Europa Universalis IV

Europa Universalis IV

Fall of the Empire
255 Comments
ChaffyExpert  [author] 28 Nov, 2024 @ 6:03pm 
I also plan on fixing things and bugs that come up for this one and the ET compatibility mod.
ChaffyExpert  [author] 28 Nov, 2024 @ 6:03pm 
I wanted to have a different system focusing on cultures and less on empire roleplaying. So if you want to check it out here it is: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3373143262 As i said this is more about seperatists than empires falling. For example countries can't just auto annex everything with a revolt war just their culture group or culture.
President Smart 14 Aug, 2024 @ 7:26pm 
I believe its an issue with fote2 accidentally triggering fote4 too much
President Smart 14 Aug, 2024 @ 6:34pm 
I'm also getting the war is won event spam
svenpai 9 Aug, 2024 @ 12:58pm 
To add on that: Some days ago I started getting the "The war is won"-event all the time, at least once a month. The inflation alone is killing me.
SeymourG 22 Apr, 2024 @ 11:06pm 
Thanks for the response and thought. For context, I'm playing multi-player with one other person primarily, and we both get it *constantly* -- granted, we are always at war, but I am very serious in that it has hit me thrice in one month on many, many instances. Have to bump out of MP, into SP, open console, and unwreck everything. It seems to be really heavy on firing late-game, or perhaps it's that 70+ province requirement that we finally reach. I don't know. Maybe just increasing the mean time from 1 year, since that still makes it quite capable of triggering as soon as it wants to.
It's like the amped-up version of getting "Comet Sighted" twice in a year. Maybe besides increasing the mean time, you could make it only fire if your country is in dire straits? Or if unrest is high, giving peasants a reason to whine? Etc.
Thank you again for this mod and all you do. These few things I've mentioned are aggravating but obviously the mod is still worth it overall since we carry on.
ChaffyExpert  [author] 22 Apr, 2024 @ 10:56pm 
Yeah i think i could work on the balancing a bit, and i have ideas how based on another mod using similar mechanics from this mod.

That's weird, when i played the event didn't fire extremely often.
SeymourG 22 Apr, 2024 @ 10:43pm 
(2/2)
1) Fire multiple times in one month (preferably not even 1+ per year)
2) Didn't fire when you were actively winning a war. Seriously, it pops when I'm at 99% war score.
3) Didn't fire when my country is essentially perfect. Max stability/prestige/legit/power, 0 corruption/inflation, and yet it fires thrice in one month? In many different instances?
Once again, it's our favorite and least favorite mod all at once, and this single event is about 80% of our grief. Seems bugged to hell since the event trigger *seems* to intend to not fire unless you're doing rather poorly.
SeymourG 22 Apr, 2024 @ 10:42pm 
(1/2)
Oh, and I was going to keep this part out, but we REALLY REALLY hate the Event "War Never Ends" (fote_empire.1) as it is immensely painful and quite often fires 3 times in one month for me. Instant run ender without popping open the console. Each time it fires, it hits you with -1 stab, +2 war exhaust, -10 legit, and +2 inflation. Cue that hitting you 3 times in *one month* will instantly trigger multiple severe negative modifiers also added by this mod, i.e., Unloyal Peasants/Army/Subjects/General, which will snowball instantly into Imperial Crisis and end your run.
I wouldn't have a problem with this event if it didn't:
SeymourG 13 Apr, 2024 @ 8:43pm 
(2/2) Also, being able to help save your vassal/colony from imploding would be nice too (particularly the latter).
Overall, it's our favorite and least favorite mod. Makes things significantly more interesting in a way that'd be hard to live without now, but ruins many runs in ways that seem completely arbitrary/unfair/unexplained. Some tooltips or even an in-game guide would go a long way to making things not feel... RNG. Thank you for all the work you do, OP.
SeymourG 13 Apr, 2024 @ 8:43pm 
(1/2) This mod is fantastic, and makes the game substantially more interesting. It's quite nice to watch the Ottomans/Spain/Russia/etc. explode every once in a while into smaller tags you'd NEVER see in Vanilla. Doubly so when your war causes a large power to disintegrate. That being said... by God almighty are some of the events/modifiers horribly annoying. Unloyal Peasants/Subjects/Army happen to everyone in my MP game incredibly frequently, without explanation of why or how to make them stop, and you are effectively doomed if Imperial Crisis hits. Looking up the potential/trigger conditions in the mod code is the only thing stopping us from completely losing our sanity. The same conditions that make the AI empires explode regularly are also capable of making YOU explode -- I get and fully support that -- but some sort of in-game indicator of *why* you're currently being torn to shreds by some mysterious modifier and *how* to fix it would be lovely.
ChaffyExpert  [author] 27 Mar, 2024 @ 7:13pm 
Yes
Bald 27 Mar, 2024 @ 6:40pm 
Would Ottomans get a CB on normandy?
ChaffyExpert  [author] 27 Mar, 2024 @ 5:53pm 
That's not really a bug per say, i can't code it within the realm of reason that is empire specific flags. However two empires won't get the revolt war on each other. like in your example, Ottomans wouldn't get a CB on France.
Bald 26 Mar, 2024 @ 10:02pm 
Well if a country is involved in either side of a revolt war, every country that has been in any revolt war and can see them will gain a revolt war cassus belli on them. For example, if I'm playing ottomans and I crush a bulgarian revolt in 1450, and then Normandy revolts against France in 1473, I will get a revolt cassus belli against both France and Normandy even though I had nothing to do with the revolt.

Another issue is just that the annex occupied provinces option can create awful border gore especially if the occupied provinces arent connected. I feel like the annex occupied provinces option shouldn't be a thing because it will annexed within a month anyway. Or maybe it should just be tweaked to only annex occupied provinces with a land connection to the annexing country.
ChaffyExpert  [author] 26 Mar, 2024 @ 8:54pm 
Hmm it should only be annexing it via the event if it borders a province they already own.
Bald 26 Mar, 2024 @ 7:23pm 
Or I think the best idea is to just make it so countries can only declare war with the Revolt War cb via an event
Bald 26 Mar, 2024 @ 7:20pm 
I love this mod, and it's an absolute essential; however, it should be tweaked so there is less border gore. Within 150 years of the game, borders start to look atrocious. The biggest issue is many countries frequently annex landlocked provinces that they have no connection to. It makes it so I have to use commands to fix borders every century. The problem might be caused by the fact that if a country revolts then every country that has ever revolted or been revolted against gains a cassus belli on the new country.
ChaffyExpert  [author] 14 Mar, 2024 @ 4:54pm 
Um yeah, but it won't do anything or have any affect until you restart the game.
SEZER 14 Mar, 2024 @ 2:13pm 
can i sub and unsub this in the midle of the game?
alexanderyou 6 Mar, 2024 @ 7:59pm 
adding

has_marines = yes

back to the base_values section in static_modifiers file fixes this. Not sure why it was gone
alexanderyou 6 Mar, 2024 @ 7:43pm 
With just this mod enabled, I am completely unable to make marines.
ChaffyExpert  [author] 17 Feb, 2024 @ 7:01pm 
Sure! For example, if a CK 3 nation or custom nation controls London, it gets occupied by rebels, England will pop out as the tag. The CK3 or custom nation will never pop out from these events, but they can still get revolt events.
pianoplayer201 17 Feb, 2024 @ 6:33pm 
Would you mind giving an example of one such hardcoded rebel tag in a region? Just to get an idea on how it would play out
ChaffyExpert  [author] 16 Feb, 2024 @ 7:33pm 
The rebel events are hardcoded to be certain tags in certain regions but any nation can get them.
pianoplayer201 16 Feb, 2024 @ 7:14pm 
Are the events dynamic, or are they hardcoded to tags?
I ask because I want to use this mod as part of a ck3 converted save, how well would it work if at all?
Earth 11 Feb, 2024 @ 9:39pm 
The new vassal the Byzantines can do.
ChaffyExpert  [author] 11 Feb, 2024 @ 12:47pm 
what's Pronoia?
Earth 11 Feb, 2024 @ 2:57am 
found out why I can't create pronoia the code is not in the new_diplomatic_actions
Earth 11 Feb, 2024 @ 2:49am 
For some reason, the mod prevents me from creating Pronoia.
ChaffyExpert  [author] 21 Jan, 2024 @ 8:09pm 
Miss the old Liberation mod or want a 4X type game play?
Check out my new mod! It operates like Liberation and Liberation+ did but it's updated and uses Fall of the Empire's rebel mechanics (meaning you can play as successor states.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3144844282
Kaaz 13 Jan, 2024 @ 3:05pm 
That would be awesome!

Furthermore, I discovered that this mod seems to break the byzantine pronoia vassal type, It simply removes the diplomatic option entirely, that being said I do have a million other mods, but none of them seem to do this, only this one
ChaffyExpert  [author] 12 Jan, 2024 @ 9:10pm 
Yeah soon i will add a "help" event and decision that just says what the mod does and stuff.
Kaaz 12 Jan, 2024 @ 4:59pm 
Im absolutely LOVING this mod, seriously!

But I find myself confused about what triggers some modifiers and events, Its a lot of trial and error and good old practice, but I would seriously like to know what makes things trigger, Im mostly blind...
ChaffyExpert  [author] 25 Dec, 2023 @ 6:32pm 
It reworks the game, but yes it gets progressively harder the larger you get and RNG plays more of a factor.
Arqash 25 Dec, 2023 @ 6:20pm 
in this mod is possible for a nation to take over the map? I hate that there is no downfall of an empire like irl in the game and this is the reason why I didn't play too much of it, there should be a limitation and the bigger you are the more civil wars.
Zularmas 14 Dec, 2023 @ 7:29am 
This is exactly what I was looking for. Past 1550 basically the game turns into a map painter and this looks like a great fix to that. great job
IamRafii 13 Dec, 2023 @ 11:09pm 
very well then, keep up the good work my dude!
ChaffyExpert  [author] 13 Dec, 2023 @ 10:28pm 
Not really with the way it's coded, i want to work on something like that tho
IamRafii 13 Dec, 2023 @ 9:56pm 
can you make the civil war more interesting like spliting up the country in half or more by the support of heir
NILMOR 13 Dec, 2023 @ 3:43am 
trying to send colonists makes the game crash..eize baasa
ChaffyExpert  [author] 11 Dec, 2023 @ 6:52pm 
Gen Pol (youtuber) did a video, ai only timelapse on this mod.
I suggest checking it out.
https://youtu.be/JldRlBaFcbQ
pianoplayer201 8 Dec, 2023 @ 9:51pm 
Hey, can you post a proper invite to the discord? The link in the description is a link to a channel in the discord, but not an invite to it.
ChaffyExpert  [author] 29 Nov, 2023 @ 4:59pm 
For all you here i highly suggest trying my E.T. version! With all that time, it's perfect for this mod.
ChaffyExpert  [author] 24 Nov, 2023 @ 9:20pm 
Xzoi 24 Nov, 2023 @ 8:38pm 
its deleted?
ChaffyExpert  [author] 19 Nov, 2023 @ 4:19pm 
With play-testing the AI empires under the balance seem more stable, and the stability is less based on how many heretics and heathens you have and more so about governing cost and stuff like legitimacy. With a little more balance tweaking, the new update should be out soon.

Now i just got to figure out what to call it
ChaffyExpert  [author] 18 Nov, 2023 @ 6:25pm 
Also governing cost is going to increase unrest, so there is more incentive to not go above it, or at least it's risky to do.
ChaffyExpert  [author] 18 Nov, 2023 @ 6:19pm 
So for the purpose of this mod the tolerance and intolerance will be modified to be not quite as crippling- and beneficial- while unrest reduces missionary strength and increases culture conversion cost, so it's overall much harder to actually pacify areas basically permanently and it's harder to mass convert, say all of India lol, but you won't also necessarily have to in order to not deal with constant revolts.

I believe this is part of the reason for AI collapses too before i gave them a temporary minor buff
ChaffyExpert  [author] 18 Nov, 2023 @ 6:19pm 
So for the next update which is kind of a balance update, i'm going to be de-game-ifying some things, like religious tolerance and such, which right now is like, you have unconverted provinces it's constant revolts, if converted, then basically no revolts ever. Plus having non-accepted cultures will cause more unrest, since nation borders should be a little bit more based on culture, well culture and religion. But there is also an extra cost for culture conversion, since some nations like England love to, for example, get rid of welsh culture. I think it's culture conversion, could be expel minorities.