Europa Universalis IV

Europa Universalis IV

Lord of Universalis 2
Suggestions
I think it would be interesting to have a "suggestions" thead in order to centralize in one place the several ideas that players of this mod might come up with.

On my part, I think that if the developers wish to eventually implement the Holy Roman Empire mechanics into the mod, it would be better and lore-friendly to have Gondor as "Emperor" and have as "Princes" the several fiefs which composed the realm of Gondor, like Anfalas, Lamedon, Lossarnach, Blackroot Vale, Lebennin, Dol Amroth (of course), etc. These fiefs had a reasonably unique local culture, a local ruling elite some and local autonomy to justify this - see for example the Lamedon clansmen under Lord Angbor. At least this is how I believe the HRE should be implemented into the mod, and I am not sure who would be potential Electors (save for the Principality of Dol Amroth). The developers might, of course, disagree with this idea.

Another idea I had is to use the Mandate of Heaven mechanics for Mordor instead of Easterlings. The title of the Emperor of Heaven could be changed to "Dark Lord", and the several Orcish tribes, Easterlings, Haradrim, etc, could be made his tributaries and vassals. Saruman and Isengard would eventually compete with Sauron to occupy the throne of "Dark Lord", thus simulating the attrition between "the Two Towers".

What do you guys think?

Thank you for your time, and sorry for any English or typographical mistake.
Last edited by Ernst Zündel; Feb 15, 2022 @ 8:13am
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Showing 1-15 of 20 comments
Hetepi Apr 29, 2022 @ 6:45am 
I think your HRE and Mandate of Heaven mechanics sounds great. My Suggestion is possibility to restore angmar. After conquering few territories as one of the north-western orcs you get decision to restore angmar with Witch king returning to rule his old land
Ernst Zündel Apr 29, 2022 @ 10:29am 
Originally posted by Talos:
I think your HRE and Mandate of Heaven mechanics sounds great. My Suggestion is possibility to restore angmar. After conquering few territories as one of the north-western orcs you get decision to restore angmar with Witch king returning to rule his old land

Formables are always good. They give the player something to strive for. The developers could also consider using the HRE reforms mechanic to either form the Reunited Kingdom of Gondor and Arnor (as ruled by Aragorn II Elessar in the beginning of the Fourth Age, after the defeat of Sauron) or preserve the autonomy of the realms of men.

About your suggestion of restoring Angmar, I totally agree. I just would like add that it should be formable by men of the North, like the inhabitants of Rhudaur (maybe even Dale!), instead of orcs. The reason being that Angmar was a kingdom of barbarian men foremost, despite their coexistence with snow orcs.
Hetepi Apr 30, 2022 @ 12:33am 
Originally posted by Ernst Zündel:
Originally posted by Talos:
I think your HRE and Mandate of Heaven mechanics sounds great. My Suggestion is possibility to restore angmar. After conquering few territories as one of the north-western orcs you get decision to restore angmar with Witch king returning to rule his old land

Formables are always good. They give the player something to strive for. The developers could also consider using the HRE reforms mechanic to either form the Reunited Kingdom of Gondor and Arnor (as ruled by Aragorn II Elessar in the beginning of the Fourth Age, after the defeat of Sauron) or preserve the autonomy of the realms of men.

About your suggestion of restoring Angmar, I totally agree. I just would like add that it should be formable by men of the North, like the inhabitants of Rhudaur (maybe even Dale!), instead of orcs. The reason being that Angmar was a kingdom of barbarian men foremost, despite their coexistence with snow orcs.

That also sounds well but men of Rhudaur served as subject of Angmar. So my solution is. Add few lands ruled by black Numenoreans in angmar region as well as giving possibilty to restore it as Rhudaur for some unique flavour of Slave becoming the master. Also Angmar should have unique ideas about human-orc coexistence (maybe something simular to Mughal assimilation mechanics)
Last edited by Hetepi; Apr 30, 2022 @ 12:47am
Ernst Zündel Apr 30, 2022 @ 10:08am 
Originally posted by Talos:
That also sounds well but men of Rhudaur served as subject of Angmar. So my solution is. Add few lands ruled by black Numenoreans in angmar region as well as giving possibilty to restore it as Rhudaur for some unique flavour of Slave becoming the master. Also Angmar should have unique ideas about human-orc coexistence (maybe something simular to Mughal assimilation mechanics)

I agree in full with your solution.

What the developers think?
I_like_turtles Jun 7, 2022 @ 3:40pm 
Goblin pips for later tech unfinished? they just flip upside down at level 18 from level 0
Jorch972 Nov 8, 2022 @ 12:46pm 
One question. I'm spanish and i would like play in spanish, so, it's posibble a translate for this mod? (Sorry for my english xd)
Eriksen Apr 3, 2023 @ 6:45pm 
Can we have a First or Second Age mod? I mean, I know it takes a long time to make a mod, but it would be cool doing the Dagor Bragollach or the Nirnaeth Arnoediad
Fearsome Aug 6, 2023 @ 12:31pm 
A few suggestions after my first campaign (Dunedian into Arnor).

1: Religion icons are too similar, would be fantastic with a few more variations in order to spot them. On the topic: Would be great to able to differentiate between light and dark factions (or grey/neutral) visually.

2: More of a bug -> admin advisors tend to be a noAdvisorType. Bug I suppose!

3: Thorin and the gang got murdered in Laketown! Now that is quite funny, but it did leave a sad remark on the main events not taking place. First off: I got no events even though I owned several provinces travelled through by the company. Secondly: "There was no way to confirm their deaths other than the mysterious popup "they must be dead", any way to confirm/deny the myths would have been very cool indeed.

4: Land trade idea group was locked on the third last idea, couldn't pick it. The same goes for the third last idea on Infrastructure ideas.

5: Flavour in different nations and provinces right now are amazing, such a treat to play through. The more the better!

6: Reforming Gondor does not give the Gondor mission tree as it should. Could the reason be that they tags already have "Gondorian missions" even though they are base game missions? Perhaps it doesn't check for new missions when forming new tags or old tags. Fun for a challenge run of playing Dol Amroth or Ithilien, or doing silly stuff.

7: Splendor objective 1 requirement: text says 30 dev, number requirement says 60. 60 is the correct one, but shouldn't it logically be 30 or 40?

8: Paths of the Dead looks stunning. How about putting in a modifier like the dead marches making sure it isn't used by AI like a normal mountain path. (Might have to make it impassable until an heir of Isildur shows up, mission objective perhaps?)

9: "Missing localization" text upon removing 'roaming creatures of Melkor'. I suppose this happens due to the unique event + province ID combo? The text could be anything else though. Would be very cool if it was unique to the race one played, like Dwarves getting a "For Durin!" or Eorlingas: "Forth Eorlingas!"

10: 'Other races' casus belli from Light of Eru does not work. Light of Eru idea group is broken as of now, and I love that it is. However, the casus belli might not need to be in this idea group at all. It could be swapped to another group, or even to every nation pledging for the light or for the dark. Could be a cool mechanic for "gray" / neutral nations to be able to pick a side or even change sides through missions.

11: Make Mordor spawn as a super badass. At spawn now they are quite a mediocre power at best.

12: I am fairly certain you meant for the maxed Moria monument to only give 200% dev cost reduction in the local province, but the result is a general province modifier applying to all provinces everywhere.
Last edited by Fearsome; Aug 7, 2023 @ 10:00am
TheJSlayer Aug 10, 2023 @ 7:57am 
Originally posted by Ernst Zündel:
On my part, I think that if the developers wish to eventually implement the Holy Roman Empire mechanics into the mod, it would be better and lore-friendly to have Gondor as "Emperor" and have as "Princes" the several fiefs which composed the realm of Gondor, like Anfalas, Lamedon, Lossarnach, Blackroot Vale, Lebennin, Dol Amroth (of course), etc. These fiefs had a reasonably unique local culture, a local ruling elite some and local autonomy to justify this - see for example the Lamedon clansmen under Lord Angbor. At least this is how I believe the HRE should be implemented into the mod, and I am not sure who would be potential Electors (save for the Principality of Dol Amroth). The developers might, of course, disagree with this idea.

Personally, I feel the HRE mechanic would better apply to the remnants of Arnor, it's even fairly analogous. The decentralized remains of a once larger centralized order that gradually declined over a thousand years due to both inside and outside pressures (whereas their eastern counterpart stayed fairly centralized and fought near constant conflicts with the east). states like Tharbad, Metraith, Bree, the Shire and various towns and settlements in Arthedain were protected by the rangers in a way akin to the HRE mechanic in base EU4. this also prevents issues where The orcs of Cardolan or Gram randomly steamroll the free peoples in the 2800's because AI Arnor doesn't give AF and is also trying to eat them. This way, the player can also be rewarded in forming Arnor by being able to peacefully annex the Successor states belonging to free peoples instead of having to murder all the hobbits to get the nice borders.

Also separately, I feel as though it would make sense for some of the religions in this game to have access to the syncretic faith mechanic the Tengri and Hussites have in base EU4. Particularly I would say that makes sense for the Dunedain who lived in peace with the Daen of their realms for thousands of years in the lore, or say the various free peoples of the Anduin Vales (Stoors, Beornings, Eothraim, etc.) who fought together against the Orcs of the north and creatures of Mirkwood.
Could you make an sibling mod for the sprites alone? They are fantastic
crowverra Mar 10, 2024 @ 7:54am 
we need some major updates including more lands to the far south like in tolkiens depictions and mevans lotr mod for minecraft, plus lands to colonize like the dark south, land of the sun, and the new lands made when Numenor was destroyed, the world was made round, and valinor removed.
Ernst Zündel Mar 10, 2024 @ 9:27am 
I think this mod could borrow some stuff from Anbennar, like the racial demographics mechanics, urban terrain for some heavily urbanized provinces and the magic system.
Can you please allow all vanilla religions and cultures of the EU4 ? .I really want to customise my custom nations ...
crowverra Mar 11, 2024 @ 12:42pm 
we need some major updates including more lands to the far south like in tolkiens depictions and mevans lotr mod for minecraft, plus lands to colonize like the dark south, land of the sun, and the new lands made when the world was made round and valinor removed.
crowverra Mar 12, 2024 @ 10:20am 
we need some major updates including more lands to the far south like in tolkiens depictions and mevans lotr mod for minecraft, plus lands to colonize like the dark south, land of the sun, and the new lands made when the world was made round and valinor removed. still no wyrm/dragon nation to play, still no half troll nation to play, swanfleet should be a nation, and we need more diversity for national ideas, most of the east humans are uninteresting and indestinguishable. hmu for some rough ideals.
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