Europa Universalis IV

Europa Universalis IV

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Challenger's Flavour Bonanza Mod
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97.695 MB
6 May, 2015 @ 2:33pm
15 Jun @ 2:44pm
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Challenger's Flavour Bonanza Mod

Description
Introduction
This mod adds flavour to the Extended Timeline mod, with many additions and changes listed below to increase detail and immersion. A primary goal of this mod is also to keep the world dynamic around the player, with mechanics and events added that introduce the possibility of the same changes happening in your game that happened in real life, or alternate history variations, something which I believe is unique to CFBM at the scale of Extended Timeline.

All items marked with (AE) below are being aggressively expanded, with (E) meaning light expansion over time.


The most noteworthy mechanics of this mod are:
Independence Movements
(AE) An extensive system (still under expansion) which allows sections of countries to break away fully, under vassalage, not at all (for a price), or via war. This keeps the map highly dynamic and offers a meaningful chance to take down empires, as well as keeping the count of tags on the map over time somewhat closer to what you see when you choose a start date.
Meaningful Dynastic Tags
The ability for nations to switch away from dynastic tags if they are no longer ruled by that dynasty, or adopt a tag if they are. Inspired by the fact that ancient world tags would oftentimes survive all the way through to modern day, despite the original dynasty being long gone. Dynastic tags can also have their own particular missions and events, so this keeps the game interesting if the AI shifts their priorities.
Capital-Based Tags
(AE) Countries/Tags are now able to switch to another if they get kicked out of one or more provinces key to that tag's identity. Consider also larger formable tags, and how they would remain as that tag even after losing the required provinces to make it in the first place. This system allows new tag adoption (for appropriate cases) and works well with the Independence System too i.e. Sweden conquers Denmark > forms Scandinavia > loses Denmark in a period of instability > reverts to Sweden again.
Cultural Spread
Integrated an old mod "Dynamic Culture Conversion" by gedorfpohm, last updated in 2017. This mod provides a mechanic for primary and accepted cultures to passively spread over time, without culture conversion relying solely on active conversion.
Cultural Diversification
(AE) Following on from above, if an empire had spread its culture widely, but then lost those areas through independence events, those new countries may eventually become a different culture again, even if bringing back ones long lost! This mechanic works to counter the homogenising that happens over time in EU4 & ET, providing a diversification route. Cultures will only separate via different countries, never within one country.
Cultural Blending
(AE) Yet another follow on from above, this is a system where cultural overlaps can create blended cultures. If the owner of a province is of a different culture group to that province, it may alter that province's culture to a different one representing a blend. This comes with many new added cultures where several blends were needed i.e. "Mozarabic" for Spanish group that is under the control of Moors.
Refinement of Extended Timeline effects
In typical ET playthroughs, there are side-effects of starting in early dates which leaves the game in an unintended state by the time 1444 is reached: native american tribes overexpanded, techs being kept up with worldwide, province overdevelopment due to excess mana points, government reform points being stacked, etc. CPBM applies many changes to address these issues to a large degree.


The most noteworthy flavour additions of this mod are:
Dynamic Province Names
(E) A plethora of alternate history province names (mostly for Canada & US so far). The names follow naming methods used in real life e.g. Vancouver (named after a British admiral) may be called Beauharnais in French (a french surname)
Countries
(AE) Almost 1000 new tags added, unique to CFBM! Alternate history nations, based on different colonisers of the new world and the subsequent formables, different culture/religion group versions of some nations (i.e. German USA, Islamic Portugal, etc.), and simply just new tags in general to represent smaller subdivisions of tags (i.e. US States, CK2 inspired duchies, etc.). This works excellently with the mechanics listed above and makes very interesting maps in each playthrough.
Alternate governments
(E) For those Hearts of Iron fans, new tags, colours, and flags for nations with alternate governments: Monarchies, Republics, Communists, Fascists/Radicalists
Decisions & Events
(E) As part of more flavour, it wouldn't be complete without more missions and events. These will especially relate to added religions, trade goods, and historical events relating to regions and nations which gives the map a chance (however small) to evolve the way ours did in real life.
Province redesign
A new look for provinces, based more heavily on today's internal divisions of nations.


And from Benji we have:
Religions
With a special focus on native religions of the Americas and Africa, Benji has provided a more in-depth look at humanity's beliefs in the past. Alongside this comes a redesign of religious logos as well as more accurate religious mapping of the world.
Trade Goods
Cars, gems, glass, paper, find what you want to become the dominant trading force in.




Please note
THIS MOD IS AN ADD-ON MOD TO THE EXTENDED TIMELINE.
Please ensure CPBM is placed above Extended Timeline in the launcher.

IT IS DESIGNED TO BE COMPATIBLE WITH MORE MISSIONS: EXTENDED TIMELINE REDUX
If you also subscribe to that mod, please ensure it is placed above CFBM in the launcher.

This mod has been constantly evolving for around 10 years
Every bullet point mentioned above still has much more work that I would like to put in. Suggestions are always welcome where you see improvement is needed.

Thank you to those who participated in the poll some time ago with answers for your favourite aspects of CFBM. The winning contribution was "cultural changes", and that feedback inspired me to create the new dynamic cultural diversification and blending mechanics, which bring with them significantly many new cultures!



Credits
Many thanks to qweyt for letting me use his extended timeline mod as a base for this mod.
zebenji for the "Benji's religion mod" part of this mod, which he has integrated with the Province Bonanza Mod.
gedorfpohm for "Dynamic Culture Conversion" (though he could not be contacted as this mod was last updated in 2017)
2142bfplayer, cziken201, petertel123, and TheArrogantOne for some dynamic province names.
Fronti for some national ideas
Siha for Japanese Flavour

Forum Link
https://forum.paradoxplaza.com/forum/index.php?threads/mod-flavour-bonanza-mod.854715/
Popular Discussions View All (22)
177
17 Jan @ 10:17am
Bugs
Kyzer
112
26 Apr, 2024 @ 12:38am
Some suggestions for provinces to be included in the future
Alien from Mars
31
17 Aug, 2017 @ 12:26am
Attempting to build a submod of this
Jey, Lord of Iron
2,422 Comments
Challenger  [author] 15 Jul @ 2:38pm 
@Thomas: You can open your save file, search for "cpbm_independence_normal_rate" (hopefully you find only one instance of it) and replace it with "cpbm_independence_disabled"
Thomas 13 Jul @ 10:24am 
Hi Challenger, is it possible to disable Independence after activating at the start? Sadly it weakens the AI to much in my opinion
Challenger  [author] 1 Jul @ 1:44am 
Haha thanks for that man I appreciate it. It's gone through various iterations over the years and focusing on different things, but even if I got more ideas I wouldn't really have time to action them on top of my current to-do list! I think the greatest difficulty for subscriber numbers is the fact it's a submod of extended timeline, plus the fact that only recently I've started to add juicier mechanics/events. Their addition came with a clear increase in subscriber rate, so I'm confident it'll keep going up anyway. Spread the word!
tech_splitter 30 Jun @ 5:09pm 
brother, this has to be one of the oldest mods for the game... are you are updating to this day. gotta respect the grind, your persistence is undeniable. its not even well known in the workshop so few subscriptions, perhaps re-releasing the mod with a new name for the next version in order to get shown in the front page? more users will almost certainly bring more suggestions and ideas, and since you're still updating I guess you welcome them. in any case, good stuff
Challenger  [author] 30 Jun @ 5:20am 
One at a time for now, even with the pope leo's mod, it'll take me a while to get to it unfortunately
karinafalen2017 29 Jun @ 9:55am 
what do you think about integrating land of the free?
Challenger  [author] 25 Jun @ 2:05pm 
@喵喵喵: The primary reason i don't want to rely on rebels is because if they do succeed (which is rare), the country that comes out typically looks hideous in terms of borders. My system at least tries to keep the map looking reasonably pleasant, avoiding exclaves and strange borders to some extent. The event still gives you as the player the option (3) to pay money and points to avoid the rebellion, or option (4) to fight the breakaway state and reintegrate the entire thing back into your country if you win, regardless of their size. With the latest update, there is now also the option to slow down the rate of this event or switch it off entirely.
Challenger  [author] 25 Jun @ 2:05pm 
@johrg: No plans to add a system like that, if anything I have implemented some measures to slow down development growth because if you run a campaign say from 500 AD to 1500 AD, and you see the development of provinces in your game, they are wildly more developed typically than if you started at 1500 AD, and I'm trying to balance these to be close.
喵喵喵 25 Jun @ 9:44am 
作者您好,能不能添加一个选项使得负面事件以大量叛军的形式出现?而不是直接的地区独立。或者说在彻底的地区独立之前先以叛军的形式,由和叛军的对抗结果来最终一步步走向独立或者被镇压。
Dear author, could you add an option to make the negative events appear in the form of a large number of rebels? Rather than direct regional independence. Or, before achieving complete regional independence, they would first take the form of a rebel force, and gradually move towards independence or be suppressed based on the outcome of their confrontations with the rebels.
johrg 21 Jun @ 10:19am 
Has it a autodevelopement function or is it compatible with mods like "Development Expanded Lite"?