Europa Universalis IV

Europa Universalis IV

Third Odyssey: Back to the Motherland
8,138 Comments
TheDash Jul 7 @ 12:58pm 
Is there a way or submod for me to change Spartania's unit models. Im a big fan of the nation but not so much its generic mesoamerican unit model.
Defined Jul 7 @ 8:33am 
aw thats a shame, I did actually try it yesterday anyways and unlike a few months back it didn't crash, the main compatibility issues were bugs surrounding missions for the amount of buildings in your home province or it thinking I was the Hellenic religion. but thanks for replying
Scurek  [author] Jul 7 @ 1:23am 
@Defined
No sadly not, unless someone else makes a compatibility submod.
Defined Jul 6 @ 11:05am 
Is there any possibility this mod can be made compatible with something like Europa Expanded? As I really dislike vanilla EU4 and it'd be a great mix
Scurek  [author] Jun 30 @ 1:19pm 
@Europa
Not directly, but there is a submod "Third Odyssey Expanded: Buildings & Trade Goods" that integrates the mod in question.
Europa Jun 30 @ 1:15pm 
I assume I know the answer (being no) but does trade goods expanded work?
FLAntiochos Jun 29 @ 6:55am 
Thanks, it works. Get yourself a cookie
Scurek  [author] Jun 29 @ 6:28am 
@FLAntiochos
I would advise to try manually downloading it from discord (#releases channel), workshop sometimes bricks itself. Alternatively you can also try fully resetting launcher cache.
FLAntiochos Jun 29 @ 6:25am 
I've played modded Paradox games plenty. This mod doesn't work and it's the only mod I have installed . I've reinstalled the game twice, verified integrity man times. Made a custom mod list and used initial mod list. Resubscribed many times. Nothing.
XartaX Jun 28 @ 9:01am 
Resubscribe to the mod. Verify integrity of game cache. Restart the game and make sure the mod is in the selected playset. If it still doesn't work, reinstall the game.
FLAntiochos Jun 28 @ 8:33am 
this is the only mod I have installed and it doesnt seem to be working
Serena Tech Priest Jun 26 @ 10:50am 
ah, damn
Arakhor  [author] Jun 26 @ 8:11am 
There used to be a revolutionary disaster, some years ago, but Scurek removed that because it was so incomplete.
Serena Tech Priest Jun 25 @ 11:57pm 
@Arakhor is there any revolutionary content? ive noticed a discussion on a "peoples republic" but i dont want to plan around that if there isent any
2V^|Dz1adek Jun 22 @ 8:36am 
It would be cool if after the 1600s you could destroy or integrate the council. So that you would receive different bonuses/debuffs.
IronWolfGaming101 Jun 21 @ 10:02pm 
Why? The Barbarian council is a good mechanic, albeit it does lower manpower recovery speed but other than that it is useful for assimilating your nation
2V^|Dz1adek Jun 21 @ 2:24pm 
Is there an option to disable the barbarian council?
Arakhor  [author] Jun 17 @ 12:14am 
@Kahless I don't know about that one. If you join the Discord, Scurek might be able to help you further.
Kahless Jun 16 @ 12:23pm 
I went orthodox after peacefully resolving the religious conflict, then I suddenly got an event that flipped me to hellenic... Did I do something wrong to stay orthodox?
2V^|Dz1adek Jun 16 @ 9:12am 
Works with Passive Growth - Prosperity and Devastation Mod?
XartaX Jun 14 @ 5:27am 
It's quite a long time since I played the mod but if I remember correctly staying Orthodox gets you a unique Elysian variant of Orthodoxy down the line. So both have their own flavor.
Arakhor  [author] Jun 14 @ 2:56am 
You get *different* flavour. I don't think there's *more* flavour, no.
Conqueeftador Jun 12 @ 9:12pm 
Does converting to Hellenic have more flavour than staying Orthodox?
HawaiianBuffaloCollector May 19 @ 10:23am 
Thanks for checking! time to tweak that playlist then
XartaX May 19 @ 4:21am 
Yeah we're all high on copium that the game will be good lmao
Scurek  [author] May 19 @ 2:33am 
@HawaiianBuffaloCollector
I've added all your mods I haven't checked before to our compatibility spreadsheet (link in the description above). Anyhow this specific issue is caused by Realistic African Colonization [1.37], which also tweaks where people can colonize.
Your list also has the following incompatible mods: AI Wants Nice Borders [1.37], Ages and Splendor Expanded, Ages Reformed (those two are also incompatible between eachother), Advisor Types Expanded (rather minor incompatibility), Responsible Blobbing (minor incompatibility, but can cause issues since it allows revolution to spread to your provinces) and Colonial Freedom [1.37].

@XartaX
Yeah, that's about the only things that can be kinda "kept", although it would also be a good opportunity to give them a proper rework. You make a fair point about population, although as you said we have to wait and see if those internal mechanics (and the game in general) is any fun.
AxiomExotic May 18 @ 11:15pm 
I mean you clearly have 3 colonization altering mods, start by disabling those and see if it works then :D
HawaiianBuffaloCollector May 18 @ 11:01pm 
I am playing with a bunch of other mods. I dunno which one would be messing with it, but here's the list if you'd like to take a look: https://i.imgur.com/AgdyyTm.png
XartaX May 18 @ 3:34pm 
I mean you'd still get to keep a lot of the stuff. For example religion, whether it's creating their own offshoot of Orthodox, or returning to a Hellenistic religion. Of course you'd need to write a scenario with different characters, but that's inevitable with a 100 year gap.

And like I said, in EU5 population and markets are a much bigger part of the game than EU4. So arriving there with a smaller population and no industry to speak of (and very little, if anything, to source from neighbors) will be something you need to work at fixing if you're going to be able to stand up to Europe later. If anything I think the mod in EU5 (assuming the game doesn't suck) will have a less boring start than in the EU4 mod, since you actually have a lot of mechanics regarding the internal structure of your nation to work with.
Midnight May 18 @ 7:58am 
@Scurek
I hope you find either a different satisfactory premise or another way around the fact that the game starts in the early 14th century.
Maybe you could go for that an expedition escapes when the black death hits to escape the plague.

Also would that be an excellent point to either steal some pops from byzantium for elysia or spawn some in as the world would be losing a lot of pops already and if you take them from byzantium it would just simulate them getting hit a bit harder then the gameresult.
Scurek  [author] May 18 @ 2:41am 
@HawaiianBuffaloCollector
Are you running any other mods? The -1000 malus is just a backup if they somehow get a colony via a peace deal, they normally shouldn't be able to colonize at all. But if you have any other mod that tweaks the "rules" of the game this restriction can get overriden.
Scurek  [author] May 18 @ 2:41am 
@XartaX
I mean yeah the content would have to be "remade", but in a 1444 setting the flavor and story could be kept pretty much the same. 100 years earlier the carracks are not a thing (cries in the loading screen picture), Plethon doesn't exist, Empire is still there and is not guaranteed to fall (if the story is that you are some sort of expedition), etc.
Also 100 year gap kinda messes with the pacing, you have to start much weaker relatively so you aren't a continental superpower before Europeans arrive, making early game much more of a "watch colonies develop".
I'm not trying to sound overly pessimistic, just want to point out that TO starting in early 14th century is a whole another mod, that would be able to take very little from the current iteration.
HawaiianBuffaloCollector May 17 @ 8:06pm 
I've noticed that making the colonial agreement with Portugal (where you give them South America and they give you North America/Caribbean) doesn't seem to stop them from trying to colonize in the regions they gave you. I'm seeing them continually trying to colonize the Caribbean even though the -1000 malus kills their colony on the first monthly tick every time. Is that sort of AI behavior even something a mod can directly affect?
XartaX May 17 @ 4:32pm 
Also population is a huge part of EU5, so having a much lower starting population would be a serious roadblock you'd need to overcome. As well as a tiny market you'd need to get all the goods production online yourself, etc.
XartaX May 17 @ 4:28pm 
I mean you'd have to remake the entire thing anyways since the EU5 systems are completely different. And traveling there 100 years earlier would mean you have less of an advantage in terms of tech over the natives as well. I wouldn't say the biggest issue is the 100 year gap, but rather that natives might be very bare bones early on in the games life cycle.
Scurek  [author] May 17 @ 9:10am 
@AxiomExotic
Yeah that is sort of what I'm hoping will happen right now.
AxiomExotic May 17 @ 9:03am 
Though i am fairly certain a mod that changes the start date to 1444 will be made since i have been confliction opinions on the earlier start date so perhaps the mod can be based on that if it is made?
Scurek  [author] May 17 @ 8:29am 
@XartaX
What Axiom said, the pacing is completely different so the current content (flavor wise) just doesn't work. Also Plethon hasn't been born yet so that plotline is also out of the window. Ofc we can make a completely different premise, but at that point you are just remaking the entire mod from scratch.
AxiomExotic May 17 @ 8:17am 
I think also a big part of the problem is colonization, going to america 100 years earlier means by the time the colonizers arrive you will have pretty much undisputed dominance on the continent already
XartaX May 17 @ 5:50am 
Couldn't you just have a faction in the remains of the byzantine empire recognizing that it's stagnating and dying and organizing an expedition? Even if the Byzantine Empire is more powerful at that start date, it's still in decline.
Scurek  [author] May 13 @ 2:42am 
@Scruntalamew
Thank you! We would like to continue it, but there is a major obstacle with the start date being 100 years earlier.
Richard Milhous Nixon May 12 @ 3:07pm 
This is one of the best mods for any PDX game ever! I can't believe it's still receiving updates 10 years later! Do you plan for a continuation in EU5?
Scurek  [author] May 10 @ 8:58am 
@jikke112244
Hmm... Do you have any other mods active as well?
jikke112244 May 10 @ 12:24am 
Hey everyone, I absolutely love this mod. Recently I wanted to start a new campaign, however everytime when I start up the mod the game crashes. I redownloaded the game multiple times and even redownloaded EU4. However the game still crashes. Can anyone help?
[Havoc] Beeve May 7 @ 9:23pm 
@Scurek

It was my expanded monuments window mod, thanks.
Scurek  [author] May 7 @ 1:39pm 
@[Havoc] Beeve
It is in the province menu, can't miss it (also there is a whole new interface in country trade menu), if you don't see it you have some incompatible ui mod activated.
[Havoc] Beeve May 7 @ 11:16am 
Hello there! Enjoying the mod so far, but I've run into a small issue. How do I assign the Elysian Silk trade good to a new province after completing the Imperial Silk mission? Is there a button I'm missing or is it not fully implemented yet?
Scurek  [author] May 6 @ 12:10am 
@Serena Tech Priest
Thank you! On the topic of colonialism, it will spawn around 1530 if you don't make contact yourself via an event chain involving European explorer.
Serena Tech Priest May 5 @ 10:58pm 
btw just wanted to say, best mod ive played since i lost myself to anbennar for like 3 months. probably one of my favorites of all time now
Serena Tech Priest May 5 @ 10:55pm 
and if it doesent and i spawn it in through commands would that change ai behavior to go towards elysium and arkadia?