Europa Universalis IV

Europa Universalis IV

Countries Can Collapse 1.31
91 Comments
Rafaelkai 27 Nov, 2023 @ 12:17pm 
Any news about a possible update?
Sua Iminência Melfisto 18 Sep, 2023 @ 2:47am 
update pls
Jepf Gunga 18 Jul, 2023 @ 4:12pm 
bro pls update
spp35 18 May, 2023 @ 3:45am 
Is there any way to combat trade companies and their increase autonomy giving the decentralization malus for national unity?
EL HERMANO 19 Apr, 2023 @ 7:10am 
update?
made in poland 7 Jan, 2023 @ 3:23pm 
update?
Rafaelkai 1 Jan, 2023 @ 8:23am 
This causes crashes for me in 1.34, seems to need an update.
Saul 27 Sep, 2022 @ 3:22pm 
@Anthony, but in combo with the mod ET its still not possible unfortunatly!
Anthony 27 Sep, 2022 @ 1:40pm 
@Saul I tested the older version of this mod and I removed the Civil War Events I think that is what is causing the crashes. Independence wars and collapse events work fine. just delete the Civil War files and it should work.
Saul 25 Sep, 2022 @ 2:05pm 
@Anthony agreed, same over here. does the mod work if its not combined with ET?
Anthony 25 Sep, 2022 @ 2:00pm 
I tested it and it crashed like two times all I noticed is that the factions came back.
Saul 25 Sep, 2022 @ 1:47pm 
@datagalningen is it possible to see the reason for this crash and patch it up? since this mod does now work with the latest version of EUIV. thanks in advance
Saul 25 Sep, 2022 @ 1:46pm 
@Anthony i've just tested it with ET + this mod and it crashes multiple times unfortunatly, it does work though because i can see the factions of other culture groups now.
Anthony 25 Sep, 2022 @ 1:42pm 
I have no idea with the et mod I just tested it with the patch and noticed that the factions have came back with most recent patch.
Saul 25 Sep, 2022 @ 8:16am 
@Anthony, are you sure? and does it work in combination with the ET mod?
Anthony 24 Sep, 2022 @ 11:52pm 
I tested it with most recent patch and Factions are Back with 1.34.3! it seems like paradox fixed his mod.
Biasface 2 Sep, 2022 @ 4:21pm 
Update?
fascist-commieguy 26 Aug, 2022 @ 1:12am 
does anyone else have a problem with factions not showing up I get it doesnt work well on the newer versions
Saul 15 Aug, 2022 @ 5:42am 
@Anthony yeah thats what i've figured out. is there any alternatives out there? besides responsible blobbing*
Anthony 14 Aug, 2022 @ 10:44am 
Saul it does not work with latest version of et like Independence wars are broken in 1.33
Saul 27 Jul, 2022 @ 6:14pm 
@datagalningen are you sure its still working properly with the latest version of EU? I've tested it out witl ET mod multiple times and dont see the countries collapse as before.
003skar98 21 Feb, 2022 @ 5:58pm 
this mod makes every month 8 seconds slower
是小饼捏 15 Feb, 2022 @ 9:59am 
Glad to see this mod could be continued!
003skar98 24 Jan, 2022 @ 5:21am 
okay... bur why?
datagalningen  [author] 24 Jan, 2022 @ 5:16am 
Unless compatibility issues arise with the newest version of the game I wont be updating the mod.
003skar98 23 Jan, 2022 @ 8:01am 
update?
whyops 14 Jan, 2022 @ 11:16am 
why not?
Saul 27 Dec, 2021 @ 12:54pm 
If anyone can make a compatibility patch for this mod with ET, that would be great!
datagalningen  [author] 27 Dec, 2021 @ 2:33am 
Sorry, I don't play with ET. If anyone could be bothered to make a compatibility patch and upload it that would be cool, but I don't have any plans to do so.
Saul 23 Dec, 2021 @ 1:27pm 
@datagalningen It's not compatible with Extended Timeline, because the estates conflict from both mods. Could you test this aswell and create a compatibility patch, if you like/want please?
since i'm not a mod unfortunatly.
datagalningen  [author] 18 Dec, 2021 @ 10:36am 
The cultural sympathy modifier activates either when a faction is not supporting your war, is not in your culture group, and you are at war with a country that does have their culture group, is at least government rank 2 and has an army size at least 1/5th of yours OR when the faction is not your primary culture and you are at war with a country that has their primary culture.
Chocolayte 18 Dec, 2021 @ 10:18am 
@datagalningen Thanks for the answer, there is also a faction modifier called cultural sympathy for the enemy, what exactly is it, it happens after every war but reloading the save removes this modifier.
datagalningen  [author] 18 Dec, 2021 @ 9:55am 
@Chocolayte The loyal population modifier is always applied to all culture provinces who have a culture faction in your country and there is no way to get rid of it.

@Anthony You're gonna have to manually go through the files and modify them. If you see both mods using the same on_action such as on_startup, find the differences and make it so that on_startup executes the code from both the mods. If you are unused to modding I would recommend checking out the EU4 wiki guide on modding.
Anthony 16 Dec, 2021 @ 12:49am 
Datagalningen How do I merge the Action Files from both Extended timeline and Countries can Collapse?
Chocolayte 13 Dec, 2021 @ 10:40pm 
How to remove loyal population in province modifier ?
datagalningen  [author] 4 Dec, 2021 @ 8:00am 
For extended timeline to be compatible you would have to merge the content of the on_actions files from both the mods and it should work, but I haven't tested so I can't say for sure.
Anthony 4 Dec, 2021 @ 6:47am 
is your mod compatible with mods such as extended timeline?
datagalningen  [author] 18 Nov, 2021 @ 9:06am 
I ran an observer game on the latest update to 1470 without any crashes, are you playing with other mods as well?
Anthony 17 Nov, 2021 @ 2:11pm 
I tried this mod for a view years with this mod and with this current version it crashed only after playing for a little bit.
datagalningen  [author] 17 Nov, 2021 @ 9:31am 
I haven’t tried it with 1.32 yet, but it should still work to my knowledge.
Anthony 16 Nov, 2021 @ 6:59am 
will you be updating this mod making it compatible with 1.32?
datagalningen  [author] 14 Nov, 2021 @ 12:47pm 
@Anthony if you've downloaded the mod through steam you should be able to find the mod files in your Steam\steamapps\workshop\content\236850\2589359492 directory.

@hoppiez if a country's national unity goes below the given value (5 by default), the country collapse disaster will trigger. So countries will collapse faster if the value is higher because it's easier for them to reach that value. Note that there's additional national unity checks in the can_stop section, so depending on how much you're changing the can_start value you might want to tweak the can_stop values as well so that the disaster doesn't stop immediately as soon as it starts.

Also - if you end up making several edits to the mod files it might be a good idea to save the edited files separately or create your own copy of the mod, otherwise your changes might get reverted.
xuu 14 Nov, 2021 @ 11:33am 
@datagalningen would i have to change the unity value up or down? if i want countries to collapse easier
Anthony 14 Nov, 2021 @ 7:46am 
datagalningen is there amy way you can add a link to a non steam version of the mod? I want to have the files.
datagalningen  [author] 13 Nov, 2021 @ 11:08am 
I'm not really modding eu4 right now, but if you want countries to collapse more often then you can go to common/scripted_effects/cn1_unity_monthly.txt in the mod files and change some values around. Legitimacy is usually a pretty big source of national unity, so you could for example change divide_variable = { which = cn_legitimacy_variable value = 160 } in the beginning of the file to some bigger number. Alternatively you could go into common/disasters/cn_collapse_disaster and change the collapse threshold for national unity under can_start = {...} from NOT = { check_variable = { which = cn_national_unity value = 5 } } to some other value you want countries to collapse at.
xuu 12 Nov, 2021 @ 3:17pm 
@datagalningen can you make a version where every country is fragile? i'd really like to see a world where everyone wants to explode
Sua Iminência Melfisto 12 Nov, 2021 @ 10:21am 
Maybe volunteers could submit such files for cultures and send them over to you?
datagalningen  [author] 12 Nov, 2021 @ 9:00am 
You *could* probably do it if you add something like:
custom_name = {
desc = (localization for faction name with given culture)
trigger = {
is_variable_equal = {
which = cn_cultural_group_(faction number)
value = (culture number)
}
}}

for every single culture in each of the estate files in common/estates and also added localisation for every possible estate culture, but that would also have to be updated for any potential changes to cultures and take up a bunch of space so I can't really be bothered.
⳩ aqui1ifer 11 Nov, 2021 @ 4:08pm 
I presume there's not a way to have a Dynamic name for the Cultural estates apart from the sequential Faction One, Two, Three etc?
Sua Iminência Melfisto 26 Oct, 2021 @ 3:30pm 
Tysm for updating this !!