Europa Universalis IV

Europa Universalis IV

Addon Beyond Typus Miscellanea
221 Comments
SarcasticPrussia Apr 14, 2020 @ 9:44pm 
I was hoping at some point, a compatch for BT and Missions Expanded would become available, as i'm not sure how i would change the mission requirements etc to meet BT's new provinces and everything else it adds.

There is 'technically' one out there, but it has to be used in conjunction with a whole slew of other mods that i might not feel like running, so a standalone would be nice. Any idea how one would go about that or if one is in the works already?
Argakyan Apr 13, 2020 @ 5:17pm 
I'm going to stan the china addon and say it was at least ahead of it's time in what Eu4 is supposed to be capable of depicting ingame.
Dub Apr 13, 2020 @ 4:53pm 
@PrussianGeneral

There's two ways to allow it to overwrite the other mods' files. One is to simply place it on top of the mods it intends to compatch in the launcher, which will tell the game that it should "overwrite stuff" in mods below it (For the pedantic/technically-minded, it doesn't overwrite, it just doesn't let mods below overwrite its files, but the effect is the same).

The other and more reliable way is to muck about with the "dependencies" field inside the descriptor.mod and the autogenerated .mod file that ends up in your EU4 My Documents folder. When declaring dependencies, you must use the exact name of the mod as shown on the workshop. I'd recommend taking a look at my mods' ugc_<numbers>.mod files for this (They're just .txt files in disguise, so open them with any text editor of your choice). The numbers in the ugc.mod file should match the workshop ID of the mod (Check the URL in your Steam browser, it should be up there at the end shown as "?id=<numbers>".
SarcasticPrussia Apr 13, 2020 @ 2:18pm 
Hmmm, doesn't sounds as hard as i thought it would be, but how do you make it overwrite the base mod files themselves to make the mods work together? I'm quite curious about this
Dub Apr 13, 2020 @ 10:48am 
@PrussianGeneral

Making your own compatches is actually quite easy if you know how to use programs such as WinMerge. Assuming there are not further things causing issues, all you need to do is use WinMerge to detect what files both mods alter. Once you've detected that, you make a copy of one of the mods' files, then use WinMerge to add the changes from the other mod's files. :)

As for the China addon, I can't say it's well regarded among the BT community due to it massively shifting the balance in the region. Sure, its provinces may be well-drawn and all, but as far as I remember, it quadrupled both Chinese and Korean development, which makes it practically impossible for Qing to form, for example.
SarcasticPrussia Apr 13, 2020 @ 10:03am 
Well, i ran a nice set of BT + Addons yesterday and it worked like a charm. Ran most of the Extended mod family (barring IGE and TGE), as well as Byz Resurgence, Bugfixing and Byz Resurgence. Wish i knew how to mod and make my own compatches, but it'll be something i'd need to learn, and have a feeling it wouldn't be very simple.

Still, Byz' gov reforms with Byz Resurgence and GE is a pretty sweet set of reforms. The only BT addon that unfortunately doesn't seem to work anymore is the China addon, but it's near two years out of date and it's author also seems to be MIA.
Dub Apr 13, 2020 @ 1:51am 
@PrussianGeneral

Sadly, no. Idea Variation seems poorly supported among BT addons. I would personally recommend moving away from it, as BT has a building addon, a gov reform addon and as for new idea groups, Idea Groups Expanded is much more compatible with BT and addons, with the only incompatibility showing in ages with regards to dev doubling (If it's put first on the modlist).
SarcasticPrussia Apr 12, 2020 @ 8:10pm 
Just to ask, is there actually a compatch between this and the More Buildings addon? I can only find the '10 Ideas for BT Misc' compatch with the Buildings addon
✪ Uva Apr 9, 2020 @ 11:17pm 
@prussiangeneral over the course of several days I brought that to his attention and he recebtly uploaded an update to the compatibility patch for IV and BT so try it again. I shared your frustration.
Andrew Whiteingale Apr 8, 2020 @ 6:21pm 
Hi, we are an EU4 multiplayer discord server and sometimes we broadcast our games and play with mods - https://discord.gg/UuwJgvP . Can we broadcast your mod in our multiplayer sessions? We normally play modded games every single Thursday and we give a request to the moderator before streaming.
SarcasticPrussia Apr 7, 2020 @ 6:15pm 
hmmm, that explains why the government reforms don't work, with either of the compatches.... i hope someone makes a new one some time. I love both of those mods. I am aware of a new compatch now between this and Missions Expanded + Governments Expanded. Sadly it seems IV is left out and it's author doesn't seem willing to make any further changes to the existing compatches.

Either way, i hope Draiocht is well and look forward to future updates of BT. Keep up the great work
Dub Apr 7, 2020 @ 1:45pm 
@PrussianGeneral

Indeed, which compounds with the fact that the compatch that is on the workshop does not take Miscellanea into account.

Though, since IV now also modifies government reforms, it isn't even compatible with base BT any more.
SarcasticPrussia Apr 7, 2020 @ 1:24pm 
I don't recall if i asked or not, but considering this changes tech and estates, assuming it's totally incompatible with Idea Variation without a compatch?
Dub Mar 24, 2020 @ 8:53am 
@Bottom text

Assuming you also run my submod Bugfixing BT 12, Miscellanea will work with no issues in 1.29. Just make sure that when creating your mod load order in the launcher that BT is below Miscellanea and that Miscellanea is below Bugfixing BT 12.
CaptainCrunchTime Mar 24, 2020 @ 7:40am 
Does this mod work fine for 1.29 or will it screw up something for BT if enabled due to it being not compatible with 1.29?
Dub Mar 9, 2020 @ 4:23pm 
@|rav|

Yes. Base values have been lowered.
|rav| Mar 9, 2020 @ 1:18pm 
So does this affect the starting unit count balance? For ex. with Florence without any other mods besides BT 1.29 launcher I get 11 ships. With this mod enabled as well I get 6 starting ships.
Dub Mar 7, 2020 @ 9:02am 
@Paradigmfellow

Yes. If Draiocht gets back before then. BT Bugfixes fixes the issues in Miscellanea until then.
Paradigmfellow Mar 7, 2020 @ 7:32am 
So, is this mod going to be updated for 1.29?
Dub Feb 6, 2020 @ 1:26pm 
@Kawaii Katana

It's a known issue with mods that have not been updated since the new launcher. If you get two versions, make sure to enable the local one. If you lack it, try starting up the launcher, unsubscribe to the mod, wait a couple of seconds for the mod to delete itself, then resubscribe to the mod.

If this doesn't work, you'll have to head into your EU4 my documents folder and delete both dlc_load.json and mod_registry.json with the launcher closed. Then when you fire up the launcher, it'll attempt to redownload your files.
KawaiiKatana Feb 6, 2020 @ 9:12am 
Seems like the mod manager won't allow to enable when clicking "done". Perhaps because of the last bugfix update?
Anyways, tnx for your great work! Makes the game so much more worthwhile!
The_Penis_Genius Jan 20, 2020 @ 4:07pm 
@Ethanolic {LINK REMOVED}

If you end up finding a solution do you think you could post it? I'm having the same problem
Dub Jan 16, 2020 @ 12:22pm 
@Ethanolic {LINK REMOVED}

This seems to sadly be a rather common issue for people dealing with mods that haven't been updated since 1.29. I would recommend bugging people on the BT Discord, as people on there have had the same issue as you and actually solved it.
Ethanolic Jan 16, 2020 @ 11:32am 
So I have a slight issue here. The mod was working fine just before yesterday, when I deleted my mod folder and the .json file to try and get another mod to work. I did get it to work in the end, but in the process I lost my local copy of this mod, which is the one you're supposed to be running since the Steam one always says that there's something wrong with the downloaded files. The problem is, re-downloading the mod doesn't seem to either get the local file back or fix the issue, so I really don't know what to do here. Does anyone here have an idea on what could be going on?
Dub Dec 27, 2019 @ 7:43am 
@viron1997 & Kroq-Gar

Mods not updated to 1.29 show up twice in the launcher. The 'steam mod' is a dummy file that doesn't work. To use the mod, enable the 'local mod' version.
Kroq-Gar Dec 27, 2019 @ 7:19am 
did the same as viron1997, for me i get 2 " copies " of the mod 1 steam mod and 1 local mod, when i turn on the steam mod, the launcher switches it back to off immediately
viron1997 Nov 30, 2019 @ 2:28am 
Hello, i play with BT in 1.29 with the new launcher and it works fine. The thing is I tried to download the misc addon but whatever i do it doesn't seem to work even when i seemingly fix the priority problem. I deleted and reinstalled the mods, i checked and edited the json files and still nothing. Is there any other workaround i can try?
GoatMutt Oct 23, 2019 @ 6:01pm 
This mod can be run standalone, correct?
Dub Oct 22, 2019 @ 4:22am 
@Stille Willem

It does, however because there's a new BT update in a new upload, you need to make sure that this mod loads on top of BT. To do so, this mod needs to be above BT in the launcher, but sometimes that may not quite do it, because the load order seems to be set in stone due to files in the EU4 folder called dlc_load.json and mod_registry.json. If it doesn't work, attempt to delete them and try managing your load order before enabling the mods.
Shoarmadad Oct 22, 2019 @ 3:58am 
Does this work with the new version?
Argakyan Oct 18, 2019 @ 8:58am 
@Aleph I have forgotten most of how it's supposed to work, but iirc it is now tied to the Peace of Westphalia and how all that plays out.
Aleph Oct 18, 2019 @ 8:50am 
Can someone explain me shadow kingdom mechanism changes with this sub-mod?
Draíocht  [author] Sep 13, 2019 @ 1:48am 
@Astraeos
Sorry it took me so long to get back to you.

I'm very surprised to hear of this issue, as *generally* forcelimits are *reduced* by this mod, so yes, something does sound vaguely off. I'm strongly in favour of strategic asymmetry, but it isn't my intention to be "completely game breaking", either.

I'll run some tests & see if I accidentally unbalanced something somewhere, at some point, but at least this balancing is separate from the main map mod ;D
Astraeos Aug 21, 2019 @ 3:18pm 
@Rickter, I know its historical, but its completely game breaking. These numbers are like 10-20x what they are without this mod. Its absolutely insane. Its not even remotely possible for me to afford the numbers of ships and men the AI have without cheating my ass off. Not to mention manpower is completely broken. These guys are running around with 200k infantry, and their manpower cap is 50k? What the actual fuck?
ɌƗȻꝀŦɆɌ Aug 20, 2019 @ 8:28pm 
@Astraeos

well, that number seems mostly ok for the age-of-sail danish navy (you are england m8, give it a few decades into the 16th century and you can probably 10fold them)

as for the Ming army, at it's peak in the mid 1450's (literally at game start) it's estimated the ming military service system had a bit over 800k men, so, for a permanent standing army 400k doesn't seem too crazy, you can even close in on the 800k figure if you add in their fort garrisons, which AI ming usually has a lot of
the only one that seems a bit off is the commonwealth number, but it would be somewhat realistic if they had historically managed to conscript their minorities effectively and had found ways to pay off the men
it is imbalaced as balls, but so is history, and this seems to be at least coherent from a historical standpoint
Astraeos Aug 20, 2019 @ 8:02pm 
This mod seems to be completely imbalanced. I'm playing as England right now, and Denmark has 148 Heavy ships, 125 Light ships and 108 Galleys. An absolutely insane navy.

Ming has something like 400k infantry, Commonwealth has like 200k. Something seems off
Draíocht  [author] Aug 7, 2019 @ 11:16am 
@Erwin von Joseph Joestar
I'll look into it, but Paradox keeps pretty tight controls on AI interactions, so I usually leave those be. But I'll see what can be done. Thanks!
Monarch Aug 5, 2019 @ 1:59am 
I meant more so for people inside of the HRE, and if said nation is Catholic...
ɌƗȻꝀŦɆɌ Aug 4, 2019 @ 7:30pm 
@Erwin von Joseph Joestar Francis the first of france liked to give the middle finger to both
supported and even joined a protestant alliance against both
even allied the ottomans for a while, against both also
all while claiming to be not only a catholic ruler, but one of the paramount defenders of the faith
Monarch Aug 3, 2019 @ 5:58pm 
Not really a big suggestion but a important one. Perhaps give the Emperor of the HRE a +30 or so modifier to AI accepting unlawful territory when they're in control of the curia. Who could say no when BOTH the Emperor and Pope says so?
Lopatou_ovalil Jul 23, 2019 @ 8:14am 
i was sieging tropical province with 1 lvl fort and i lost like 5-6k men after like 400 days
Draíocht  [author] Jul 23, 2019 @ 6:59am 
@Lopatou_ovalil
I'd be half-teasing to ask if you were trying to siege somewhere with severe winters, and call you Napoleon ;D.

But balance feedback duly noted, thanks. I've been wondering if perhaps something needed to be done with manpower anyway, so I'll probably adjust something.
Lopatou_ovalil Jul 23, 2019 @ 1:03am 
Atrition should be lowered. i lost my entire manpower to 4k stack siege.
Draíocht  [author] Jul 9, 2019 @ 2:54pm 
@Erwin von Joseph Joestar
What an interesting idea.... I hesitate to stack yet more siege-lengtheners on, as a max-fort, mountain, high manpower province could take decades to siege, but I admit I like the concept.

No promises, as I'd like to test it thoroughly first and I'm not 100& certain it is possible, but I really like the idea so I will examine it.
Monarch Jul 8, 2019 @ 4:27pm 
Hey, I got a suggestion to make manpower dev more useful. Do you know if you could make it so instead of local manpower development giving garrison growth it instead gives 1% fort defense per manpower dev? And perhaps a small buff to barracks and training fields where it give ~15% & 30% fort defense respectively? I honestly think adding changes like these would add a lot more strategy to defensive positions!
Draíocht  [author] May 22, 2019 @ 12:48am 
Noted!
Argakyan May 19, 2019 @ 6:28am 
I use vassals early- and lategame for auto occupation of all the tiny provinces + against corruption. Early it also helps with the force limit.
Chairman Meow (JP) May 19, 2019 @ 6:23am 
Actually, vassal can be very overpowered, especially if you create Marches who have good ideas. Plus, if you are over your state limit, they can help you to avoid the corruption penalty
Draíocht  [author] May 19, 2019 @ 1:17am 
@Jvoss123vv
Thanks for the idea! It'll be a bit difficult to implement and balance, but I agree terrain should be more impactful, so I'll see what I can do.

And I love the concept of a boost like that for no vassals, but the problem is: Vassals.... kinda stink. All else being equal, it is typically preferable to own the land directly and profit from the greater income & potential. Some of BT's balancing tips the scales so vassals are a valid choice, but more buffs to having no vassals would possibly reverse this again.
Monarch May 18, 2019 @ 10:27pm 
@Draiocht Do you know if you could make another adjustment to terrains? So that more preferable ones are easier to colonize? As of right now it's kinda pointless colonizing a farmland or plains over a mountains cause only the climate matters? It would also buff colonial range cause you'd have more access to preferable land. Anyways cheers mate. I've also suggested this before but maybe a small monthly autonomy reduction if you have no vassals, like 0.03 or something?