Europa Universalis IV

Europa Universalis IV

1.37 Doge Shattered Europa
922 Comments
Buzka 6 Jul @ 2:47pm 
please fix astec missing mission in this mod astec dont have mission that grant chande your technology group to high american
Brigantia 30 May @ 1:08am 
This mod is amazing. Vanilla EU4 was far too simple. I do wish that more of the new nations had custom mission trees (Vinland for example), but well done!
ComradDoge  [author] 26 May @ 10:06am 
Updated out with various small fixes
ComradDoge  [author] 25 May @ 8:03pm 
Generally, content is made with all DLCs in mind. However, the game is pretty good at substituting things if you dont have certain dlcs. Rarely lack of DLC will majorly break the game and instead just look weird and thats it


In regards to this case, its purely graphical and just looks bad as it was made with professionalism in mind.
Bruh 25 May @ 5:17pm 
the military tab without cradle of civilization or some other DLC appears broken. Is it required or is this mod supposed to be fine without DLCs?
ComradDoge  [author] 14 May @ 3:43pm 
ideas are an old fork of idea variation

sorry, only english is supported
理塘益西 14 May @ 4:24am 
greeting!does it support chinese?
理塘益西 14 May @ 4:22am 
it look like the idea variation mod?
Weteran666 14 Apr @ 1:43pm 
Eranshahar lack of mission
ComradDoge  [author] 12 Apr @ 4:55am 
fixed
wnsgh1315 11 Apr @ 11:32pm 
The Portuguese land sales bug has not been fixed yet. I'm playing Qing Dynasty right now, but sales requests keep coming in. I'm sorry, but please check again.
ComradDoge  [author] 6 Apr @ 6:22am 
Glad you enjoy it!

Yeah I'll take a look
Greetings! I play this mod for years and it's one of my favorite, just, few countries need a little update-if possible :)
1)Can you add missions for Egyptian nations or remove/reduce the requirement for forming Mamluks and Egypt? Only Alexandria have a non-generic Mission tree and waiting for tech 10 for the first mission tree is quite boring.
2)It would be great if there is one more mission that gives Ottomans claims on Greece and Bulgaria, since their second mission is - conquer Serbia and Albania while they didn't get any claims on any Balkan province.
3)Georgia doesn't have a mission like Imereti/Samtskhe "Combat the Collapse" which gives them claims to Georgian lands, it would be great to add that mission as well.
4)Theodosia - AI never completes "Genoese Relations" since GEN is too far in Shattered.
PS I saw your message about DC but I moved to China and connecting to dc might be a bit difficult. Nothing urgent here btw! Thank you for keeping this mod updated!
ComradDoge  [author] 1 Apr @ 8:27am 
none are tbh, mainly built around english
Trj43 1 Apr @ 3:17am 
What is included in localisation? Is russian by any chance amongst localised languages?
ComradDoge  [author] 27 Mar @ 9:12am 
Will do, somehow got missed
camarofan1982, CPA 27 Mar @ 9:04am 
If you get a chance, could you allow Dalmatian culture nations to form The Adriatic Empire? It seems appropriate with the theme of the tag.
Roman :) 23 Mar @ 6:32pm 
I love this mod. Pleaseeee add a remove straits option. Unfortunately the remove strait mods dont work with this :(
Awkland 22 Mar @ 1:34pm 
AI oman have trouble with both of them lol, it just that the vanilla one is bigger overall with better rewards
ComradDoge  [author] 22 Mar @ 1:12pm 
you are good, I assumed as much
is the AI oman having trouble going through it?
Awkland 22 Mar @ 1:11pm 
sorry i meant for the ai, like Muscovy do
ComradDoge  [author] 22 Mar @ 1:04pm 
of course, is it having trouble?
Awkland 22 Mar @ 1:02pm 
can more nations get the option for vanilla missions like oman?
ComradDoge  [author] 19 Mar @ 9:28am 
I'll take a look if there is still reason for mines being restricted from being built in subjects
I think it was due to some gamebreaking stuff that it was limited but ill take a look

would be a bit too many options if you could select but a setting that would constantly keep at least 3/3/3 is possible
camarofan1982, CPA 18 Mar @ 5:00pm 
Yo man, my server loves this mod. Could you add a game-start option for Multiplayer that allows you to build mines in subjects? Some tags that make colonial subjects get really messed up by it because they can't get resources to industrialize if the subject didn't naturally spawn with it.
MooMooChicken 17 Mar @ 12:09am 
Hey, would it be possible to have a setting that would set the MINIMUM amount of monarch points a ruler could spawn with? Not just locking it to 3/3/3, but having the option for everyone to get better rulers and not fucked with shitty rulers. Maybe even make it select-able what the minimum could be.
smokeybowl7488 16 Mar @ 5:31am 
why can't i annex other nations? i went to war with florence and won but i couldn't annex it
ComradDoge  [author] 9 Mar @ 9:50am 
(accidentally deleted your post regarding condottieri)
not sure I can do much regarding the free part but I can check at some point

regarding the portugal stuff, should be fixed whenever I updated the mod
wnsgh1315 7 Mar @ 10:11am 
And when I changed the country to Portugal, I found that Portugal had paid for it, and that it was making demands even though the conditions for the land purchase were not met.
wnsgh1315 7 Mar @ 10:08am 
When playing Japan and China, Portugal constantly tells them to sell the land. Even if they refuse, they tell them to keep selling every month. If you sell the land, no money comes in, and even if you get it back, they tell you to sell it again.
ComradDoge  [author] 6 Mar @ 4:15pm 
just the save is fine
Wi-Fi Mero 6 Mar @ 1:45pm 
Crashes in 1515, playing ad Hungary. I don't know what I could send to help troubleshoot it.
Jeff_the_Shark 3 Mar @ 1:03pm 
Correct, they were still able to colonize on their own - i just had 4 colonists and wanted to help them along once I got the coast, and was unable to. Tagging to them and unmarking all of their formable decisions prevented them from forming the USA a third time, and as a result I can still colonize inland for them.
ComradDoge  [author] 3 Mar @ 9:14am 
when they are the new tag but still under your colonial rule
are they still able to colonise?
Jeff_the_Shark 2 Mar @ 6:22pm 
Hopefully Final Update: The generic colonial nation formed the USE/Fredonia again after I peaced from a war, which prevented me from colonizing inland again. I'm not sure what's causing it, but apparently setting the game rule you can set at the beginning that subjects can form nations means that you lose the ability to colonize inland provinces overseas when they do so. Do you have a fix for this other than just perpetually re-integrating the subject in question?
Jeff_the_Shark 2 Mar @ 5:43pm 
Update: I used console to integrate Fredonia, let a day pass to spit them back out as a generic colonial nation, and viola, i could colonize inland again. not sure what the deal was there, but it's taken care of now.
Jeff_the_Shark 2 Mar @ 2:18pm 
I just started a fresh save with Andalusia, consoling my way around just to speed it up, and even before I form a colonial nation it prevents me from colonizing inland provinces with the exact same message. However, I put a month tick through, got the colonial nation spawned, and now it lets me go inland. I think it may be my save itself.
ComradDoge  [author] 2 Mar @ 1:58pm 
Hmm not sure, it kind makes sense but at the same time I remember being able to colonise inland (or am i gaslighting myself?)

The only internal rule that was added is that colonial nations can only colonise their own colonial region but that shouldnt affect you in any way

The tooltip does seem to suggest it so maybe there is just certain weird conditions that are being met from vanilla

cant say much more without checking the save but it kinda sounds vanilla
Jeff_the_Shark 2 Mar @ 1:50pm 
I'm currently playing HRE in the shattered start, and I have a colonial subject in Colonial Eastern America (dubbed Fredonia) and the game is refusing to let me colonize inland provinces for them. Despite the fact that I have plenty of ports, and Fredonia has all of their land fully cored, I just get the following message for anything that isn't coastal: "You can only colonize provinces that are adjacent to one of your own provinces (not colonies) or that are coastal provinces."

My capital, Aachen, is landlocked, and my main trading port is Amsterdam. I set no natives in the new world at game start, and set subjects to be overlord color. I am also not running any additional mods save for a map mod that doesn't affect checksum.

My best guess at this stage (other than some bug) is that colonizers can no longer get anything other than coastal provinces, and their colonies need to do the heavy lifting for the interior, but I figured I would ask just to be safe.
Nagazora 1 Mar @ 12:38pm 
It's not but it integrates many of EE mission trees
DevilDog 1 Mar @ 12:30pm 
Is this compatable with expanded europa and the other expanded mods?
After this mode I cant look at eu4 as i did before. Amazing mode, really enjoying it
That was fast, thank you! :mailedfist:
ComradDoge  [author] 25 Feb @ 8:17am 
minor fixes and tweaks done to croatia, serbia
some missing cultures added
Byzantine Autocracy reform is also worthless, switching from Sclavinian Autocracy isn't worth it. After completing all the Serbian missions there is nothing much to do but to form Eastern Roman Empire, it would be great if there's an option to keep/return to Sclavinian Autocracy since the primary culture is Sclavinian and it belongs to Byzantine culture group
Nice changes for a Serbian mission tree but after forming Byzantium - mission tree is broken, unfortunately. Also, mission "Legacy of the Sclavinians" requires 250 development in owned provinces with just Greek culture, which is quite a lot, it might be alright in Ante Bellum because in AB the whole coast of Anatolia is Greek (Nicaea), but here is quite a lot, I don't have even half of it after Ottomans occupied Constantinople and changed its culture, maybe 150 dev would be fine, or if the condition is just owning Greece, Macedonia and Thrace.
McJustin 18 Feb @ 8:53am 
Legend. Thanks for the quick fix
ComradDoge  [author] 17 Feb @ 5:30am 
It is for AI purposes due to them taking far to long to recalibrate, will fix for players
McJustin 16 Feb @ 8:14pm 
Heya, just curious - why does becoming a tributary delete your army, and recruit a much smaller number of infantry at your capital? Didn't see any info in changelog or comments, seems like an odd feature. If it's for AI purposes, is it possible to disable when one of the parties involved is a player?
fabian 31 Jan @ 7:48am 
that being said, its a great mod so far, thank you :)