Europa Universalis IV

Europa Universalis IV

Hardcore Universalis
37 Comments
Clark Crente  [author] 14 Apr @ 4:17pm 
Always trying to help!

I think the issue might be the DLCs' absence and it requires to run Flavour and Events expanded concommittantly
KafkeKretz 13 Apr @ 6:18am 
@Clark Crente well, thank you still answering here despite abandoning project - shame I have discovered it so late, I tried to play as Poland but the game is crashing after 10 years (I tried to switch countries and disable some AI advantages_ and nothing helps. Maybe some updates for other mods will help?

Will try Ceasar - just one question; are all DLCs required or your mods work on Vanilla?
Clark Crente  [author] 12 Apr @ 2:07pm 
@KafkeKretz yes it was an old update never done prior working on caesar universalis!

@Ckasaron thanks for the words and suggestions, sadly I'm working now on caesar universalis, so no updates in feasable future!
Ckasaron 12 Apr @ 7:49am 
I like the idea of this mod, except for the removal of unique mission trees for most nations. That is something I very much dislike. I get it, many mission trees have gone off-the-rails with power creep, but far from all of them have done so. Why not address the overpowered examples instead of punishing everybody?

I also don't care for incorporation of FEE, as that renders this otherwise great idea of a mod incompatible with Europa Expanded, whose mission trees and flavor are top notch. I simply can't play vanilla EU4 map without EE anymore, the difference is that immense.
KafkeKretz 12 Apr @ 7:40am 
I only have one trade node in the game (english channel) at lkeast at start - is this how it suppose to be?
Clark Crente  [author] 28 Mar @ 12:01pm 
That was an update, works perfectly. Just only some adjustments were not made (like nr of merchants) due to Caesar Universalis.

It was supposed to be uploaded some months ago.
frotzy 28 Mar @ 9:18am 
I think trade is broken? There's only one node, English Channel, which is at the south pole.
Clark Crente  [author] 13 Mar @ 12:43am 
Hit me on discord, I can make the file for you!
Vingaard 12 Mar @ 1:06pm 
So I'm playing outside of Europe (Tibet), and was wondering whether a force limit buff to Ming, or just the Chinese Emperor in general, would be appropriate?

Maybe add a flat bonus or modifier to forcelimit for the Celestial Empire reform?
Or giving extra force limit at positive mandate?

(I just want a larger threat for my Tibetan Empire, please!)
Clark Crente  [author] 14 Feb @ 6:38am 
Mod uploaded for an extra work with Caesar Universalis!

Feature the only trade node from the same name's mod!
Clark Crente  [author] 12 Feb @ 6:21am 
Thank you for your words, @NAGIBATOR2004 (cool tag lol). The FL was meticously tweaked over almost 100 test runs, isn't perfect but it is realistic enough. Around mid 1600s to 1700s it gets drastically improved, like irl. With the +2 FL from the buildings, as well manpower from the souldier's household.

You can easily tweak this on modifiers in the folder triggered modifiers -> land_naval_triggered_modifiers -> land_forcelimit

The next mod I'm participating, Caesar Universalis, will feature Autonomy requires control as base (if testing approves!) instead of straight modifier. It'll take some time as "real life's lore" is happening lol

Any doubts just join the discord and hit me up there, my tag is victor_cohen
NN 11 Feb @ 7:32am 
Also recommend using Autonomy requires Control mod
NN 11 Feb @ 7:26am 
Damn man all your tweaks and mods included was in my modpack for more realistic development and expanding and challenge ofcorse. Thanks you for your work! Do you have any planks on developing this mods? I have yet played untill 1530 and it was quite good. But the army_size -50% I guess is too harsh cuz even if I am playing as empire 12k units is too low amount for this time I guess. Can you make this modifier disable after certain mil technology?
Clark Crente  [author] 21 Dec, 2024 @ 1:32pm 
@Alric

Этот текст используется пользователем или пользователем Google.

Поскольку промахи удаляются для продвижения организации в нациях, многие промахи имитируют реальность, потому что игра, которую вы делаете, становится неуравновешенной. Кроме того, чтобы уравновесить или восстановить точность, необходимо внести изменения для уравновешивания или начала, чтобы не было никаких сильных сторон.

Большое спасибо за комментарий.
Alric 21 Dec, 2024 @ 12:25pm 
Ну и на кой надо было задания удалять? Отличная идея, разрабы их годами добавляют, а автор мода рррраз и удалил. А так идея мода неплохая
🌟 Nyru 10 Dec, 2024 @ 1:46pm 
Yes, I have removed the file that forbids declarations of war:

\SteamLibrary\steamapps\workshop\content\236850\2967440220\common\diplomatic_actions and then the "!.01_declarewar" file. This however does not remove the colonization penalty that nations suffer, just makes war within Africa possible. But I too only noticed this problem after playing with the mod for several campaigns, since it is indeed eurocentric. Something like an increased war score cost / ccr in Africa would probably be more balanced, but I wager that its just not worth the effort, and just removing the file when wanting to play in the region is easier.
Clark Crente  [author] 10 Dec, 2024 @ 1:17pm 
@Nyru, didn't know about it. Sorry! I'm shamely eurocentric. If you could test removing the files let me know, I'm currently working on a new mod Caesar Universalis!
🌟 Nyru 10 Dec, 2024 @ 10:55am 
Thank you very much. While I get the argument of Europeans not being able to conquer into mainland Africa and gobble it up, it was rather jarring to see how countries like Ethiopia simply aren't playable because of this.
Clark Crente  [author] 9 Dec, 2024 @ 2:34pm 
Hi, it is to simulate how irl it was only possible due to vaccines as europeans weren't able to do it! I think the files of this mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967440220&searchtext=africa+colonization) are the ones who disable it, for vic3 convertions they are a must!
🌟 Nyru 9 Dec, 2024 @ 12:28pm 
Hey, I noticed when playing with your mod, I cannot declare war on nations in Africa due to a modifier that prevents attacking nations with their capitals in certain regions. Is this the case? And if yes, what files determine that, so I can edit them?
Clark Crente  [author] 5 Dec, 2024 @ 11:14am 
Yes, sir! I'm working on a new one, feel free to add anything you want :)
青沼Azuki 4 Dec, 2024 @ 8:51pm 
Great mod! May I make a sub mod?:steamthumbsup:
Clark Crente  [author] 3 Nov, 2024 @ 5:22am 
@boba if you join the discord and PM there I can help you!

But in the future update it won't be possible anymore as it will change the trade dramatically. However, I'm considering to release a less hardcore version with missions and other vanilla shenanigans!
Boba 31 Oct, 2024 @ 3:10pm 
can i play this mod without replacement of mission trees?
Clark Crente  [author] 31 Oct, 2024 @ 9:20am 
The mod has been update, please join the discord for further info, doubts and bugs!
Clark Crente  [author] 3 Oct, 2024 @ 5:42am 
Thank you for your words! Yes, it is on the plans. After a time off to balance with daily activities, I will focus to test the "One Trade Node" mod and how would it react on long term. As I changed some government reforms, I will need to check file by file to make it work together and also to maybe modify how Global Trade spawns. Otherwise, an Eastern nation would do it.

Then a type of population system will be tested, there are some mods available and the one most recommended need some serious work to adapt the rest of this mod!

Join our discord server, there I can help with any doubts/bugs!
NicolasCinoB 3 Oct, 2024 @ 2:12am 
Sounds like a fun mod! I'll give it a try! Are there any plans to change development system?
Clark Crente  [author] 30 Sep, 2024 @ 5:07am 
Oh yeah, sorry, forgot to mention it! Thanks for that, gonna update the description! No free cookies! Prepare to see Burgundy to form France sometimes :)
Lukash_ 29 Sep, 2024 @ 9:43pm 
Did you zero out the Burgundian Inheritance events? It happens only as a blank event.
Clark Crente  [author] 27 Sep, 2024 @ 4:52am 
Mod updated!
Clark Crente  [author] 10 Sep, 2024 @ 5:22am 
@Ringer, thanks for your words! I designed to be played on normal mode. Try it first and then change the difficulty on xorme ai as it was designed to be played alongside.

Enjoy your experience, join our discord server for further doubts and suggestions.
Ringer 9 Sep, 2024 @ 3:46pm 
this is real cool. Should you play the mod on normal difficulty, very hard etc?
Clark Crente  [author] 9 Sep, 2024 @ 5:54am 
It already has incorporated all the mods listed:

⚔️ Warfare, through a special blend of these mods:
Responsible Warfare
Reborn Military Updated
Combat Width Terrain Restored
Decisive Battles (Higher Warscore From Battles)
Historical Land & Naval Sizes

You don't need to use any warfare logistics-ish mods. Unless it is a specific one.



The only mods tested by are the last listed. After this major update aiming to new ideas that requires a navigations system and no unique ideas (yup) I'll start to test with different mods!

Please join the discord, there I can help you with eventual bugs:

https://discord.gg/NfBZ7fJhZM
DoubleCheeseVonHabsburg 8 Sep, 2024 @ 7:06pm 
Oh just got a bug: i believe when you integrate responsible warfare this mod you mistake the morale of manpower depleted country: right now manpower depleted country has positive 10% more manpower recovery as well as positive 10% morale whereas originally responsible warfare set the country with low manpower less morale so.. yeah it will be better if you can quick fix this. this is a tiny mistake i found so far
DoubleCheeseVonHabsburg 8 Sep, 2024 @ 6:50pm 
I like your mod and i think your idea is valuable and maybe a new great mod if you keep develop it. Really nice mod. one question, are" mods you must run with" kind of your personal recommendation or they are dependencies for your mod?
Clark Crente  [author] 7 Sep, 2024 @ 2:30pm 
Hello, sir, what does that mean?
DoubleCheeseVonHabsburg 7 Sep, 2024 @ 1:01pm 
let's see if this a rising legendary