Europa Universalis IV

Europa Universalis IV

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Westernization Reworked
   
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3 Jun, 2016 @ 10:56am
7 Sep, 2016 @ 8:37am
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Westernization Reworked

Description
Westernization Reworked

NOTE:
This mod has been replaced with Institutions Reworked for version 1.18 and beyond. Please see the new mod.

Updated for 1.17.x.x

Compatible with Extended Timeline via Patch

Description:
This mod changes the vanilla westernization mechanic by providing an alternate path to gain a more advanced technology group level. All non-western technology groups rated at Muslim and below must first pass a series of reforms before they can westernize. When they pass the reforms they are upgraded to a Reformed version of their technology group with a technology cost of half their original group level.

The number of reforms each state must pass and the cost of those reforms vary based on state’s starting technological level, their relationship (if any) with more advanced Western nations, and their size (measured in total development). A larger Muslim state with a Western neighbor, such as the Mamluks, will have a significantly easier time passing required reforms then will a smaller isolated state in the Americas.

This structure has several important benefits:
  1. States have the option of modernizing and improving their rate of technological innovation without westernizing
  2. States that want to embark on westernization must first complete a series of realistic internal reforms (no more Mayan states instantly transitioning from Stone Age to Industrial Age)
  3. Modernization of a state, and eventual Westernization if desired, depends on realistic factors and thus will result in realistic outcomes. Mamluks and Ming will have opportunities to achieve Reformed technology groups and eventual Westernization faster than smaller countries in the Americas or Africa.

Explanation:
I am not entirely satisfied with the vanilla westernization mechanic. The heavy emphasis on being neighbors with a Western power means that the random small West African countries westernize first while significantly larger, more developed and more powerful countries in the Middle East and Asia remain with their original technology groups. This just does not make sense or fit with my expectations of development.

I wanted to replace this system with one that better captured some of the many factors that influence the rate of technological innovation in a society. At the end I boiled this down to four things:
  1. I keep the positive effect of having a Western neighbor but expand that to a tiered system in which a state is given a bonus it knows of, is allied with, borders, has a subject who is or is a protectorate of a more advanced technology group country. This reflects the fact that developing new technologies independently is always more costly then following in another’s footsteps.
  2. I include a consideration of a state’s size and resources by using a sliding scale of total development. The larger and more developed the state the easier it is to pass reforms because that state has access to greater resources.
  3. Not every nation is going to reform, much less become westernized. All non-western AI nations have a series of chances to determine eligibility for reform. Human players are automatically eligible.
  4. Finally I weigh the state’s starting position, as measured by their technology group. States in more advanced technology groups need to pass fewer reforms then those in less advanced technology groups.

When you put these factors together you get a nuanced system that better captures the realities of development and innovation across history then is present in vanilla. Instead of quick westernization by small states that happen to be located next to European colonies you have a realistic development process. This is a lot of fun, I hope you enjoy it.

There are slightly more complicated rules in place for countries that have the Nahutal, Maya or Inca religion and for North and South American countries that have the Native Council government type. If you play as one of these countries you will get an event pop up explaining what is different and why.

For those interested, I go into details about the math and mechanics of how this mod works on this linked thread

Other Changes:
This mod also rebalances the three African technology groups. It makes no sense that African nations have better or similar technology then Indian and Chinese nations. Qing China or the Mughals are being out classed by some West African state? I introduce some slight changes that put them a bit further behind the innovation curve, making the overall development situation more realistic.
East African is changed to +55% (from +50%)
West African is changed to +75% (from +60%)
Central African is changed to +80% (from +65%)

Compatibility:
Compatible with most mods that do not radically alter game mechanics or add very similar content.
This mod requires no DLC but can be used with all DLC

Compatible with Extended Timeline via Patch

Recommended Compatible Mods

Bugs, Feature Requests, Comments, Feedback, etc:
I’d love to hear from you, leave a comment below.
Any problems? Make a Bug Report
Please take a moment to look at my Bug Reporting Tips

Modders Note:
I really like this mechanic. You may as well, but feel that my implementation leaves something to be desired. That's cool. Feel free to use any and all of this to make and host your own mod. Just mention this mod and drop me a note here letting me know what you are up to. I'd love to hear about a better way to set it up.

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Feel free to check out My EU4 Mods
Popular Discussions View All (3)
7
8 Oct, 2016 @ 7:05pm
Bug Reports
user12343
0
3 Jun, 2016 @ 11:08am
Modders Corner
user12343
88 Comments
beewyka819 27 Apr, 2018 @ 6:04pm 
@Roma Invicta No need, westernization isnt a thing anymore
Papal States 26 Apr, 2018 @ 8:25pm 
Update?
beewyka819 22 Nov, 2016 @ 2:15pm 
Oh, ok
user12343  [author] 22 Nov, 2016 @ 1:07pm 
@[Void]beewyka819
The mod is "hidden" when I am editing it. I just released and update.
beewyka819 22 Nov, 2016 @ 1:04pm 
What happened to Institutions Reworked? Says it was deleted.
user12343  [author] 14 Nov, 2016 @ 4:45pm 
@all

Mod is now updated for 1.18
Please see new version Institutions Reworked
user12343  [author] 8 Nov, 2016 @ 5:41pm 
@💯😂REAL CATE HOURS😂👌
Ha, I know what you mean!
カテ 8 Nov, 2016 @ 10:12am 
Alright thanks, it's just that I noticed in game that the indians were unconquerable because they all had Western tech by like 1520. It was ridiculous and your mod seemed to fix that.
user12343  [author] 7 Nov, 2016 @ 4:59pm 
@💯😂REAL CATE HOURS😂👌
1.18 update is very close. I'm beta testing and ironing out last bugs. This week for sure.

Update will be posted as a new mod (1.18 mechanics invalidates WR mechanics) and I will post a link here. I will leave WR up for those who want to continue using 1.17 or earlier.
カテ 6 Nov, 2016 @ 2:45pm 
When will the update come out?