Europa Universalis IV

Europa Universalis IV

Countries Can Collapse [2.0] Beta
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Okokokok  [developer] Jul 8, 2018 @ 11:31am
Ideas/feedback/balance
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Namor Jul 9, 2018 @ 5:52am 
A couple things I noticed/suggestions from my first session playing with this mod:

1) The "mother country" probably should not be able to call in allies (as the defender) during civil wars/independence wars. This means that the country trying to break free almost never wins, unless the mother country recently had all of its alliances broken. Also, it leads to some weird situations like where I, Savoy, got called into the Trebizondian War for Independence (Genoa's possessions in Crimea trying to break free) because I was allied to Austria, and Genoa was still a member of the Empire, and thus Trebizond was technically attacking the Empire. Could you possibly make it so the new country that spawns is the defender in the war? Then at least they would need to spend favors to get foreign help with their civil war.

2) I noticed that the text in the estate interactions was somewhat broken where it would always refer to the culture of faction one even if you were looking at a different faction.

3) What exactly does levying taxes do? I clicked this button and seemingly got no benefit (I don't think my income went up or anything). The faction just became disloyal.

4) In general, the MP cost for the estate interactions seem to be way too high for the small benefit you gain. Maybe I just need to play around with it more though.

5) Are supposed to be giving your factions provinces (the way you would other estates)? Gaining 30 years of separatism is pretty ridiculous. It leads to provinces having a high amount of unrest for a long time.

Overall, I absolutely love this mod, and will probably play most of my games with it on. In particular, being able to support rebellions in a rival with money/manpower is extremely satisfying. Great job! I'm very excited to see how it progresses!
Okokokok  [developer] Jul 9, 2018 @ 6:13am 
I'm happy you like it and thank you for this early feedback, really helpful! Im posting an update later today fixes some stuff
1) Civil wars should not be with allies, but I'll definitely disable the ability if I can for calling in allies in a civil war. Indepedence war is declared by the break out country on the mother country, thus calling in her allies. But yeah, I just found it most realistic, but perhaps its too dificult for the breakout country/creates to wacky situations. Also lol at that situation with trebizond and HRE xD
2) This is fixed
3) Increases all provinces that has faction culture tax with 25%
4) Nah your probably right, please if you have the time let me know what you consider more fair. I was laso thinking of perhaps making the costi n relation to either the nation or the faction
5) No, i'll try to disable the ability to give factions territory. Each province already gets various debuffs from having a faction that has their culture (Simulating the population would be more loyal to the faction, than the country). At the same time, when you activate say, levy taxes, a modifier is added to all provinces with faction culture. I do agree with the separatism tho, I'll lower it alot!
Namor Jul 9, 2018 @ 7:04am 
Now that you mention it, I guess I only ever experienced independence wars in my game. I guess I'll have to try out a larger country to see the civil war mechanic (Ming sounds like fun).

But yea, I think having the newly independent country be the defender is the way to go. It would also allow you ally that country and thus directly intervene in an independence war. Maybe that's OP though...

I guess I just missed the increased income with levy taxes. I'll have to pay closer attention.

I'll try and play around with this a bit more tonight, but the idea of having the cost of interactions in relation to the factions influence might be a good idea. It makes sense that it would be easier to control a faction that is only in one province vs a faction that controls half the country.
Okokokok  [developer] Jul 9, 2018 @ 7:39am 
Cool :) France is also really funny for civil war, I made a short guide in the description for triggering a civil wari n france.

Well its probably better. I guess it doesnt make much sense either for the call to arms in independence wars anyway, consider it probably more was an internal affair.
still, Im trying to make a system for GP's that shares culture/religion with breakout country, giving them the ability to threaten the mother country to accept release, else GP can declare war upon mother country. Thinking kindda like How russia often supported different factions in the ottoman empire sharing their religion.

Np, its quite easy to miss, I'm adding an event soon that triggers after each interaction, to tell what the interaction does for provinces etc.
Namor Jul 10, 2018 @ 2:28pm 
I played around with civil wars a bit last night, and first of all they are indeed fun and actually very challenging if you're not prepared (20% morale boost is no joke).

Anyway, while I was trying them out as Ming, it occurred to me that this could be an interesting and organic way for China to change dynasties from within (which never happens in the base game). My idea is that, for civil wars where the main country is holder of the Mandate of Heaven, the rebels should be able to claim the Mandate in the peace deal. Also, they shouldn't tag switch back to Ming (or whoever the main country was), since this would amount to a change in dynasty.

I have no idea how difficult this would be to implement, so forgive me if it sounds like too much. It would also make the mod DLC dependent, and idk if you want to do that.
Okokokok  [developer] Jul 10, 2018 @ 11:18pm 
HI nroman108, it's a great idea, and actually already working on some mandate of heaven mechanic. But this is also an elegant and actually quite easy to implement idea. I will think some more about it, but something like you mention will most likely make it into the mod at some point.
What I also would want was that neighbor countries should be able to start claim the mandate as well (So we can finally see Qing, or perhaps Japan as emperor of china) and then engange in this internal civil war
armzngunz Jul 11, 2018 @ 1:07am 
Sadly i cant play this without DLC :(
Okokokok  [developer] Jul 11, 2018 @ 10:45pm 
New Dharma expansion makes Estates free :))
armzngunz Jul 11, 2018 @ 11:15pm 
the old version that doesn't require DLC still works kinda, a bit weird in extended timeline mod, kievan rus is massive, and the factions had wrong names, gothic was hungarian etc
Okokokok  [developer] Jul 11, 2018 @ 11:29pm 
@armzngunz The old version should work as it did before, but yeah 2,0 has many extra features. Also the problem with names when using ET (or any mod that adds/alters cultures) will have broken culture names. Doesnt affect any mechanics, only the names displayed is wrong. (Only an issue in 1.0)
Last edited by Okokokok; Jul 11, 2018 @ 11:33pm
armzngunz Jul 12, 2018 @ 8:52am 
Originally posted by Okokokok:
@armzngunz The old version should work as it did before, but yeah 2,0 has many extra features. Also the problem with names when using ET (or any mod that adds/alters cultures) will have broken culture names. Doesnt affect any mechanics, only the names displayed is wrong. (Only an issue in 1.0)

Just wanted to say, the old version is a bit bugged. My vassals are going to ♥♥♥♥, Georgia has -100 national unity and i cant do anytihng about it, I give them 4000 ducats and subsidies, yet they refuse to lower their corruption. I tag switch to them and set their remove corruption to max, and when i check later, they lowered rmeove corruption again...
Grå Gås Jul 15, 2018 @ 5:40am 
how big is the aggressive expanion reduced for independence wars? I had the flemish revolt as holland and i couldnt re-annex all of the land without a huge HRE coalition. I even had cores on these provincies
SH-3P Jul 15, 2018 @ 10:09am 
I've been messing around with the on_province_convert_culture on action to see if I can get it to remove the loyal/disloyal faction modifier when a province gets converted, but I'm not really very experienced modding so I couldn't get it to work. Anyone else want to give it a go?
Ben Laden Jul 15, 2018 @ 11:42am 
A possible solution for allies joining civil wars, you could add a negative modifier on to calling them in making them more reluctant to join a civil war(like the distant war or opinion of enemies modifier). Perhaps you could make it possible to overcome with very good relations or if the country has strategic interest in you - i.e a rival helps the rebels with money or manpower or something while a nation with the same ruling dynasty is more likely to help out with a positive modifier for joining.

For the record I know very little about coding and so have no clue how difficult this would be to add
Torlun Jul 16, 2018 @ 1:18pm 
1) Would it be possible to group cultures together into culture groups, like perhaps like how it's done in the Imperium Universalis mod, it's just that when you get bigger your estates screen will be totally clogged.

2) The massive amount of power it costs to intereact with the cultures can make it quite discouriaging to make any intereactions at all, perhaps base it on a percentage of your yearly power production, and i would say the same about the ducats costs.
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