- 1 EU4 How to Culture Shift
- 2 Culture – Europa Universalis 4 Wiki
- 3 Primary culture
- 4 Accepted cultures
- 5 Penalties for unaccepted cultures
- 6 Culture conversion
- 7 Primary nation
- 8 Lost cultures
- 9 Culture groups
- 10 culture shifting to form nations : Europa Universalis IV General Discussions
- 11 EU4 formable nations – a guide to creating new nations in Europa Universalis 4
- 12 EU4 formable nations – basics
- 13 EU4 formable nation types
- 14 EU4 formable nations
- 15 EU4 Formable Nations: Reworked Mod
- 16 EU4 Fun and Balance
- 16.1 Base diplomatic relations increased from 4 to 8
- 16.2 Mercenary limit reduced to half
- 16.3 Fort upkeep reduced to half
- 16.4 AI cheats reduction
- 16.5 Tweaked subject settings to match wider diplomacy
- 16.6 More building slots
- 16.7 Improve awful idea groups
- 16.8 You can convert in territories
- 16.9 Everybody can claim states
- 16.10 Rival and Power Projection changes
- 16.11 Religious Shift Decision
- 16.12 Disable End Game Tag checks for player
- 16.13 More formable countries
- 16.14 Coalition CB changes
- 16.15 Burgundy event chain removed
- 16.16 Defender Aggressive Expansion discount increased
- 16.17 Rebalanced Religious Conversion Rates
- 16.18 Trade Map Tweaks
- 16.19 You can use subject’s religious CBs
- 16.20 Doubled tradition gain from battles
- 16.21 Religious Leagues as any Christian religion
- 16.22 No war exhaustion reduction while still at war
- 16.23 Corruption Slider goes twice as far
- 16.24 China nerf
- 16.25 Custom Nations Improvements
- 16.26 Merchant republics 20 statified province limit removed
- 16.27 Longer CB on Backstabbers
- 16.28 Some arbitrary decisions limits removed
- 16.29 Imperial Ban CB
- 16.30 Faster peace out
- 16.31 Some overly expensive action cost reduced
- 16.32 Everything is optional
EU4 How to Culture Shift
Almost every country in the European Union has a primary culture and is a member of a culture group. It may be viewed on your government screen or by using the cultural map option in your browser. It is possible to change your country’s core culture by employing the process of culture shifting. In terms of game mechanics, this is regarded to be advanced. And, while it may appear difficult to newer eu4 players, it is actually rather simple to do. All you have to do is ensure that states in your target cultural provinces have 50 percent or greater development compared to the other provinces on your list.
It turns out that certain nations require a specific culture in order to be formed as a nation.
As an example, you must be a member of the Iranian cultural group in order to make Mughal; you must be a member of the Muscovite, Novgordian, or Ryazanian culture group in order to form Russia; and so on.
Furthermore, some people like culture shifting only for the sake of role acting.
- You can find out what proportion is being used by the government by looking at the government screen.
- You will require a large number of administrative points.
- Have a little amount of a bank account because you will almost certainly not be able to fully core all new provinces because you will not have enough admin points.
- Change in Cultural Attitudes
- Allow yourself to be immersed in the culture you want
- Then remove provinces that are not the appropriate fit for your preferences and replace them with provinces that are. Do it a few at a time and keep an eye on the percentage of the population affected. If you’re lucky, the new culture you’re transitioning to will have a high development rate, allowing you to reach 50 percent faster. Keep in mind that if one of the provinces has been given to an estate, you will not be able to unstate it. You will be required to revoke the estate’s assignment. Some estates may fall below the threshold level as a result, and they may turn disloyal as a result. Furthermore, detaching a province from a disloyal estate results in the rise of rebels. These outbreaks are mild in nature and shouldn’t cause too much concern. However, prepare your forces in advance.
Furthermore, you are unable to change your capital province. So, ideally, you will not be required to understate your capital in order to reach 50 percent. If this is the case, you’ll have to relocate your capital to one of the provinces that has a target culture, which will cost a significant amount of monarch points. There will be 200 administrative positions plus additional positions based on the difference in development between the two provinces. This button becomes active when you have completed 50 percent of a culture’s requirements.
You may now start a new country, just like you always wanted to.
For the time being, I would suggest refraining from going full expansionist and instead limiting yourself to modest victories or distributing captured regions to your vassals.
Because you are a member of a cultural group, you cannot switch cultures until you reach version 1.25 of the game.
Another method of achieving a cultural change is to convert provinces to the culture you desire, however this is a time-consuming and inefficient procedure that I would not advocate. I hope that this article is useful to EU4 players who are interested in learning more about advanced tag swapping.
Culture – Europa Universalis 4 Wiki
Please contribute to the verification and update of outdated portions of this page. At the very least, some of them were last confirmed for version1.25 In 1444, individual cultures were seen. On the provincial level, the representation of local populations is reflected in the culture represented in EU4. The local language, customs, ethnicity, and nationality of the people are all represented by the culture, which is a fusion of them all. Due to the fact that religion is represented by a regional religion that has its own representation in the game, religion has been excluded from this list.
The cultures of EU4 are grouped into groups based on their similarities in terms of customs, language, or shared history.
Every country has a basic culture that is shared by everybody. This is typically fixed, while it may be altered either via the mechanisms of culture or through specific national decisions in some cases. The primary means through which the nation interacts with local culture is through the expenditure of diplomacy points.
Any approved culture that accounts for at least 50% of the development of the country’s state cores has the potential to be elevated to the status of the nation’s principal culture. This option costs 100diplomatic power and takes the place of the prior decision to ‘Accept Cultural Shift.’ Thus, the dominant culture that existed previously will be regarded as a cultural norm. Because of the cultural unification offered by the Empire level administration, the country is unable to transition to a culture that is widely acknowledged.
It can also be advantageous to be in a larger culture group in order to have more brother cultures and save promoted culture slots.
The player has the power to promote a culture in order to make it more accepted, or to demote a culture in order to remove it from the list of accepted cultures. In the Age of Absolutism, one of the Age Objectives is to have at least five separate promoted civilizations. Every country has the ability to promote a basic value from up to two different civilizations. Modifiers, concepts, and policies that can be used to earn more slots include the following:
- Reform of the monarchy’s governance After completing the Mongol cultural group task, you can join the Mamluk government by selecting “The tribes must be reformed.” Bring the Mongols together
- Restructuring of the Monarchy After completing the Mongol culture group assignment, the Mamluk government will select “The tribes must be reformed” as their next step. The Mongols must be reunited.
- At the diplomatic technology levels of 8, 14, 20, 26, and 31
- Silk trading
- And Reform of the Republic’s government Suffrage for everyone
- Decision on the Mahayana/Theravada/Vajrayana schools of thought Completing the purpose of the Tara cultural group
- Completing monastic education Control Central Asia and bring the Hannoverian mission to a close. Complete the Westphalian mission by achieving Anglo-German unity. Rhineland in its entirety
- OwningInukshuk (only with)
- OwningBorobudur Temple (only with) while either province and owner religion is in Buddhist group or culture is Javanese and accepted (only with)
- OwningInukshuk (only with)
- OwningInukshuk (only with
- Horde government idea 7: A Magnanimous Empire
- Humanist government idea 5: Cultural Ties
- Bharathi idea 2: Unite the Subcontinent
- Cascadian idea 1: Cascadian Melting Pot
- Dalmatian idea 3: The Dalmatian Language
- Lusatian government idea 7: Cultural Influences
- Trent idea 3: South Tyrol Identity
- Vermont government idea 5: The Vermont Constitution
- West Indies government idea 5: Miskito-Zambos
- West Indies government idea 5:
- There are many different types of traditions. There are Arakanese traditions
- Ayutthayan traditions
- Deccani Sultanate traditions
- Pathani traditions
- Polish traditions
- Shan Customs
- Tumbuka Traditions
- Vindhyan traditions.
- Arctic idea 5: Alaskan Religious Diversity
- Arawak idea 4: Tribal Tolerance
- Athenian idea 2: Athenian Openness
- Alaskan idea 5: Alaskan Religious Diversity Beninese concept 6: Adoption of Beninese customs
- Caucasian idea 1: Crossroads Of Cultures
- Bahmani idea 3: Dakani Language
- Bahmani idea 6: Adoption of Benin Customs
- Bahmani idea 3: Dakani Language Deccani concept number one: Dakani language Among the ideas are Frisian idea 7: Brothers in Arms, Fulani Jihad idea 6: Community of the Faithful, and others. Gond concept number four: a caste system that is adaptable. Ilkhanid concept number three: the use of Persian at court. Lan Na idea 5: Red and Black Vassals
- Lan Xang idea 1: Laotian Ethnic Diversity
- Laotian idea 4: Laotian Ethnic Diversity
- Kaffan idea 2: Minjo Usurpation
- Lan Na idea 5: Red and Black Vassals
- Lan Xang idea 2: Laotian Ethnic Diversity
- Lan Xang idea 3: Laotian Ethnic Diversity
- Lan Lorraine’s fifth suggestion is “Two Languages, One Land.” Mexican concept number two: the Republic of Indians. Moravian concept number 5: German Quarters Nyonnyonse Vassals are Mossi idea number three
- Kanunnames are Ottoman idea number one. Rûmi concept 2: Sultan al-Sharq wa al-Gharb
- Sligonian idea 3: Cultural Crossroads
- Rûmi idea 4: Sultan al-Sharq wa al-Gharb Cultural Resilience is the sixth Utrecht concept. In the Westphalian tradition, idea 4 is the assimilation of the Rhenish people
- In the West African tradition, idea 7 is the preservation of Minor Kings.
- Humanistdiplomatic: Multilingual Diplomats
- Humanist-Plutocratic: Cultural Recognition Act
- Humanist-Plutocratic: Humanist-Plutocratic: Humanist-Plutocratic: Humanist-Plutocratic: Humanist-Plutocratic: Humanist-Plutocratic: Humanist-Plutocratic: Humanist-Plutocratic: Humanist-Pluto
Cultural unions will automatically embrace all sub-cultures within their specific culture group, regardless of whether they are affiliated with the union. Any nation can become a Cultural Union (CU) of its cultural group whenever it reaches theEmpiregovernment rank, or 1000 development if the player does not have theCommon SenseDLC, depending on the culture group. Following this modification, it will be feasible for many countries to serve as CUs for the same cultural group.
A nation can become an empire as a result of a mission, choice, or event, as a result of attaining a specific degree of development, or as a result of upgrading the government’s rank; Cultural Unions eliminate the need for sister cultures to be pushed in order to be recognized by the country; and
Penalties for unaccepted cultures
A province with a non-accepted culture will collect less revenue and have more instability, in addition to other ramifications of the situation. A province that has a culture that is in the same cultural group as the owner, but not the same culture as the owner, will be subject to milder punishments. The same ethnic group A star will appear next to their names on the culture tab if they belong to a culture with a name in yellow (the culture name will be in yellow). Groups of people from various cultural backgrounds (Culture name will be inred)
|−33%||Local tax modifier|
|−2%||Local missionary strength|
|−33%||Local manpower modifier|
|−20%||Local sailors modifier|
Republican Suffering on a Cultural Level In distinct culture-group provinces, republics receive an extra cultural sufferance modifier, increasing their overall cultural sufferance. This is added on top of the standard penalty, reducing but not completely erasing it.
|+10%.0||Local tax modifier|
|+10%.0||Local manpower modifier|
|+5%.0||Local sailors modifier|
Changing the culture of a province is possible if the province is controlled by its owner, has the same religion as its owner (for Confucians, harmonizing religions work as well), and does not experience instability as a result of separatist movements. Changing culture has a monetary cost of 10 diplomatic power every development, and the time required for the change to occur is 10 months per development. Culture conversion expenses, like coring costs, are capped at 30 development, which means that enhancing a province that is 30 development will not raise the cost of converting the culture of that province.
When a conversion is canceled before it has progressed by ten percent, all diplomatic points earned during the conversion are forfeited.
With the help of the Cossacks, a province’s culture may be altered to match the culture of any owned neighboring province, or its culture can be returned to whatever it was before being changed.
Changes in culture B will have a negative impact on relations with every country whose primary culture is culture A.
Culture conversion costs are reduced by the cultural conversion cost modifier only if the diplomatic power required to alter a province’s culture is reduced. It is not possible to shorten the amount of time required to perform the modification. After adding “Culture conversion cost” modifiers, the cost of each development is increased to a minimum of one dollar. The following modifiers are then applied in a multiplicative manner:
|−25%||if the province borders another owned province with the desired culture (adjacency bonus)|
|−50%||if the province is being restored to its original culture (original culture bonus)|
|−80%||if the province is overseas and is the country’s main religion (overseas province bonus)|
|−30%||in provinces with theDominicans orQadiriHoly orders|
- Buddhist temples, including as Borobudur, and Buddha statues are among the sights to see in this city.
- As a Hussite with an active ” Adamite Services ” aspect
- With theFraternité Ideals government reform for revolutionary countries
- As a Hussite with an active ” Adamite Services ” aspect
- ” Assimilation and Settlement Policy ” is a topic of discussion in Parliament
- At the level of isolationism isolationism isolationism isolationism isolationism isolationism isolationism
Ideas and policies are as follows:
- Icelandic idea 7: Icelandic National Identity
- Karamanid idea 1: Mehmet Bey’s Firman
- Icelandic idea 7: Icelandic National Identity
- Integration of other cultures is the fifth and final Ando principle
- The Ionian idea The Ionian Academy
- Meath concept 4
- Nizhny Novgorod are the other options. 7. Russian aspires to greatness
- Divine idea 5: Alpha and Omega
- Kongolese idea 5: Aggressive Migration
- Lunda idea 5: Warrior Migrations
- Moldavian idea 6: Vlachs
- Divine idea 5: Alpha and Omega
- Lunda idea 5:
Many different events and missions have an impact on the expense of culture transfer.
Most civilizations have a primary nation that they follow. These nations will keep uncontestedcoresindefinitely, so long as their cores are in provinces of their culture – culture conversion will force these cores to obey the normal 50/150 year expiry timers for cores, depending on whether or not the new culture group is the same culture group as the nation with a core in the province in which the core is located – The primary nations of each civilization may be found in the list below, organized by continent.
Cultures in theLost Culturesgroup do not exist at the start of the game, but they can be formed as custom countries or during the invasion of the game’s world. The only culture that can be rediscovered is the Roman culture, which may be accomplished through Restoring the Roman Empire, which alters the fundamental culture of the nation. All provinces with the old nation’s primary culture will be transformed into provinces with Roman culture as their predominant culture.
Note that culture groupings are not solely determined by linguistic criteria; for example, Romanian is grouped with the Carpathian cultures because of cultural similarities and for gaming reasons, despite the fact that the Carpathian languages do not belong to any particular language family. Listed to the right of each culture is a list of the primary nations associated with that culture.
- Old Egyptian, Parthian, Phoenician, Pruthenian, Roman, Scanian, Scythian, Spartan, Aramaic, Athenian, Atlantean, Babylonian, Etrurian, Hebrew, Jan Mayenese
- For patch 1.17, you may see a copy of the most recent version of the decision ‘Accept Cultural Shift’ here
- PS CHANGE CULTURE = 10 in /Europa Universalis IV/common/defines.lua
- PS CHANGE CULTURE = 10 in /Europa Universalis IV/common/defines.lua For example, in the file /Europa Universalis IV/common/defines.lua, the following is defined: MONTHS TO CHANGE CULTURE = 10, which indicates how many months it will take to change culture in a province, according to the development
- Verify that Russia is the author of the “War of the Quadruple Alliance” bookmark. a full religious, enlightenment, and influence-religious: cultural unity, the issuance of the “Assimilation and Settlement Policy” by the Parliament
- According to /Europa Universalis IV/common/defines.lua, CULTURE COST DIFF ADJUNCT = -25, -Difference in cost in percent when converting to an adjacent culture
- According to /Europa Universalis IV/common/defines.lua: CULTURE COST DIFF ORIGINAL = -50, CULTURE COST DIFF ORIGINAL = -50, CULTURE COST DIFF ORIGINAL = -50 From/Europa Universalis IV/common/defines.lua: PS CHANGE CULTURE OVERSEAS RELIGION MOD = -0.8, -Modifier how much cheaper it is to change culture in an overseas province if both religions are the same
- From/Europa Universalis IV/common/defines.lua: CORE LOSE PRIMARY CULTURE TAG = -1,- how many
culture shifting to form nations : Europa Universalis IV General Discussions
The following was first posted bytonypa: Starting with the addition of end-game tags for nations that can never establish new countries, even when all of the prerequisites are satisfied (only the Holy Roman Empire and Rome are permitted), version 1.26 was released. This implies that if you are Russia, you will not be able to establish the Golden Horde under any circumstances. You must check each formable nation individually since some have additional requirements, such as a specified religion (Russia does not care about Religion).
- You may definitely start by switching to a different country.
- As a result, you must change your Primary Culture.
- To make the switch to the new Primary Culture, there must be more than 50% development in the specified cores.
- Once the percentage reaches 50%, you can promote additional principal cultures under the Government tab of the menu.
- Once the culture has evolved and a new country has been founded, you may begin to reclaim all of the territory.
EU4 formable nations – a guide to creating new nations in Europa Universalis 4
So you’re interested in learning more about the EU4’s formable nations? Europa Universalis IV is a grand strategy game developed by Paradox Interactive and published by Paradox Interactive. However, in comparison to more recent siblings such as Crusader Kings III and Imperator: Rome, it has probably gotten cumbersome in its old age, but it remains one of the most popular historical strategy games available today. An important factor in the game’s success is the ability to form additional nations during the course of a single playthrough.
Given that the game takes place across many hundred years of history, it must take into consideration the formation of new entities – many of which are historical, while some are more fanciful – that arose throughout this time span.
However, building these new entities is not straightforward, and there are a few things you should be aware of before you begin. The Paradox wiki, which already has a good resource on this issue, deserves credit for this.
EU4 formable nations – basics
While several formable nations have distinct needs, the majority of formable nations follow a set of laws that are similar to one another:
- The intended formable does not yet exist in its desired form
- The former (player or artificial intelligence) is at ease
- The former’s administrative technology level must be at least 10. The former is not a non-tributary subject
- On the other hand, The former is not a steppe horde
- The latter is.
At the end of the day, the former must possess and control specific regions that will be unique to the newly formed nation. Some of them may also be owned by non-tributary subjects, and when you build the new nation, both you and your subject will be merged into a single entity.
EU4 formable nation types
In addition to the standard formable nations, there are a variety of other types of formable nations to choose from, as described below.
Former colonial nations
There are 26 former colonial states that might be founded once a colonial nation achieves independence from a former colonial power. The United States and Australian countries are included, although particular US states (such as California) and numerous South American countries can also be included in this category. During any given playthrough, a country may only develop one of these nations, and most of the colonial nations do not have their own distinct idea trees or events, thus this is just a cosmetic modification.
There are six pirate nations that can only be formed through a special event, after which the player can choose whether to release the country as an independent nation, release it as a march, or play the country as a newly released independent nation and continue playing the game in its current state. Associated:The bestpirate games on the PC The pirate country of Tétouan is an anomaly, as it already has a core in place when the game begins in 1444.
There are additional seven countries that can be created as a result of the federation progress of the ‘Federal Constitution,’ which mostly includes First Nation polities in the United States. The country that is established is determined by the predominant culture of the player at the moment of formation. For example:
- Creek (Creek), Huron (Huron), Illiniwek (Illini), Iroquois (Iroquois), Potawatomi (Anishinabe), Shawnee (Shawnee), and Sioux (Dakota) are examples of Native American languages.
In the event that you come from another culture that has access to the Federal Constitution, you can create a custom nation with its own name and flag.
Although there are a plethora of nations that exist at the 1444 start date, if the game deviates from its historical course, those nations may be completely annihilated. These nations, on the other hand, can be re-formed by the player provided the proper criteria are satisfied. Currently, there are 19 re-formable countries on the list, which is a little eclectic, despite the fact that there are some apparent contenders among them. Related: Five strategy games that are similar to Civilization In addition, there are 29 polities – both formable and existent – that have been classified as ‘end-game tags’ in the game.
This implies that there will be no re-establishing the Holy Roman Empire as the Roman Empire, nor will there be any reforming of the Papal States should the Holy Roman Empire ever vanish from the globe.
Similar rules apply to several German regional tags, under which a select group of states cannot construct additional German states, even if they match all of the requirements. The sole exception is the formation of Prussia, which can be formed by a select group of states.
EU4 formable nations
Here is the complete list of the 66 fundamentally formable states in the European Union.
- The kingdoms of Algiers, Andalusia, Arabia, Bavaria, Bharat, Bukhara, the Commonwealth, Dalmatia, Deccan, Egypt, Franconia, Germany, the Golden Horde, the United Kingdom, Greece, Hanover, the Hawaiian Islands, the Holy Roman Empire, Iceland, the Ilkhanate, the Inca, the Kingdom of Jerusalem, the Kingdom of Italy, the Kingdom of Japan, the Kingdom of Malaya, the Kingdom of Nagpur, the Kingdom of Nepal
Any specific needs for putting together the above may be found on the Paradox wiki as well.
EU4 Formable Nations: Reworked Mod
Not to mention the fact that there is a mod available that totally overhauls the formable countries system, introducing new possibilities while also redesigning current ones to work better with the new options. Although it seems to be an upgrade of an older, popular mod on the same subject – Basic Mods: Formable Nations – the new version has additional depth and fresh information. Related: The most effective EU4 mods It is recommended that you own the DharmaEU4 DLC in order to get the most out of this mod, but it is not required.
EU4 Fun and Balance
The most enjoyable and most balanced approach to play Europa Universalis IV is through the lens of enjoyment and balance. It’s available as a direct download from my Steam Workshop website or from my Steam Workshop page.
- EU4 1.27 – Fun and Balance – Download the game. For EU4 1.27 and the Extended Timeline, the Steam Workshop provides entertainment and balance (1.8.4 version) For EU4 1.26, you may get the Steam Workshop
- Fun and Balance for EU4 1.26. Steam Workshop
- Fun and Balance for EU4 1.26 and Extended Timeline(1.8.2 version) -Download|Steam Workshop
- (there is also a version of 1356 mod, which I will upload when they update to 1.27)
Fun and Balance is a mod for Europa Universalis IV that aims to make the game a better version of its original self. The mod’s objectives are quite limited:
- Fix any areas where bad balancing makes gameplay worse – by making more options feasible and periodically toning down anything that is powerful to the point that alternatives are no longer relevant, for example. Allowing individuals to enjoy fun in any way they desire while eliminating arbitrary restrictions and punishments
- Reduce the use of AI cheating, as the game is more enjoyable when everyone follows the same set of rules. events or restrictions on player actions can be used to reduce the amount of forced historical railroading
These objectives mean that with each patch, the appropriate course of action changes, and I must go over the list of fixes I’ve done to see whether or not they are still applicable. Many of the adjustments I’ve made in the past have become obsolete since future patches are likely to solve the majority of the issues that have arisen. This mod should not make you feel like you’re playing a mod; instead, you should feel like you’re playing vanilla that has finally mended the dumb stuff that were broken.
So, here’s the complete list of changes, arranged approximately according to their impact, with the logic for each change discussed in depth.
Base diplomatic relations increased from 4 to 8
Every nation uses up all of its diplomatic slots in a vanilla diplomatic system. You definitely require a small number of powerful friends and vassals in order to expand, and this precludes you from engaging in any further diplomacy. Everything, from royal weddings to guarantees to marches to local alliances to backing the independence of others, tends to go mostly unused since they take up valuable slots that you don’t have available. As a result, the mod just doubles the base limit, which opens up a whole new universe of diplomatic possibilities.
There is a significant increase in the density of alliance networks, and it is far less probable to be able to get a free attack on an unprotected minor.
Mercenary limit reduced to half
Both players and the AI have access to an infinite pool of mercenaries, as well as a near-limitless supply of extremely low-interest loans. This implies that defeats have very modest ramifications. If you just murdered every guy of military age in a country, it won’t make a difference since they’ll just spam loans and mercenaries the following day. With the ability to just loan and merc, attrition, manpower structures, and manpower bonuses are all things that are less important. Unfortunately, implementing any significant mercenary or loan nerfs is a horrible idea, as AI frequently loses all of its personnel as a result of self-inflicted foolishness, such as parking a doomstack in a low-supply province during a time of calm.
This does not preclude you from using mercs to complement your personnel in a sensible manner.
AI is capable of dealing with it to a reasonable degree.
Small AI nations are hardly impacted by this change because their mercenary limit was previously larger than their force limit. However, for large AI countries such as the Ottomans or the Ming, you may now destroy their army without having an army just as large come up the next day.
Fort upkeep reduced to half
Fortifications are too costly. The vast majority of skilled players just delete all or virtually all of their forts, while AIs suffer from having far too many poor forts in the wrong areas, which causes their economy to collapse. Cutting maintenance to half of vanilla values makes maintaining or even building forts a more viable choice for players, while also benefiting the artificial intelligence (AI). Unfortunately, there is no way to change the zone of control scheme to make it more clear.
AI cheats reduction
Call for Peace and naval attrition have been removed from the game since they are mechanisms that are used entirely against the player. AI no longer receives an additional free leader. It doesn’t make a significant difference in terms of difficulty; it is just preferable if everyone plays fairly.
Tweaked subject settings to match wider diplomacy
The minimum year for Vassal annexation has been raised to 20 years. Vassal annexation costs half the price of vanilla annexation – this is unnecessarily costly when you consider that you are paying full core cost for something that will most likely just be a territorial core. The desire for liberty from development is a little lower, and vassals do not use the strength of your marches in their calculations. Despite the fact that colonies are concerned about the relative power of themselves and their supporters, they have a negative base LD to compensate for this.
The big tributaries are a little more rebellious in their feelings.
The longing for liberty from a past buddy or adversary has been toned down.
More building slots
Building slots in vanilla are quite limited, resulting in many buildings seeing little to no action, and AI in particular wastes a lot of time on pointless structures. The mod raises the number of additional slots from one for every ten development steps to one for every five development steps.
Improve awful idea groups
Some concept groups are superior to others, which is quite understandable, but two are so horribly ineffective that they are only ever taken seriously as a joke. So the mod grants maritime ideas +50 percent light ship trade power and +1 merchant – allowing you to actually perform some trading – and therefore obtain some trading – and it grants naval ideas +1 free leader – allowing you to employ an admiral without devoting a general slot from your troops. This should, in theory, elevate them from the joke tier to the situational layer of difficulty.
You can convert in territories
This is a highly contentious modification in the 1.26 patch.
It’s not a completely awful concept, because conversion was really quick and simple – but until certain exceptions are made (such as religious notions granting you the ability to convert in specific areas, or replacing an absolute prohibition with a slower conversion pace), it has to be removed.
Everybody can claim states
It was formerly restricted to the Russian Tsardom government in vanilla, but there was no compelling justification for this restriction, so I simply made it open to everyone. I considered allowing any empire-tier government to do it, but the game didn’t like the concept (despite the fact that it wouldn’t need developing a large number of government types), and there’s very no drawback to simply granting everyone access to this ability.
Rival and Power Projection changes
The ability to recreate the rival system from the early patches, where everyone could compete with everyone else – or at the the least, for every great power to be able to compete with every other great power – would be a dream come true for me. Unfortunately, that is not modifiable, thus it is fairly common to have no rivals late in the game (and thus little power projection), or an extremely restricted number of nations to rival early in the game (and thus little power projection). So the mod boosts power projection for high-level status, for surpassing rivals, and reduces degradation from acts against competitors.
Religious Shift Decision
You can now easily swap your religion to one of your capital cities at the expense of some stability. It has been deactivated for Papal States due to the fact that it causes problems with the game.
Disable End Game Tag checks for player
End-of-game tag checks are a particularly severe example of preventing players from playing the way they desire for no apparent cause. I kept these checks in place for the AI so that it wouldn’t have to go through them one by one to see whether they made sense, but they’ve been turned off altogether for the player.
More formable countries
The distinction between countries that are formable and those that are not is somewhat arbitrary. Why shouldn’t it be feasible to become Norway or Portugal if you work hard enough to change the culture (which is obviously quite easy to do)? For the time being, it retains your old tasks. It should most likely ask if you want old or new missions using a popup similar to the one used for idea generation. All of these decisions follow a similar pattern – you must have a completely unified culture, be large enough, and have administrative technology 10.
Japanese, Russian, and Chinese cultural groups are also excluded since they already have a distinct mechanism for tag advancement in place (forming Japan, Russia, and becoming emperor of China).
Coalition CB changes
Games may require “invisible wall”-style mechanisms from time to time – a cruel way of restricting the player’s movement. They don’t have to be entertaining, but they should be extremely difficult to unintentionally activate. Even the most obnoxious game mechanics, such as cheating, should be entertaining. The coalition system in the EU4 fails miserably in this regard. It’s quite simple to set off – so simple that AI minors in the HRE frequently find themselves with coalitions against them by the 1450s – and it’s totally awful.
- Even if you attempt to fight and win a coalition war, the game will make your life miserable.
- When any allies leave the fight, you’ll be left with -40 percent warscore from battle and -25 percent ticking warscore – which mysteriously continues to count against you even after they’ve withdrawn from the war (that should seriously be fixed regardless of coalition issues).
- Not to mention how ahistorical and immersion-breaking it all is in the first place.
- To reduce the likelihood of hitting the invisible wall, we may adjust and tone down the AE difficulty a little.
A little change, such as shifting the coalition’s primary objective from supremacy in combat to preserving the capital, can go a long way toward making it a more regular and tough conflict. That’s how it was in the beginning of the game’s development.
Burgundy event chain removed
EU4 is a sandbox game, and it’s more exciting when diverse outcomes occur in different campaigns, which is exactly what happens in EU4. Unfortunately, it has been leaning towards very heavy railroading – the Ottomans have become the second GP after the player in nearly every campaign, England has formed Great Britain, Muscovy has formed Russia, and Castile has formed Spain, all almost every time unless the player intervenes, Ming has never collapsed or expanded significantly, and so on. It would be wonderful if we could make things more dynamic, such that Aq Qoyunlu occasionally develops into a Middle Eastern threat, or Scotland occasionally emerged victorious in the British battle, or some German province really considered unification.
One example of historical railroading that goes gone too far is the split of the Bugundy event chain in the 18th century.
The mod just extinguishes it with fire.
Defender Aggressive Expansion discount increased
The disadvantages of being defender in EU4 are that you can’t employ any of your CBs (during the war or during the ceasefire afterwards), you can’t proclaim anybody a co-belligerent, and you don’t earn CK2-style restitution if you defeat your opponent. In order to make things a little less miserable, the mod increases the defender AE discount from 25 percent to 50 percent. It’s important to remember that additional AE is still applied to non-cooperative attackers.
Rebalanced Religious Conversion Rates
It’s completely absurd that it’s simpler to convert a Catholic to a Sikh than it is to convert a Sunni to a Shia. The mod rebalances utterly arbitrary conversion penalties (+4 against pagans, +2 typically, +1 or +0 occasionally) into consistent conversion penalties (+4 against pagans, +2 against heretics, +1 against heathens, and +1 against heretics).
Trade Map Tweaks
Given that EU4 does not provide a dynamic trade map and does not allow for cycles, any trade map will need trade-offs. The hack adds linkages from Panama to Mexico and Patagonia to Lima, and eliminates links from the Philippines to Panama and Mexico to Panama in order to prevent cycles. As a result, Asian nations can benefit from New World commerce, at least in the Pacific regions of the New World. Although there is a minor drawback in that Spain is unable to transship goods from the Philippines through Mexico into Europe, this has never happened historically and will never happen in the game.
You can use subject’s religious CBs
You have the ability to declare holy war on your opponents, even if they are simply neighbors in terms of topic. To do this, both you and your subject must be religious, and you must belong to the same religious group as your subject (for holy war), or to the same religion as your subject (for holy war) (for cleansing of heresy).
This is primarily done to decrease the amount of bordergore necessary to maintain CBs.
Doubled tradition gain from battles
During the course of the game, EU4 made an odd modification that lowered the value of tradition gain from real combat to extremely low levels, and it became more dependent on concept group choosing than on actual fighting. It’s a little less ridiculous now that the numbers (both land and naval) have been doubled, and if you’re continuously fighting, you should now have a respectable tradition level.
Religious Leagues as any Christian religion
In the improbable case that the Holy Roman Empire is divided between denominations other than Catholic and Protestant, a league war may break out in a different manner. As a result, you might face competitors from the Reformed, Orthodox, Coptic, or Anglican traditions. The first triumph of the challengers will only result in the flipping of the dominant religion; a second win will result in the establishment of the new faith.
No war exhaustion reduction while still at war
This button is only available for countries that are at peace, which means that you may truly make other countries suffer, or be made to suffer yourself, by pressing this button. It’s no longer merely a matter of how many diplomatic monarch points it costs. In order to keep up, the AI’s readiness to accept a truce based on War Exhaustion was increased.
Corruption Slider goes twice as far
You can only use this button if your country is at peace, which means you may either cause other countries to suffer, or be forced to suffer yourself. Diplomatic monarchy points are no longer the only thing that is at stake. This was countered by a twofold increase in AI propensity to surrender based on War Exhaustion.
Despite the fact that rebels in EU4 are too weak, we all like a good Mingsplosion every now and again. As a result, dissatisfaction originating from the zero mandate increased by a factor of five from 5 to 10.
Custom Nations Improvements
The majority of bespoke concepts are developed all the way up to level 10 at a greater expense. The act of taking an excessive number of the same type of ideas has no punishment – there is no power level rationale for doing so. The base monarch stats have been modified from the bizarre 2/2/2 to 3/3/3, which is more in line with the typical in-game monarch. The maximum distance between provinces in your country has been raised to more sensible levels of distance (so you can recreate something like in-game Genoa).
Merchant republics 20 statified province limit removed
It’s an useless nerf to a government type that is both weak and distinctive. Also beneficial to those who do not practice Dharma, the choice to adopt Plutocratic Administration has abolished the provincial restriction. It’s just handy for roleplaying, and that’s about it.
Longer CB on Backstabbers
EU4 has a CB against comrades who have betrayed you that has been in effect for three years, so you can only use it if you are ready to break the ceasefire. It’s as meaningless as they come, a remnant from a period when dissolving alliances didn’t result in a ceasefire being declared. The mod raises it to ten years, but it’s a pretty weak CB, so it’s most likely only there for roleplaying purposes at this point.
Some arbitrary decisions limits removed
Some selections, such as relocating the capital to Constantinople and reconstructing Byzantium, have less restrictions, allowing you to employ them even if you’re doing something unorthodox, such as incorporating Serbian culture with Coptic Ottoman civilization.
Imperial Ban CB
Taking provinces from non-HRE owners is possible with CB in the game, but it requires 100 percent AE with the HRE penalty, making it essentially ineffective. It has been reduced to a 25 percent AE penalty, which applies solely to the affected provinces.
Faster peace out
The AI’s propensity to fight a lost conflict simply because it hasn’t been going for a long enough period of time has been lessened slightly.
Some overly expensive action cost reduced
Moving capital, moving trade port, and cultural conversion are largely helpful for doing strange things, and they are all overpriced, thus all of their costs are half as a result of this reduction.
Everything is optional
It was my hope that every update would be optional or at the very least would be contained within distinct files; nevertheless, this was not always practicable. It should be somewhat compatible with the majority of small modifications. I can simply provide separate builds for some popular total big mods (such as Extended Timeline and 1356). There used to be an in-game menu for some of this, but people complained about the performance, so I removed it just to be safe. I’m extremely harsh when it comes to removing any functionality that is no longer required by the project.
If you believe that some of the adjustments are causing more difficulties than they are solving, please let me know about it as well.