Europa Universalis IV

Europa Universalis IV

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Europa Universalis Unleashed
   
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628.969 MB
3 Jan, 2022 @ 10:34am
15 Apr, 2022 @ 8:49am
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Europa Universalis Unleashed

Description
Updated gfx & for patch 1.34.5

╠══════EUROPA═UNIVERSALIS═UNLEASHED══════╣

WHAT THIS MOD DOES:
•Makes leaders' personalities matter more & they will act more according to their personalities. And each leader can get an extra personality & they get them faster.
•Ideas have been made a little more powerful. And the A.I. have an even chance to pick each idea. This makes games more unpredictable. Random nations will pick Exploration/Expansion, so the new world could be fought over by more or less countries.
•End of game date has been changed to Dec. 31st 1935.
•Policies have been changed and improved to make a wider & larger impact on the game & to change things up from vanilla.(some may change for balancing)
•A.I. is a little more aggressive but will be less likely to dog-pile onto you if you're losing a war/the war is very easy for them/they hate you.
•Makes an A.I. losing a war badly, want to peace out before it bankrupts/ruins its country.
•Makes the right CB/claims matter more in wars/peace deals.
•Less Aggressive Expansion in peace deals.
•Gives you 2 extra free policy slots per monarch point type for a total of 15 possible active policies.
•New Rulers can have 1-8 power for each monarch point type as long as their numbers aren't fixed. (For ex. England's ruler will still be a 0/0/0)
•Cavalry cost has been reduced by a little bit to make it more relevant.
•The time before you can integrate/annex a country has been decreased.
•You get a little bit more ducats/sailors/manpower for exploiting your own development.
•All Monuments are usable & upgrade-able by whomever controls it. Each upgrade tier cost 25% less to start upgrading it.
•Flagships have 5 modification slots available.
•It's 25% easier to become a Hegemon in each of the 3 ways.
•Ottomans pay a little more MIL pts. for Janissaries.
•Golden Era lasts 75 years.
•Splendor abilities cost 12.5% less.
•Estates loyalty threshold is now 20% instead of 30%.
•More flexible options when it comes to picking/disinheriting heirs/rulers.
•A little less expensive to embrace institutions.
•Free cities can be 2 province nations max.
•Your national focus increases that tech by 3 and doesn't decrease the other two.
•You can hold up to 2000 monarch power for each type.
•Ideas cost a little less.
•Leaders cost a little less.
•Leaders get at least 4 pips minimum.
•Generals earn skills faster while drilling 100% of your forces.
•Less stability hit for breaking royal marriages.
•Age of adulthood is 12.
•Added more gold mines in approx. real world locations that gold mines existed by 1800.
•Gold mines have a lower chance of depleting & give less inflation.
•1% less interest for loans.
•Envoys travel faster.
•Some gfx changes.
•NOT Ironman compatible
•And many other costs have been changed.
•And more to come in the future...

[Please rate up &/or award if you enjoy!]

*This mod should be played by itself. It will most likely not work well with other mods.*

(If you find any issues/problems please let me know in the "Issues/Balancing" feedback page.)
Popular Discussions View All (1)
0
3 Jan, 2022 @ 10:44am
Issues/Balancing
srctimber
13 Comments
Aetherium 26 Mar @ 4:30pm 
Update please
srctimber  [author] 23 Aug, 2022 @ 10:01am 
@door thanks a lot!
door 19 Aug, 2022 @ 7:40pm 
nice mod :steamthumbsup:
srctimber  [author] 19 Apr, 2022 @ 11:55am 
Very good, glad u figured it out!
Halolong 16 Apr, 2022 @ 6:47pm 
I figured out the problem, its due to the mod in which I yoinked the adm tech file from doesn't have the line expects_institution in the file, which means institution doesn't have any affect on technology. I decided to copy over the base game's admin tech file and change it to fit my desire of many idea slots, and it works perfectly
srctimber  [author] 15 Apr, 2022 @ 8:34am 
@Halolong the problem with the institution for admin tech is most likely due to that modification you added. I've read the entire defines file from top to bottom 3-4 times & it only deals with institution embrace cost & knowledge sharing. Make sure inside "common" folder you then have another folder named "technologies" and then put the admin file in "technologies."

OR don't add idea groups to 12 & 16 instead change level 10 to give you 2 idea slots & maybe 2 for level 22. Adding more idea slots is really only needed if you plan on playing a very long game like in Extended Timeline mod. If you still have problems let me know.
Halolong 13 Apr, 2022 @ 8:44pm 
I only swap the admin technology file into the common folder, I didn't change anything else, I also then find out that I can modify the admin tech file to change when and how many tech I unlock. For example I added 2 idea groups at admin tech 12 and 16. I did encounter a problem that I no longer receive any tech penalty from not having institution for admin tech. I think it might because of something to do with the define file, not sure tho.
srctimber  [author] 13 Apr, 2022 @ 12:49pm 
@Halolong just so you know by putting that file into the mod it MAY change the bonuses you get from each tech. because unlocking technologies is tied to how many idea groups you unlock. I looked at the files in Common/Technologies and it has 3 files in it 1 for Admin. 1 for Diplo. & 1 for Mil. I'm guessing that the file you swapped in changed the Admin. file & when you get idea slots? You should get idea slots unlocked on Admin. levels 5,7,10,14,18,22,26 & 29. When do u unlock each idea?
srctimber  [author] 12 Apr, 2022 @ 10:39am 
Cool! maybe i'll add that to my mod...
Halolong 12 Apr, 2022 @ 8:15am 
I manage to find another mod with extended idea slots and put the tech file into your mod which allowed more idea slots without any compatibility issue