Would u make a line in description?

https://steamcommunity.com/sharedfiles/filedetails/?id=3599706198
wenedict Nov 6 @ 11:16pm 
Great mod!
Not sure if it's a bug, but changing the basics idea count per category via game rules (I tried 12) doesn't appear to work. In the idea menu the limit was still 8.
Chief Nov 6 @ 10:18pm 
Loaded up the mod, and all the idea buildings are unlocked at the start. I think the new patch broke something
flogi  [author] Nov 6 @ 4:00am 
You need to make a playset with the mod in it, then select the playset and click apply on the right bottom of your screen. Then the game should restart and the mod should be loaded after.
tsili j. Nov 6 @ 3:58am 
Excuse me- i have checked the mod on the first screen and activate it, I started a new game and i dont know how to enable it in game-i dont find it. Please help
flogi  [author] Nov 6 @ 1:38am 
Maybe the modifier was changed there too. Thats surely not intended. Looks like there were many last minute changes to modifier definitions I couldnt account for.
Balmung Nov 5 @ 4:49pm 
Let me just say, assimilation ideas is *insanely* powerful. It converts 200 pops in every single location to your primary culture every month with just the first idea. I wouldn't even mind it *that* much if it respected my accepted cultures. But as it stands, if you take it for even a few years, you get complete cultural uniformity.
flogi  [author] Nov 5 @ 11:23am 
The control issue has been fixed among some other modifier hiccups I found along the way.
flogi  [author] Nov 5 @ 9:51am 
Ah, damn looks like they changed more integer numbers to require smaller numbers. Gonna get fixed!
Madmouse Ked Nov 5 @ 9:49am 
One of the choices in espionage gives +500% control which results in perfect flawless control no matter where in the world you are.
Bullet Nov 5 @ 6:33am 
grand applause for this, I somewhat like the "values" system but loath how little some of the buffs you get on either side over time which compared to ideas, at least gives you outright benefits from the get go.
Starry Inori Nov 5 @ 6:21am 
Thanks! My friend is still working on it. We think separate mods are easier to maintain, so it's fine.
flogi  [author] Nov 5 @ 6:03am 
@Starry Inori: Sure, if you would like I could even integrate in the main mod :)