Europa Universalis IV

Europa Universalis IV

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-BT Addon: Byzantine Resurgence
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7.704 MB
Jul 24, 2017 @ 8:14am
May 4, 2022 @ 8:35am
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-BT Addon: Byzantine Resurgence

In 2 collections by Dub
Dub's BT Mods
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Description
Join the BT Discord to discuss BT or this mod directly with me! https://discord.gg/vKWSvNp

What does this mod do?
This mod, like many other mods, adds a rather large amount of content to the nation of Byzantium. The mod however is not simply limited to that, but also makes other minor tweaks that will affect your general gameplay, as well as adding content to the Byzantine sphere, including Armenia, Greece, Trebizond & a new formable as the Latin Empire. My intention with the mod is that you leave it on even if you don't play Byzantium, meaning you will spot a number of other interesting mechanics in other playthroughs, as well.

A semi-comprehensive featurelist:
For Byzantium:
-A bunch of Byzantine flavour, including events about Tyrian Purple, Chariot Races, 1444-1453 Byzantine advisors, Demetrios Palaiologos' rebellion, a Succession Crisis disaster, taking back the Triumphal Quadriga, and much more.
-An overhaul to the Byzantine Ideas, mainly inspired by a PDXPlaza post by Grand Historian.
-A unique Varangian Guard mercenary company. This comes in three versions - the Elite, the normal and the Recruits.
-An 83 missions long mission tree that spans the entirety of the Roman Empire + a Persia branch covering Alexandria's conquests, as well as a good chunk of non-conquest missions such as converting Anatolia, what to do with the Turkish population, establish relations with Russia and preventing their secession from the Ecumenical Patriarch, mending the two Schisms, sacking Venice, restoring Constantinople, restoring the Army, restoring the Economy, restoring Byzantine trade hegemony creating a Mare Nostrum, and so on.
-Two new estates for Byzantium, the Generals/Strategoi and Exarches/Exarchoi.
The Generals estate is an overhaul to the vanilla Theme System decision that turns it into an estate you have to manage. Getting the Theme system is now a government reform instead, as well. The Generals operate based on the number of Theme Capitals you have designated as Byzantium. In order to designate a province as a Theme Capital, the province needs to have a fort as well as a forcelimit building (Regimental camp or better).
The Exarches on the other hand is a system where you can establish special vassals known as Exarches that allows you to more effectively administrate far-flung lands of the Empire such as Spain, the Maghreb and France. Eventually as you get enough Absolutism, you can finally integrate them to turn them into an estate instead. This estate serves as a post-absolutism estate with which you sacrifice crown land for large bonuses to your administrative capacity.
-Speaking of which, new government reforms for Byzantium such as the Pronoiar system giving them Iqta mechanics. There's also the possibility of giving Byzantium militarisation mechanics through a Basileus Protostrategos reform emulating the Komnenoi period, however due to it taking up the same space as the Iqta mechanics it is mutually exclusive with Pronoiar.
-Dynamic province naming that is intended for all provinces covered by the Byzantine mission tree, though needs some work due to map overhauls and now 1.30 dynamic capitals.
-New Eastern tech units for Byzantium, integrated from the Renovatio Imperii mod by eva3071.
-New subject country formations for Byzantium: The March of Dacia, the March of Alania and the Patriarch of Mecca & Medina.

On the Latin Empire side:
-A decision to form the Latin Empire, very much akin to the Jerusalem decision in that it can either be released, or formed by a select few tags such as Latin minors in the Aegean, Naples and Provence.
-A roughly 13 mission long mission tree for the Latin Empire, mainly focusing on conquests, but also to some extent with culture conversion and fortification. This intermingles with the Emperor DLC's Crusader missions.
-An entirely new mechanic of Latin Imperial Authority that applies to the Latin Empire only, which affects the loyalty of your Knightly Order subjects as well as their individual power. It gets decisions to establish 36 unique Knightly Order vassals in Greece, Bulgaria, Aegean Islands, Anatolia, Armenia and the Levant. The Knightly Orders can eventually be integrated come the Age of Absolutism, turning them into a new estate, much like the Byzantine Exarches, and is also much like them under construction due to 1.30 estate changes.

For Armenia:
-An entirely new mission tree with 22 missions, out of which 9 are conquest missions that span the Caucasus, Syria, Mesopotamia, Persia, Anatolia as well as the Balkans. The other missions deal with internal achievements such as restoring the Etchmiadzin Cathedral monument, developing & fortifying Armenia, suppressing the Turks, gathering alliances and choosing a capital. This is coupled with 5 additional missions for all Apostolic nations, akin to the Coptic missions already present in the game. These missions include flavour events, much like that of the Coptic missions which are fired upon the conquest of completing each mission, each corresponding to a holy site in the Apostolic faith.

General changes:
-Every Orthodox province owned by a Catholic nation in the Age of Discovery receives a province modifier which prevents their conversion unless Religious Ideas have been taken. In turn, the province is much less rebellious. This is meant to represent the attempts by the Catholics, instead of forcefully converting them, to attempt to mend the schism by convincing them to accept Papal authority.
-If Byzantium loses Constantinople, they turn into the Despotate of Morea, thus requiring them to reform the Byzantine Empire.
-Holy Orders can now be established by any Catholic nation, and Sufi Orders by any Sunni nation. The mod also adds three new Sufi orders to Shia nations, which are quite similar due to me having no idea whether they should have different modifiers.

Compatibility:
This mod modifies almost every aspect of the game, however manages to avoid modifying most of the vanilla files by injecting specific values into files whenever it is possible. Due to this, assuming mods work with Beyond Typus in mind, only a select few mods will be incompatible with this mod itself. Such mods are:
-Mods that modify or add government reforms.
-Mods that alter the military technology file, be it by adding new tech groups, new buildings, alters unit tech progression, or similar.
-Mods that alter vanilla's three basic estates.
-Mods that alter vanilla's triggered modifiers.

Credits:
-Credit to the Limens Oriens mod by Dominosugar for originally giving me the idea of doing a Byzantine flavour mod for Beyond Typus.
-Credit to the Renovatio Imperii mod by eva3071 for a number of features now on display in this mod.
-Credit to the Byzantine Events mod by nevik for a number of flavour events now on display in this mod (Albeit heavily tweaked to match vanilla and BT's philosophy).

Changelog?
I don't update the changelog on Steam since it has a character limit on each changelog. Instead, I keep a document inside the mod's folder. If you wish to see it, navigate into \steamapps\workshop\content\236850\1088606279 and open the changelog.txt file.

You've disabled Steam comments!
Yes. I've decided that my time is better spent on other things than to moderate my own workshop items' comments. Therefore, if you wish to report an issue or wish to contact me elsehow, post on the BT Discord instead.