Europa Universalis IV

Europa Universalis IV

Countries Can Collapse [1.0]
219 Comments
DefZeppelin 13 Feb, 2023 @ 6:19pm 
update?
sormyanc 9 Jan, 2023 @ 3:50am 
update?^_^
003skar98 24 Jan, 2022 @ 4:06am 
update?
Okokokok  [author] 30 Mar, 2020 @ 9:05am 
@Tribe 2.0 has been out for a year..
Tribe 30 Mar, 2020 @ 6:15am 
dead
Aaronthelemon 27 Mar, 2019 @ 4:06pm 
pretty sure its moved onto 2.0. @armzngunz
armzngunz 27 Mar, 2019 @ 2:26pm 
Dead mod...
Anonymous Awesomeness 30 Dec, 2018 @ 5:01pm 
One single Estonian province in my norwegian cultured vassal has estonian culture. One province. I have a revolt every few months of a couple thousand people and it seems like every time that happens the cause for unrest titled "Base" goes up. Right now, that province has 96.72 unrest due to "Base." Help.

(Just to be clear, I love the work you're doing on these mods. I can't wait until I get a new computer so I can use 2.0. But until then please god help me these rebels are insane)
Okokokok  [author] 7 Oct, 2018 @ 9:33am 
Decentralization is calculated for 1.0 if average autonomy is 30 or above -- average autonomy / 150
Anonymous Awesomeness 7 Oct, 2018 @ 9:03am 
I can't use 2.0, there's too much for my computer. Because of that, I'm still using this until I get a new one. I had a question- Is "decentralized country" calculated off of an average autonomy level, or is it just the size of your country? In an ET game, I own India, bits of China, Central Asia, etc etc, and nearly all of my provinces are at 0 autonomy. Only one state recently conquered from China still has high autonomy, and yet I have a -.222 from decentralized country in national unity every month.
Okokokok  [author] 20 Sep, 2018 @ 7:53am 
Guys use 2.0 instead, even tho beta its still way better than this. Just ran a full vanilla game with current2.0 and no CTD
Insane Keiser Niklaus Carrotcake 20 Sep, 2018 @ 2:05am 
@Malevolence
I had the same issue with the mod, I was expereinceing randome crashes every so offten ( I also had disable extended ET (was causeing some issue, cant remeber what). (also including "and when reloading the save, it pops up that it was missing localisations")

not only this but I was haveing faction issues like at 1444 i was in a state of low unity dew to argon people in my land when I was playing as holland with 4 provinces all ducth... (maybe I had a mod instaled at the time that was heavliy affecting the game)

of you could tell me what mods you are useing all in all I could possible remember if thier was chnace I was useing it.
Okokokok  [author] 3 Jul, 2018 @ 3:01am 
@Huntlol @Malevolence Im giving up trying to release the new version anytime soon, so I'm creating a beta version instead this week - the disaster bug is fixed in the beta version and I dont currently have any problems with CTD's either. DId the popup occur in game after reloading? I notice some weirdness with the unity calculation event, which is normally hidden, triggering and showing when loading a save.
@Sulphurous no guarantees but I think it should work fine as long as you havn't used any earlier versions of the mod on the same save.
government man 3 Jul, 2018 @ 2:35am 
Compatible with saves?
Malevolence 29 Jun, 2018 @ 8:28pm 
Game CTDs seemingly at random (must be a MTTH event) playing with ET and extended ET (adds cultures, etc.) No other mods enabled and when reloading the save, it pops up that it was missing localisations for Collapse related calls, so I'm fairly certain this mod is the offender. Any ideas?
Huntlol 29 Jun, 2018 @ 7:04am 
I dont know why, but diasters aren't triggering at all when i have this mod turned on. I tried a new game and i gave all estates 100 influence, -3 stability and 0 manpower yet none of the disasters were starting even though all the requirements had a tick next to them.
Dreden 20 Jun, 2018 @ 2:38pm 
Is there a list of planned features for the 1.1 update? Or are we on hiatus for a while. Thx for working hard OKOKOKOKOKOKOKO :D
Mazutaki 20 Jun, 2018 @ 8:31am 
Well, where is it xD?
Pepega 12 Jun, 2018 @ 12:23pm 
Dont worry, my refresh button broke so now my mind is at peace.
Okokokok  [author] 12 Jun, 2018 @ 4:35am 
@Mayo Argh I'm so sorry X_X
@All I will update in two days from now (for save games)
Pepega 10 Jun, 2018 @ 9:29am 
(spams refresh button)
Okokokok  [author] 5 Jun, 2018 @ 10:24pm 
@Anonymous Awesomeness I believe that is because the game can no longer find the province modifier (Because you disabled the mod). Try testing with the 0.9, make a save game, then disable it, and continue the save game with 1.0 and see if it works
Anonymous Awesomeness 5 Jun, 2018 @ 3:31pm 
Okay I think I might've been right when I asked about taking the mod out saving and then bringing it back in. I was checking it out in my kushan game again and a while back when I was fiddling with mods I think I accidentally took out this mod and now kokand isn't a religious epicenter. None of my, like, 5 gujarati cultural centers are around anymore. So can you explain to me again why you don't think that would work?
Okokokok  [author] 5 Jun, 2018 @ 5:17am 
@Nikolaj.Nils weird not sure what is wrong
Zoé|Riikaan 5 Jun, 2018 @ 5:15am 
yes no province with more than 0 autonomy
Okokokok  [author] 5 Jun, 2018 @ 5:00am 
@Mayo this time it's for real! This week, I promise xD
@Nikolaj.Nils So 0 autonomy in your nation? it's the average of your national autonomy
Pepega 5 Jun, 2018 @ 12:47am 
Am i free to get excited about the 1.1 update coming out sometime this week or am i getting too ahead of my self ;)
Zoé|Riikaan 5 Jun, 2018 @ 12:44am 
i mean that after the autonomy is gone the penalty is still there
Okokokok  [author] 4 Jun, 2018 @ 10:55pm 
@Nikolaj.Nils er du dansk? If you conqueror a province it receives autonomy. If you have a very small country it could have been the reason. Else I'm a little confused to what you mean
@Anonymous Awesomeness no I dont believe it works like that unfortunately :/ Will still have the settings from the old mod in your save. I will let you all know a couple of days in advance when I update it tho
Zoé|Riikaan 4 Jun, 2018 @ 3:51pm 
I dont have that penalty before i counquered a province but after i conquered one i have that penalty. even with 0 Autonomy
Anonymous Awesomeness 4 Jun, 2018 @ 3:06pm 
Do you think it would work if I took out the mod, saved game, and then added it back in with the patch? It should theoretically delete all of my old factions right?
Okokokok  [author] 4 Jun, 2018 @ 2:07pm 
@Nikolaj.Nils I dont even remember what the value is for current version. are you sure its -2.0? Anyhow I just checked the code I have for 1.1 and with 100% average autonomy, it would now be -0,5 from decentralization
@Anonymous Awesomeness unfortunately not :/ Changing alot regarding the faction mechanics
Anonymous Awesomeness 4 Jun, 2018 @ 2:01pm 
Will the update be compatible with old saves?
Zoé|Riikaan 4 Jun, 2018 @ 1:29pm 
why is the decreased centralisation penalty locked on -2
Anonymous Awesomeness 4 Jun, 2018 @ 11:23am 
Oooooooh okay. Huh. You're good at this. Every complaint I have, if I offer a suggestion, you're already busy implementing a better solution.
Okokokok  [author] 4 Jun, 2018 @ 11:00am 
@Anonymous Awesomeness should have specified; it increases loyalty growth, not adding loyalty directly :)
Anonymous Awesomeness 4 Jun, 2018 @ 10:30am 
Oh wow that sounds great! But I do think it should increase the loyalty by a lot more than it currently does. If I remember correctly the faction went from 0 to like 1 point something.
Okokokok  [author] 4 Jun, 2018 @ 4:39am 
@Anonymous Awesomeness Accepted culture simply increases loyalty of said faction. In next version it will be easier to see what currently affects faction loyalty (Factions are being moved to the estate panel as well, so now it will be possible to see clearly their loyalty, their army size/ducats and also interact with them in various ways)
Anonymous Awesomeness 3 Jun, 2018 @ 2:16pm 
Maybe you did this on purpose, but even after I accept cultures, their factions remain active and revolt
Okokokok  [author] 3 Jun, 2018 @ 12:21pm 
@Anonymous Awesomeness this is fixed for next version :) I'm maybe a week from being done
@Mayo thank you, glad you like it. Lots of new features and tweaks coming for 1.1 :)
Anonymous Awesomeness 2 Jun, 2018 @ 3:06pm 
I guess that wasn't very clear. Essentially what I'msaying is that there has to be a way to remove the cultural/religious faction modifiers to provinces
Anonymous Awesomeness 2 Jun, 2018 @ 2:07pm 
Unfortunately you still have issues. As Kushan in the extended timeline mod, Uzkend became religious epicenter for my Zoroastrian community when I was trying to switch religions. Now, decades of Kushanite Zoroastrianism later, the Zoroastrian province in the Zoroastrian kingdom is still receiving penalties for when it was Mahayana.
Pepega 2 Jun, 2018 @ 12:40am 
This mod as created by far some of the most interesting worlds ive ever seen. Nice work. Hope you can expand on it even further.
Okokokok  [author] 14 May, 2018 @ 10:29pm 
@skynamir53 The names is unfortunately bugged for ET :/ I'm still working on 1.1 - all issues with faction names is fixed in here. If the decision dissapear it would probably be because you have gone below the minimum threshold for having the unity mechanics (I think it's 4-5 prov's, to avoid having to do all the calculations for the minors.)
I like your idea about buffs above 50 unity, will add that for version 1.1. will also have alook at mesoamerica, I haven't spend much time (Any actually) trying to balance the new world. If you have more input regarding that please add me :)
skynamir53 14 May, 2018 @ 5:23pm 
Also, can there be bonuses for >50 stability? Not major ones, just something that makes the positive stability cap significant, and structured like the <50 maluses?
skynamir53 14 May, 2018 @ 2:29pm 
Love the mechanics otherwise, though may need to revise Mesoamerican interaction with it a bit. Everyone in Mesoamerica is just rotting away from within all the time, apparently.
skynamir53 14 May, 2018 @ 2:28pm 
Playing on Extended Timeline, by the way
skynamir53 14 May, 2018 @ 2:28pm 
Sometimes the Factions and Unity decision entries disappear from my list, and I can't do anything to get them back. Also, a lot of ethnic populations won't display their names correctly or will just end up being blank, leaving me guessing as to which population they are.
Okokokok  [author] 6 May, 2018 @ 3:50am 
@Gm_Kaiser I believe the problem is that while you can add a button and attach a text, say man_power text, the localisation used for the text cannot display variable data, except for the ones that is hardcoded. But I know its possible to do this in Stellaris so hopefully they will bring it for EU4 modding soon :)