Europa Universalis IV

Europa Universalis IV

Dynamic Candidates
52 Comments
8vantor8 23 May, 2020 @ 12:56pm 
it 2020 so i think not
candys123 19 May, 2018 @ 5:16am 
is it still being updated?
Xanadu-King 31 Jan, 2018 @ 4:23pm 
Okay, so there is an issue I noticed, every nation that has a Republic can perminately vote for the same leader indefinately, until they die. The actual cost of reelecting a leader is 0, wether I played as Venice, or as Milan, it was zero all the time. I enjoy this mod, but I don't think a mod that is just supposed to enhance your gameplay, should also make Republics broken.
likesorange  [author] 13 Dec, 2017 @ 12:22pm 
Sorry for lateness, it's all updated now!
likesorange  [author] 19 Jun, 2017 @ 6:24pm 
updated
Corporal Himmelstoss 5 Jun, 2017 @ 4:44pm 
update?
likesorange  [author] 24 Jan, 2017 @ 9:48pm 
Woops It appears I made the update then forgot to update it, sorry about that :P
......... 20 Jan, 2017 @ 5:17am 
UPDATE PELASE
EL HERMANO 26 Nov, 2016 @ 8:03am 
1.19?
Cyniical 25 Oct, 2016 @ 1:11pm 
wait is this comp with ET?
humbleacadie 14 Oct, 2016 @ 9:09am 
Nice mod. I would suggest randomizing the election, as it is actually the people who vote and not the ruler (= player). If you have high prestige and/or money, and positive stability, your nation has achieved greatness under the last ruler, so he is able to remain in power.
If you have low prestige, negative stability or are bankrupt, why would your people keep such an awful leader ?
Plus, having a high navy tradition could lead to electing more likely a diplomat, while having an unowned core or high military tradition would rather lead to a military election (though still randoms, only using this as factors)
Thus, the leader election would not be a player choice, but rather a random choice largely influenced by your carrier. if you have been a good ruler, you have good chances to be elected again with +1 +1 +1, but if you have not, your people are likely to banish you.
likesorange  [author] 14 Oct, 2016 @ 7:55am 
@Elements08 Done
The missing localization messages should be fixed now as well @Accolade
Elements08 14 Oct, 2016 @ 4:08am 
update ?
Avocado Shark 15 Jul, 2016 @ 8:11pm 
Having this glitch when this mod is activated, most events are read "missing localization." Playing with no other mods.
likesorange  [author] 26 May, 2016 @ 4:10pm 
@YOLO Update now :)
YOLO 21 May, 2016 @ 5:04am 
Update soon?
Elements08 20 May, 2016 @ 2:57am 
Update for 1.17 ?
EL HERMANO 5 Apr, 2016 @ 8:27am 
@likesorange
1.16?
Parus 2 Feb, 2016 @ 12:10pm 
@likesorange Thanks a lot man! :D
likesorange  [author] 29 Jan, 2016 @ 9:28am 
@Parus Done and done
Parus 28 Jan, 2016 @ 3:59am 
Update for 1.15? Please? :)
sebastian.vs95 7 Dec, 2015 @ 5:38am 
hey is it possible for you to work on a mod for republics, where the rulers are randomized, with a gain of +1/+1/+1 when reelected by losing 10 republic tradition?
likesorange  [author] 4 Dec, 2015 @ 6:09pm 
Actually remembered to update within a reasonable time this patch :D
Rune Trantor 3 Oct, 2015 @ 12:21pm 
Will this update to 1.13 or are you waiting for 1.14? (Or is it... dead? D:)
Sterling 4 Sep, 2015 @ 11:07am 
Does what it says on the tin. :)
GardenPhilosopher 23 Aug, 2015 @ 6:50am 
can we change the tooltips?
likesorange  [author] 24 Jun, 2015 @ 10:48am 
@Rune Trantor Woops, I totally forgot to update when 1.12 came out, should be updated now!
Rune Trantor 18 Jun, 2015 @ 1:41am 
Will you update this for 1.12? The other mod that randomizes leaders is a bit underpowered by comparison, and the leaders it's giving me are arguably worse than the vanilla ones most of the time...
likesorange  [author] 5 Feb, 2015 @ 11:34am 
I just tested it and it worked for me, the only thing that I can think of for why it isn't working for you is that steam might have messed something up when you downloaded it, try unsubsribing and resubscribing or use the direct link.
Jepf Gunga 1 Feb, 2015 @ 10:16pm 
Yea, I have the same problem as Bored2Tears. Help?
Bored2Tears 25 Jan, 2015 @ 12:38pm 
I have a problem where the 1st election works as it should, but every single one after that causes a 4/1/1
likesorange  [author] 16 Oct, 2014 @ 4:31pm 
Hmm... Then you could try unsubscribing/resubscribing or using the direct download in the description. Also try it without any other mods enabled. (To test out if it works I would recommend opening the console with ` (it's the key to the left of 1) and typing in "event 700". This will fire the election event manually.)
nikolaj-11 14 Oct, 2014 @ 1:37pm 
Yes everything is fine with the install and activation. I tried both as Merchant and Noble republics.
likesorange  [author] 17 Sep, 2014 @ 3:31pm 
@nikolaj-11 Are you sure the mod is properly installed and that you enabled it in the launcher? It could also be that you just got really unlucky...
nikolaj-11 15 Sep, 2014 @ 10:42am 
Doesn't work for me, I've had several elections, but I've ended up with 4/1/1's every time.
Reaver 6 Sep, 2014 @ 9:14am 
I agree with Frolix, seems a bit overpowered.
N 6 Sep, 2014 @ 8:52am 
Can you change the names of some of the republic leaders? I want to have George Washington as my [Insert German Republic Leader Title].
The God Particle 4 Sep, 2014 @ 5:39pm 
im glad someone made this. republic leaders are really bland otherwise
Frolix 4 Sep, 2014 @ 12:47pm 
I feel the balance should be 3-5/0-3/0-3; 0-3/3-5/0-3/0-3; 0-3/0-3/3-5.

You're essentially giving republics a massive buff to MP.
horse. 3 Sep, 2014 @ 3:48pm 
it isn't coming up in my mod selection list, can anyone help?
LuddWillsIt 2 Sep, 2014 @ 2:48pm 
At last! Medieval countries will no longer be able to clone humans!
Voij 2 Sep, 2014 @ 5:50am 
As has been mentioned before, you should rethink some of these values, since the current version simply just makes republics stronger than before. The current version grants you e.g. an 1.8/4.7/1.8 average diplomatic ruler. So instead of 6 base-stats on average, you end up at 8.3. That's a considerable buff to republican strengths, so perhaps some number-adjustments are in order. (If need be, make it 0-3 in bad categories, 3-5 in strong ones and adjust probabilities, or use 0-2 in bad ones, but have 0 be at abysmally low chance.[This way you can still make sure that the strong categories always have a superior value.])
Prince Hal 1 Sep, 2014 @ 3:30pm 
Perhaps this can do away with my one time of 0/0/0 as a leader, that was awful
vlasiqueee 1 Sep, 2014 @ 3:14pm 
good realistic mod! TY
how works with ironman?
Petrichor 1 Sep, 2014 @ 2:11am 
Those stats seem a bit high considering you can't ever go below 4 on the prefered stat. This is pretty much strictly better then the vannila version, does it overpower the republics at all?
Erawolf 1 Sep, 2014 @ 12:01am 
You can clear the old message.
likesorange  [author] 31 Aug, 2014 @ 8:11pm 
@crazylamb452 Actually, this is my first mod! It isn't that hard to learn, especially if you know anything about programming.
likesorange  [author] 31 Aug, 2014 @ 8:09pm 
@The Objective Opinion No, it only edits the elections event file and the generic events localisation file.
Lamb 31 Aug, 2014 @ 1:52pm 
Hey I thought of something like this a while ago, just a bit different, where the stats could be 0-3 for non-dominant and 4-6 for the dominant. (Not angry or anything, I'm glad someone thought of it too, because I have no idea how to mod). Just really really glad that it was made! :) can't wait to try it!
fincap 30 Aug, 2014 @ 11:33pm 
Does this mod edit defines?