Europa Universalis IV

Europa Universalis IV

VeF - Restructae
189 Comments
StupendousMan  [author] 19 Jul @ 2:20pm 
@arelyo156

We do have "Encourage Settlement" which migrates primary culture pops to other places.
If you're talking about deportation the code that did it was already horribly broken, and we've rewritten a lot of the minorities code since then. If it was to be added, it would have to be done from scratch more or less, and there's a lot of other things we'd rather work on.

If someone wants to make a submod and add it, it should be possible at least.
arelyo156 19 Jul @ 12:27pm 
Forcing people to migrate was fun, why did you remove it?
StupendousMan  [author] 17 Jul @ 10:26am 
@NicolasCinoB

This mod uses VeF's custom map. I'm not sure what all goes into it, as Restructae hasn't made any modifications to the VeF map geometry or aesthetic.
NicolasCinoB 16 Jul @ 10:05am 
Hi there! My I ask what map does this mod use? I'd like to try it out but I only play with flat map versions (I hate how mountain look in EU4), so I'll need to incorporate the correct flat map. Does it use the regular sized map or typus?
StupendousMan  [author] 10 Jul @ 7:58pm 
Yeah, Florence's estates are bugged, I'll likely remove them when we do a savebreaking update (removing an estate causes the game to crash when loading a save that has that estate).
Hakipi 2 Jul @ 8:09am 
Florence's estates lack the estate modifier keys defining their influence/loyalty (located in common\estates_preload). Also I think Cosimo might be connected to a broken event chain, which disallows him from dying until fired
Coldplay 2 Jul @ 2:21am 
I believe florence unique estates are broken, for some reason privileges don’t have any influence or loyalty effects. Also might be wrong but I think leaders of republics/florentine republic might never die? It just spams you more and more with the changing of the old guard event until you have no republican tradition left. I got Cosimo to 95 before had to let someone else replace him.
Stranger 1 Jul @ 8:31pm 
seems to crash when starting
StupendousMan  [author] 25 Jun @ 8:13am 
@Garden Pirate
Not as far as I am aware, unfortunately.
Garden Pirate 21 Jun @ 1:58am 
Thanks for the mod, nice to play VeF again after all this time.
Is there an updated version of the old Glory of Byzantium submod for VeF somewhere?
StupendousMan  [author] 14 Jun @ 12:18pm 
@Coldplay base tax has an automatic yearly tax income of +1. Since VeF has dev values x10, there's a negative modifier to balance it out. So each base tax gives 1 - 0.89 = 0.11 yearly tax income.
Coldplay 13 Jun @ 12:44pm 
Does developing base tax just make the province worse for the most part? Not sure why it would decrease yearly tax income
StupendousMan  [author] 31 May @ 10:36am 
@Diablo7
Oh sure, I appreciate the report. Just wanted to explain why it hasn't been fixed so far.
Diablo7 31 May @ 9:38am 
Don't worry, fix it whenever you can! It's a minor bug after all, I was just reporting it in case you weren't aware of it.
StupendousMan  [author] 31 May @ 6:22am 
@Diablo7
To add on, starting discovery is primarily done via tech groups i.e. each tech group will generally have the same starting visibility, so you'll probably see the same issue across a tech group.
StupendousMan  [author] 31 May @ 6:14am 
@Diablo7
Yeah, discovery is weird all over the place, it's very time consuming to fix tho, I have to go through province files one at at time and figure out which tech groups should be able to see it. I do try to fix the simpler egregious examples. I'll bump up the priority of fixing these issues.
Diablo7 30 May @ 9:41pm 
Correction, this happens with every European nation! Even nations from the middle east have discovered for example Khmer.
Diablo7 30 May @ 9:34pm 
Castile in 1309 has some provinces from central Asia and East Asia discovered. I guess this is not intended behavior, you can have diplomatic relations with Yuan for example.
StupendousMan  [author] 23 May @ 7:39pm 
@SKIBIDI_RIZZLER123 It will likely not work. This mod touches nearly every part of the game, there are very few (if any) mods that will be compatible.
SKIBIDI_RIZZLER123 22 May @ 1:41pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3279567235 does it work your mod? or to much change in files
StupendousMan  [author] 26 Mar @ 7:34pm 
@Michael Kazam
I don't know for sure, but I would expect most of the Expanded mods to not be compatible.
Michael Kazam 26 Mar @ 3:08pm 
is Goverments expanded compatible with this ? are any of the Expanded family for that matter?
[TPPL] King Leonidas 27 Jan @ 2:21am 
a good player plays Portugal and forms spain before the start date of the OG game
StupendousMan  [author] 26 Jan @ 4:40pm 
@Luciferret
Iberian wedding can be done the vanilla way, but only after 1450. You can also form Spain via military conquest (or another form of subjugation) if you want to do it earlier.
Luciferret 24 Jan @ 5:32am 
@StupendousMan My bad, i had the Byzantium start activated in the mod list. All good now. There is other question however, how to get Ibearian Wedding? Do i need to conquer Aragorn to get Spain? Or is it the same as in vanilla so i would just need two opposite sex rulers leading both countries?
StupendousMan  [author] 6 Dec, 2024 @ 5:51pm 
@Coldplay The additional building slot is just for while it is building, so that it doesn't take up a building slot. The actual effects are shown in the event that pops up.
Coldplay 6 Dec, 2024 @ 1:16pm 
I'm not sure land reclamation does what it says? It doesn't add new building slots as far as I can see.
StupendousMan  [author] 23 Oct, 2024 @ 6:09pm 
@Luciferret what mods do you have enabled? Your message sounds like you have the VeF fantasia mod activated.
Luciferret 23 Oct, 2024 @ 4:13am 
Am i missing something? I only have an alternative history start at 1309. Wheres the normal start i had last time i installed the game? There are only handfull of countries to choose from, clicking on the map do not even activate other countires than Byzantium and few others.
StupendousMan  [author] 26 Sep, 2024 @ 4:24pm 
@Војвода Рачић

Yeah I agree, hopefully we get can get a system working.
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 26 Sep, 2024 @ 1:17pm 
Yeah via decision. Yes there were rewars but not many missions left to do, gameplay is always mroe interesting with some new missions, they could have a path to restore the Roman Empire or mend the schism or similar. But nice work anyway, it's great to see VeF back, thank you!
StupendousMan  [author] 26 Sep, 2024 @ 8:07am 
@Војвода Рачић

Did you form it via decision? The decision has a bunch of rewards it gives on its own instead of the missions. Trebizond has a mission to form Byzantium which should give the Byzantine missions, so if you want the Byzantine missions you should form it via the mission.

Long-term we should probably streamline forming Byzantium so that forming it from any method gives specific missions that make sense for a restored Byzantium, I've made a note of it, thanks for the report!
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 26 Sep, 2024 @ 2:49am 
Thank you! Works great! There is just one thing - after forming Eastern Roman Empire (byz) as Trebizond or some other tag I don't get their missions
StupendousMan  [author] 26 Jul, 2024 @ 8:35am 
@Војвода Рачић

Veritas et Fortitudo does not work with 1.37, but VeF Restructae does work with 1.37.
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 22 Jul, 2024 @ 7:48am 
Hi there, Veritas et Fortitudo was not updated for almost 2 years, is it working with 1.37?
Mr. Bones 12 Jul, 2024 @ 4:55pm 
Indeed, many of the Amish people in north america are of Dutch descent, but the capitalistic society built in the Netherlands was very much a product of Calvinism, and the impacts of Calvinism can also be seen in the history of South Africa.
StupendousMan  [author] 11 Jul, 2024 @ 8:08pm 
@Mr. Bones The weights for spreading could definitely be adjusted, but Anabaptism did spread throughout the Netherlands: https://en.wikipedia.org/wiki/Anabaptism#/media/File:Spread_of_the_Anabaptists_1525-1550.png
Mr. Bones 9 Jul, 2024 @ 9:50pm 
One question though, why is the Netherlands amish? They should absolutely be Calvinist.
Mr. Bones 9 Jul, 2024 @ 9:42pm 
This is awesome, I'm so happy I can play VeF again!
StupendousMan  [author] 5 Jul, 2024 @ 5:11pm 
@Vanguard the mod beta has been updated (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2980726005) . The stable release should be out towards the end of next week.
Vanguard 5 Jul, 2024 @ 9:32am 
Can you update for 1.37?
StupendousMan  [author] 15 Feb, 2024 @ 11:13pm 
StupendousMan  [author] 6 Feb, 2024 @ 5:18pm 
@Omortag Accepted Cultures will not convert at all.
Omortag 6 Feb, 2024 @ 1:25pm 
Do accepted cultures convert faster to your native culture?
StupendousMan  [author] 28 Jan, 2024 @ 7:00pm 
@BlueArone I've been alternating between being sick and busy with work for a while, tho I am finally in a spot to get back to the mod. I am hoping to get a beta out soon (which I will link here), tho I need to dig into 1.36 more before I can make a timeline.
BlueArone 28 Jan, 2024 @ 10:32am 
is this still updated
StupendousMan  [author] 17 Dec, 2023 @ 9:33am 
@AWildTyler

This mod is unlikely to be compatible with most other mods, unfortunately (with the exception perhaps of graphical map mods).
Tyler 17 Dec, 2023 @ 9:20am 
is this worth using with any other mods? looking around the workshop for the right historical experience that isn't wildy difficult
edward_surdeanu 10 Nov, 2023 @ 8:49am 
Thanks. That sounds reasonable. I will change the sich rada mechanics of accepting fleeing serfs to +6 or +7.
StupendousMan  [author] 9 Nov, 2023 @ 10:33am 
@edward_surdeanu

We just haven't chased down all of the places that development has been added. Some of them have been modified already, but there are many more that haven't. We probably would do more like x5 to the development granted than x10, but not all development is equal, manpower dev is probably move valuable, so maybe something like x4 for manpower dev and x7 for tax and production.