Europa Universalis IV

Europa Universalis IV

The Course Of Empire (V2.0) 5 Stage
154 Comments
taylorgray0602 9 Jun, 2020 @ 1:14am 
is there a way to make age caps smaller? @mavolence
tristristatum 28 Feb, 2019 @ 11:05am 
So i launch the game but it appears the mod isnt working. It shows up launcher i click but when i enter the game it just shows up as the normal game. I check triggered modifiers and it says nothing about COE
Jared 27 Oct, 2018 @ 7:35pm 
can this be updated so I know this is alive
Jared 14 Sep, 2018 @ 1:59pm 
btw the mod only adds stuff so it doesnt matter if its not updated...
Jared 14 Sep, 2018 @ 1:59pm 
that isnt the mod
Mcina 3 Jun, 2018 @ 3:05pm 
Im pretty sure this mod is making the game crash to desktop whenever I click on a province
Hardy Seamen 22 May, 2018 @ 7:35pm 
when is this mod going to be updated
HaCe04 6 May, 2018 @ 3:03am 
Is there a way to survive COEDesolation ?
Ozymandias 30 Apr, 2018 @ 12:21pm 
I'm only using this one and the extended timeline.
Kotylion 30 Apr, 2018 @ 8:55am 
@ThrawnV I have plenty of mods activated and have no problems at all. What mods do you have in use?
Ozymandias 29 Apr, 2018 @ 6:13pm 
Has this mod been updated to work with the newest version? I tried to play again after months away and my game keeps crashing after a few seconds of gameplay.
Szara 3 Apr, 2018 @ 4:01pm 
However, starting a game with COE off and then turning it on seems to work fine. It's just that initial start that is FUBAR somehow.
Szara 3 Apr, 2018 @ 3:50pm 
I have the same problem, it happens with just Extended Timeline, The Course of Empire, and the Idea Variation and ET add on sadly. It does not happen without the Idea Variation mod(s). Which is still quite bizarre. 50%+ of the world belongs to Potiguara
prorobbi 2 Apr, 2018 @ 4:12pm 
I use the following mods, and maybe you can recreate it from your end.

Extended Timeline
The Idea Variation (including ET addon)
Nation Designer Extender (ET)
Purchasable Monarch Points

What happens is it scatters all of the american countries througout the world creating huge tribal blobs.
Malevolence  [author] 31 Mar, 2018 @ 10:30pm 
@DarkArchon - I'll look into that. I actually may just have to hit the update button on that, I thinI may have patched that a little while ago but may not have put it live.
Malevolence  [author] 31 Mar, 2018 @ 10:29pm 
@prorobbi What seems to be the issue? I haven't had any problems on my end and was unaware anything was awry- please let me know so I can amend!
DarkArchon 27 Mar, 2018 @ 9:11pm 
So far it seems compatible as you said.
One bug however. Playing as China on the modern day start. The COEDesolation Disaster is in effect after 10,000 development.
However I am getting the +0.10 progression due to
"Have worse great power rank than 1: +0.10"
China is number 1 rank great power right now.
prorobbi 27 Mar, 2018 @ 1:34pm 
I cant add this to a current playthrough as it sends my game haywire. I think the usual mod combo I use have been affected by the new 1.25 it just isnt compatible like it was. Love this mod and cannot wait until its updated.
Malevolence  [author] 27 Mar, 2018 @ 4:39am 
@DarkArchon and anyone else- everything works with any and all future updates
DarkArchon 26 Mar, 2018 @ 11:04pm 
Is this currently compatible with 1.25? I've been waiting for this to update as It seems integral to how I like to play with Extended Timeline Mod.
TomyThunderbolt 24 Mar, 2018 @ 6:52pm 
I think it goes away when you have less than 50 provinces.
JohnJames 24 Mar, 2018 @ 5:23am 
Is their a way to reverse COEDesolation ?
Abbylean 7 Mar, 2018 @ 8:23pm 
I have generally had a good time with this mod, alougth would really like to see some other way to hold off decadence, after all, an empire on top of the tech pile and at war is not exactly stagnagateing (I think I mispelled that).
Abbylean 7 Mar, 2018 @ 8:21pm 
Two issues I have had with this mod: #1 great power status does not remove the penalty for being not number 1 great power and also that (before I deleted what I think the desolation is) that having ANY province occupied resulted in it fireing instantly. The first on the list was encountered as Ming and the second was encountered as France. If it did not stop happening when I removed the desolation(?) event, I would of blamed another mod for the latter one.
My mod set is: [1.24] Phlopsi's Stability Overhaul 3.0.1, No Ironman Achievements and Challenges 1.21, Institutions Unlocked, Organic Culture Transmission (messed with to run and not cause CTD, as it is way outdated), Disable Treaty of Tordesillas, Fairer Blobbing - Diminishing Returns on Development, Dynamic Historical Rivals and Friends, and of course this mod.

Are any of these other mods likely causing either issue? Could my deletion of the event be causing the former issue? If not, could you please fix it?
Malevolence  [author] 17 Feb, 2018 @ 9:11pm 
@Indigo thank for the interest! One of the things I have noticed is that most times, empires will fall before hitting desolation- thus resetting to somewhere in the COEEmpire stage, just having lost a chunk of territory. In my runs, this has proven far more common (due to coalitions, rebels, etc.) than total destruction. It is also why I suggest playing with forever cores because it means nations can be released later, or when the next empire collapses.

[minor comment- desolation stops at 10 provinces, not 5, last I checked]

Addendum- the nation will still spawn as rebels from its primary culture, even without cores, and given it has presumably been a major power for some time, its primary culture likely has spread a bit from its beginnings.
ObjectiveZeroWebPresence 17 Feb, 2018 @ 8:39pm 
Wow! I LOVE this mod! It fixes what I have always found to be a major flaw of vanilla EU4. Large empires are not stable.

My concern is that the collapse mechanic is too THOROUGH. Collapsing empires rarely vanish completely. But because the province limit to end the disaster is just five, a country's corruption inevitably accrues to 100. Max corruption means no new tech. Removing ALL cores is also just too harsh. When modern empires have collapsed (Napoleonic Empire into France, Ottoman Empire into Turkey, Japanese Empire into Japan) they have always kept AT LEAST their primary culture territory. Your mod wants to reduce empires into duchies, if you will, but historically, they stop at the kingdom level. Cores for primary culture territory should not be removed, and the province number to end the disaster should be raised (to thirty maybe?).

Don't let my long comment discourage you. I actually love this mod, and I contribute because I want to see it be a major success!
Malevolence  [author] 14 Feb, 2018 @ 6:07pm 
Empire bonuses have been reduced from 25-15%, should be perfectly possible to defeat them via cooperation with others- I have personally seen a number of coalitions take down empires easily.
Malevolence  [author] 14 Feb, 2018 @ 6:07pm 
@beinggneissrocks update should fix this

@bullfrog let me take a look, should be a quick and easy fix
Bullfrog 14 Feb, 2018 @ 8:38am 
In the latest update, I'm getting ticks toward desolation because it says I'm not the #1 great power, but I am in fact the #1 great power.
The Ubermanlet 11 Feb, 2018 @ 10:37pm 
Year is ~1670, i have 125 provinces @ 2000+ dev as Italy. Mamluks (ate ottos early lol) have more provinces (143?) than me, but they are less developed (1400). in the mod it talks about the # of provinces < age limit, do you instead mean development limt?

Also is there a possible mind reform style recovery to abstain the disaster, that is say maintain for 10 years conditions: take no loans, -5 unrest, +2 stability, no rebels in provinces, etc and the event wont fire for like ~25 years? idea is sort of an expand, reform, cycle one must do to cpmtinue, the conditions could get harder, as the number of times you abstain, and the decadence could worsen every round.
Gudabeg 31 Jan, 2018 @ 11:15pm 
Thus fighting them is impossible unless you are an empire yourself.
Gudabeg 31 Jan, 2018 @ 11:14pm 
In normal it tends to make empires OP. They have ridicolous discipline but not enough time to get too big and fall.
Malevolence  [author] 24 Jan, 2018 @ 6:57pm 
@Grand Admiral Augustus - easy way to check is to look at the diplomacy page for any other state- hover over their corruption and there should be a modifier for "COE...". You could also look at triggered modifiers.

It is built to play with ET, and pretty much won't have all that much effect in normal. (still works fine though)
Warsmith 24 Jan, 2018 @ 5:02pm 
So how can I tell if this mod is working properly? Ive had mods before that dont tell you anything if they are active or not. Also, does this work with the Extended Timeline Mod?
Havi 22 Jan, 2018 @ 8:52pm 
@Malevolence i had a stack of 30 sitting on a no fort providence and it wouldnt siege it just said COEpolity (or close to that) %50 in the siege ability on the providence
Malevolence  [author] 22 Jan, 2018 @ 9:28am 
@Sum Fuk you will need a certain number of troops to assault forts, thats vanilla.
@Solitarian thanks!

@akt that'd be great if you could. I was never able to get those to work, so I would very much appreciate it.
aaaton 21 Jan, 2018 @ 7:58pm 
Hi, do you want me to add localization and one of the vanilla disaster icons?
Solitarian 21 Jan, 2018 @ 6:23am 
This is exactly the kind of mod I have wanted since I began playing EU3. I was always annoyed that empires could never collapse. I wish you much success with this mod!
Havi 21 Jan, 2018 @ 1:57am 
I dont know if its part of the mod or not but i cant win a siege battle even when theres no fort with this mod it just goes on forever ive had a war go for 20 years cause i could not seige a providence down if its on my end ill try to find out why but if not thought i would mention it. P.S still a great mod thanks for making it!
Avocado Shark 18 Jan, 2018 @ 5:45pm 
You should make it so where popping Golden Age negates the effects of Decedent Empie. It'd be nice to see a nation use this to there advantage, expand rly large for 50 years, then have an epic crash down after its effects where off.
Akestro 9 Jan, 2018 @ 5:29am 
@Malevolence
I have no idea since i have 0 knowlegde in coding or anything such.
Maybe you can copy smt. from the disaster "aspiration for liberty" sometimes a country with this disaster completily collabses into smaller powers, and sometimes non accepted rebel groups wont even try ( still supporting pretender rebels or such). maybe there is smt. special in the coding of that disaster.
Then again no idea.
Malevolence  [author] 8 Jan, 2018 @ 2:27pm 
@lucaskohl - I agree entirely, but haven't figured out quite how to prompt specific groups to rebel. Any ideas?
Akestro 8 Jan, 2018 @ 9:50am 
My bad 25 provinces
Akestro 8 Jan, 2018 @ 9:43am 
@Malevolence
I must say i really like the changes, however i would say that when an empire is collabsing because of desolation all non accepted cultures groups should seek independence.

Because otherwise rebels will just destroy over and over again and wont breack away, so the empire has to be conquered from other powers to get below 50 Provinces.
Malevolence  [author] 7 Jan, 2018 @ 1:39pm 
Please let me know if you find any bugs/problems etc.There are a number of nested clauses for this update and I wouldn't put it past me to misplace a bracket. Will fix as son as aware of anything, make sure to use @.
Malevolence  [author] 7 Jan, 2018 @ 1:38pm 
Hey all- COE now includes both # of provinces and total development, meaning you can collapse from both overwidth and overheight. Big big thanks to @spwprivate for providing the research into the starting dates to gather good dev caps for each era. I have noramlized them somewhat to keep the shifts more manageable and altered some of the province number caps as well for balance.

I have also made polities stronger defensively and weaker offensively, this should make the HRE similar (and thus I feel more realistic), as well as hopefully better protect nascent states that arise out of an imperial desolation.

Touixius Malicius 7 Jan, 2018 @ 9:34am 
Oh nice to see that development isn't vanished from the mod, I was going to suggest you to add development rather than just province count to the mod !
Malevolence  [author] 5 Jan, 2018 @ 12:48pm 
Everyone owes @spwprivate a huge thanks because he has sent me a development graph for all of ET, meaning I will be integrating development into the calculus for modifiers. # of provinces will still matter, but development will now too.
Malevolence  [author] 4 Jan, 2018 @ 9:31am 
@spwprivate That's awesome! Could you friend me and I'll give you an address to send it to please?
spwprivate 4 Jan, 2018 @ 3:50am 
@Malevolence

As it happens, I'd done some of the work you just mentioned before you posted. I compiled my findings for the Classical, Late Classical, Migration, Dark, Feudal, and High Middle Ages into a spreadsheet that processes the raw data into digestible numbers, just to see what things might look like if development were to be used as a measure, rather than province count. I'd be happy to send my findings to you wherever best suits you.