Europa Universalis IV

Europa Universalis IV

Gameplay Extension
376 Comments
FuntimeByzantium 9 May @ 8:06am 
Does anyone have a list of changes in this mod?
Aetherum  [author] 11 Oct, 2024 @ 3:01am 
Hello! I am sorry, but I do not really have time to implement the suggested changes to the titles :(
Regarding the provinces for Albania princedom, there might be some map changes by PDX, resulting province in ID shuffle.
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 10 Oct, 2024 @ 11:58pm 
Greetings!
Is there any way to make the country lose its titles when it loses a certain area/state? Like as the Yuan collapsed they still had all the titles from China, even though they controlled only a small part of Mongolia.

Some titles give you a merchant, so if you take a few different areas you can buff up a lot with a few more merchants, which is quite a huge buff compared to other insignificant buffs from other titles. I'd suggest changing 1 merchant to something smaller - trade power/steering or something else

PS The title "prince* of albania" is not right, you don't need to control albania but Thessalonica for some reason (or some other Greek province, not sure)
Clark Crente 22 Jun, 2024 @ 5:13am 
My concern is how to balance things out regarding on how to proceed. One of that decisions I feel will work, one about increasing manpower when the war is declared. The decision is Raise Ordenanças in the file Military.txt. The other one, to raise regiments where I have doubts.

To avoid need to be very specific attaching details like number of cities, development, etc, I was thinking to make the AI to raise a mercenary company (free, grand or independent), raise banners (there is already a mod featuring the decision for the player, just need to change for the AI) or generate a X number of regiments. The last one looks the harder, for my chimp brain, to do it. The first one (maybe the second, because I like they cost corruption) would historically fit the two Ages of the game. That's when it will be featured.
Clark Crente 22 Jun, 2024 @ 5:13am 
Austria is the perfect example, they were the HRE's emperor but still couldn't properly win the Schmalkaldic War. If it was EU4's vanilla sizes that won't happening, not even close.

Sorry for the big explanation, just wanted to make the point of this idea! It is a hardcore down to earth approach. I have 0 experience on create decisions and only would be able to starting to do it following three decisions that already exist in the game. The balancing aspect I'll go for trial and error but already have plenty of game data testing and it will be less pain than it looks.
Clark Crente 22 Jun, 2024 @ 5:13am 
Thank you very much again. But that's the point. After I became a mini history buff - even watching college lessons on youtube lol - can not stand to play with those inflated regiments/army's size, warfare logistics and overall realm management.

For example, as standing armies would be a thing after the religious shenanigans stopped and people realize that wasn't the way of living, that's where warfare got near the aspects the game started. Yet, it was still lower. A few examples can be said before Napoleon slicing right and left, like Prussia and Sweden. However, that happened because of the circumstances, they need to punch (way) above their weight. A middle of the road example was Spain, they learned on the Italian Wars on how to build a modern army with the Tercios and not that medieval way of raising soldiers. Still, they blobbed too much, so to speak, to be able to steamroll anybody else.
Aetherum  [author] 21 Jun, 2024 @ 7:02pm 
Well, yea, I am experienced with decisions, as you could see by checking my other mods...

This should be possible to code, although I am not sure if it will be good for balance. You will definitely need to add a country modifier to increase the land forcelimit to fit those new units. But this will require players to disband units after each war, and then gather them again, which will be just tiring and will make drilling pointless.
Clark Crente 21 Jun, 2024 @ 4:01pm 
Thank you very much for the quick answer! Do you have experience with decisions that both human and ai can take at same time? I'm planning to re-do the way warfare works within the firts two eras.

Instead of regular standing armies, the FL is around -65% to -75%, basically 1 FL for OPMs and 4 to 6 to bigger nations. War is declared, two decisions are availabe, one to raise manpower (horizontal medieval recruitment) and one to recruit units (don't know a exact number or just mercenary company proportional to the country's size) like vertical medieval recruitment.

I'm afraid that could be two much for AI to handle it, at least the second part.
Aetherum  [author] 21 Jun, 2024 @ 2:06pm 
I think AI have own decisions for development for example, but they do not exchange points as they can cheat with them anyway.
Clark Crente 21 Jun, 2024 @ 1:29pm 
Hey, great mod idea, before I used let me ask you, please, does the AI use the decisions too?
fascist-commieguy 19 May, 2024 @ 6:25pm 
ah it wasnt there when i started a campaign and it wasnt there a couple of recent updates so that might have been the case
Aetherum  [author] 19 May, 2024 @ 11:42am 
It might be part of Extended-Timeline supporting content, that was not working properly before the last update.
fascist-commieguy 14 May, 2024 @ 9:16pm 
was there a decision to form the west roman empire recently added, I dont remember seeing it until today
V化三界之空>I<歸九地之虛D 12 May, 2024 @ 8:42pm 
@Aetherum
Thank you so much, will go test it now.
Arandomguy™ 12 May, 2024 @ 11:09am 
@Aetherum seems to be working fine :)
Aetherum  [author] 11 May, 2024 @ 6:35pm 
@Arandomguy™ @V化三界之空>I<歸九地之虛D

The mod is updated! It should be now compatible with 1.37

Please, let me know if you still have any issues with it, I will fix them as soon as possible.
Aetherum  [author] 11 May, 2024 @ 8:41am 
Hey, guys, the mod is not yet updated. I am working on it at the moment :)
Arandomguy™ 11 May, 2024 @ 8:20am 
Me too, the game starts and is in the background, but I dont get the loading screen. And I can press anything on my screen so I have to force close the game.
V化三界之空>I<歸九地之虛D 10 May, 2024 @ 3:58am 
by 10/5/24, This mod seems to cause CTD at game start up, tested with fresh install, game back to normal after disabled this mod.
Aetherum  [author] 7 Apr, 2024 @ 5:48am 
Hello! I am afraid that this is a limitation of a collapse system, which is set to work with vanilla tags. That's why if you use RT mod in non-vanilla timeline you might see a spawn of nations, not present in your time period.
mnk_ 7 Apr, 2024 @ 5:44am 
or any sense at all
mnk_ 7 Apr, 2024 @ 5:40am 
i use this with extended timeline, when han collapses it releases yuan and ming, wich doesnt make any sense in 150CE
SanitarySpace 28 Mar, 2024 @ 8:34am 
Hello I just loaded that save and yeah the reforms are back. Thank you very much for responding and fixing so quickly @Aetherum
Aetherum  [author] 28 Mar, 2024 @ 6:46am 
@SanitarySpace
Hey) I have just uploaded the fix for this issue. Can you please let me know if it is workign for you now?
Also do not hesitate to ping me if you find any other bugs :)
SanitarySpace 27 Mar, 2024 @ 10:43pm 
This mod somehow disables Mayan reform mechanics when playing a mayan tag? No reform popup button on the bottom right. I only noticed now because I mostly play china and its mechanics are still there. Also I'm trying out a Maya run. I have tried it with just extended timeline mod.
Aetherum  [author] 26 Mar, 2024 @ 8:54pm 
Hello! Are you sure you are not using any other mods? I am afriad this mod does not interact with USA content.
JaejuX 26 Mar, 2024 @ 8:07pm 
This is after the event of the CSA being born from the U.S.A
JaejuX 26 Mar, 2024 @ 8:07pm 
The only problem I have with this mod that it turns almost every country's ruler into Jefferson Davis. From the United States (Not the Confederate States) to Yemen and Japan.
Aetherum  [author] 21 Jan, 2024 @ 5:15am 
Hello! You might want to check land_maintenance modifier in static_modifiers of the mod. I am afraid there is no easy way to do it.
Джанго Покорённы 21 Jan, 2024 @ 2:39am 
Good day, could you help me with one problem. Is it possible to eliminate the high costs of maintaining the army? It is impossible to play for small states. I'm constantly in huge debt.
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 1 Jan, 2024 @ 7:28am 
I have Expanded mods, "no more border gore", decisive battles, slave trade and few similar mods and I tried turning off one by one and checked the game - always get the same result and in the end I turned off Gameplay Extension and things were cool. Is it part of the mod to spend 50adm for each estate? and base unrest for crownland, government rank and "country size" ?
Aetherum  [author] 31 Dec, 2023 @ 12:00pm 
Are you sure you are not using any other mods that have their own balance files?
Aetherum  [author] 31 Dec, 2023 @ 9:33am 
Hello! That's a pretty strange behaviour. I will take a look at it.
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 31 Dec, 2023 @ 8:37am 
I haven't played this mod for some time and I just came back to it, I don't know if you guys played after 1.36 but it might need some update.. - Or maybe it is supposed to be this way...?
I'm playing with Rassids > Yemen in 1450s and there are revolts all over the map. Ming is demolished within a few years (by rebels), and Castille, Byzantium, and England as well, almost all of their provinces are controlled by rebels while Mamluks and Ottomans, and all other nations are also struggling to survive. I just got my core provinces and nothing more than that and I'm in +5 unrest due to 28% of crownland. 50 adm is too much for each estate, and most countries have few estates from the beginning of the game, so they've spent a lot of ADM points. Happy New Year!
eelscandance 24 Nov, 2023 @ 3:16pm 
Okie
Aetherum  [author] 24 Nov, 2023 @ 2:00pm 
@Evalya
Go to Steam/SteamApps/worskshop/content/Eu4 ID/GE ID/interface and look for a file that defines a font. Delete the font definition.
eelscandance 24 Nov, 2023 @ 11:49am 
Needs an update - causes the map font to become an ugly white for some reason
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 21 Nov, 2023 @ 11:03pm 
This mod is awesome! I enjoy playing RP and this is awesome mod for it! :steamthis:
Aetherum  [author] 28 Oct, 2023 @ 11:07am 
okay, I guess I see what went wrong. I have pushed the update to Steam Workshop. Can you please test it?
Aetherum  [author] 28 Oct, 2023 @ 11:02am 
Hey) Do you use any other mods with this one?
CoolingRoom1644 28 Oct, 2023 @ 10:39am 
For me this mod completely breaks parliament, I can't select any issues to put through or have votes on at all
Aetherum  [author] 10 Sep, 2023 @ 1:05pm 
Go to Steam/SteamApps/worskshop/content/Eu4 ID/GE ID/interface and look for a file that defines a font. Delete the font definition.
Zencerd 10 Sep, 2023 @ 11:59am 
how do i do that exactly? i cant find the file
Aetherum  [author] 1 Sep, 2023 @ 4:06pm 
Because this mod introduces a new font. You can go to the mod files to find a file in interface folder with font definition and delete this definition.
Zencerd 1 Sep, 2023 @ 11:18am 
this mod for some reason makes all nations names to be white? what should i do?
Aetherum  [author] 25 Mar, 2023 @ 2:25pm 
Try to turn off Development Expanded
johrg 25 Mar, 2023 @ 12:21pm 
Extended Timeline and Development Expanded
Aetherum  [author] 25 Mar, 2023 @ 9:12am 
What mods are you using beside this one?
johrg 25 Mar, 2023 @ 7:09am 
No, not even with 31.
Could this be a script bug, because in vanillia a colony needs 5 provinces and with 10 provinces the overlord get a merchant, while in this mod a colony need 15 provinces?
Aetherum  [author] 25 Mar, 2023 @ 6:23am 
You might need 25 provinces to get a colonist.