Europa Universalis IV

Europa Universalis IV

Autonomy Mod
87 Comments
LimonenZitrone  [author] 29 Apr @ 12:53pm 
@Baker0214: If the exclave has a sea connection (aka a port province) close enough to other provinces of you with a port, it should work. If it's too far away, you may have to use subjects until you have other land close enough to it.
Baker0214 29 Apr @ 8:26am 
how does this work when a country has an overseas colony.
For example if Britian has a colony in india, is it possible to mantain that with this mod?
slatsamer 25 Oct, 2024 @ 2:03am 
Hello. Nice mod, but how to add more units to released countries in the files? Because they always die and lose in independence wars.
LimonenZitrone  [author] 11 Feb, 2024 @ 10:01am 
@Pluri: It could be, but I feel events work better for something you may decide at game start only and not also later on. Ideally you just agree in the MP lobby that only the host should use the decision.
Pluri 11 Feb, 2024 @ 9:25am 
I see. Would it be possible to change the enclave disable option from a decision into an event so that it can be used for multiplayer?
LimonenZitrone  [author] 11 Feb, 2024 @ 9:24am 
@Pluri: Yes it should only consider landlocked or coastal ones that are not too close to any of your mainland (or other close coastal provinces). So essentially if you have a coastal province connected to your capital, then another coastal province close by that isn't connected to the capital that is fine. Then if you have another coastal province close to that should also fine etc.
Pluri 10 Feb, 2024 @ 8:56pm 
Just what I've been looking for. :D
I assume for the enclave mechanic naval access counts and only landlocked enclaves are affected if you have coastline access to your capital?
LimonenZitrone  [author] 26 Oct, 2022 @ 11:52am 
@Real Donald Trump: I don't change anything about their idea group, so that seems like a vanilla bug. Estate tags use custom ideas, like custom nations do, and those cannot be swapped. They don't get used much in vanilla, so it's possible that that's a bug that vanilla also suffers from and it just doesn't happen often enough to be noticed normally.
Odie 26 Oct, 2022 @ 10:25am 
There is a Bug:
When a Region declares Independence and creates a custom tag (E00)
its ideas are locked even if they already have some completed, but if they continue their idea groups they get unlocked. So they basically start from 0 and have a disadvantage this way.
Is it because they get their overlords idea group but it breaks somehow?
LimonenZitrone  [author] 15 Feb, 2022 @ 8:03am 
@S k y e l i g h t: It was updated for 1.32, so yes.
「Sk™」 15 Feb, 2022 @ 1:51am 
Hi, it says this hasn't been updated in 4 months. Does this still work?
linux 13 Mar, 2020 @ 3:13pm 
Thanks, looks great!
LimonenZitrone  [author] 11 Feb, 2017 @ 1:48pm 
@ELECTROHUILA:
Because it was requested to remove it.
......... 11 Feb, 2017 @ 10:22am 
I saw in the change list that you removed the loss of prestige, could you tell why?
LimonenZitrone  [author] 10 Feb, 2017 @ 6:31pm 
@ELECTROHUILA:
It's possible to give the AI the opinion modifier, which tells that they want provinces from you, but it's not possible (or at least I don't know how) to define, which provinces they want to have.
I'm not sure, if only the opinion modifier will make them trying to get their province(s) back, but I can use it as well.
......... 10 Feb, 2017 @ 6:23pm 
The game has a system of "desirable provinces", is it possible to implement this by using it? Or is it only displays the AI motivation, but it does not motivate him?
LimonenZitrone  [author] 10 Feb, 2017 @ 6:12pm 
@ELECTROHUILA:
I think opinion modifiers won't motivate the AI too. Maybe a change of the attitude towards them, although they would probably change that after a little bit of time if it's not given as a locked attitude.
Missions could work for motivating the AI though, I will see what I can to.
......... 10 Feb, 2017 @ 6:07pm 
Because the AI doesn't capture the released country only because of the claims on its territory.
......... 10 Feb, 2017 @ 6:03pm 
What do you think about adding of some opinion modifier(or something like this) from the previous owner to the released country?
You need to motivate the AI to return (capture) the released country, if it is independent.
LimonenZitrone  [author] 5 Feb, 2017 @ 4:59pm 
@ELECTROHUILA:
It doesn't crash the game, does it? So you can leave the stuff that's there. It's not needed and is ignored by the game anyway, so I will remove it with the next update.
Thanks for letting me know.
......... 5 Feb, 2017 @ 2:10pm 
[persistent.cpp:44]: Error: "Unexpected token: limit, near line: 667
" in file: "events/autonomie_events.txt" near line: 672

that is ok?
......... 4 Feb, 2017 @ 10:45pm 
I meant that the province will not be able to disconnect from the country if in the province will be a big enough army. (So instead it was something else, perhaps an uprising, idk)
LimonenZitrone  [author] 4 Feb, 2017 @ 12:28pm 
@ELECTROHUILA:
What exactly do you mean?
......... 4 Feb, 2017 @ 11:41am 
I think that AI should be able to liberate the country (making them vassals) if there is a level of autonomy is growing to 100.
......... 4 Feb, 2017 @ 11:21am 
Better get your solution to this problem, I do not so much understand in modding. :steammocking:
LimonenZitrone  [author] 4 Feb, 2017 @ 9:08am 
@ELECTROHUILA:
The released country becomes your vassal automatically, if you are the only existing country (besides itself) that either has the same primary culture or that accepts its primary culture, e.g. if you and the released countryare the only countries that have the primary culture "russian".

You could change that though in the file "autonomie_events.txt". The events "autonomie_events.2" and "autonomie_events.6" are the events that make you vassalize the released country under the given circumstances. Just replace the specific if statement's limit section with "always = yes" (without the quotation marks).
......... 4 Feb, 2017 @ 9:04am 
i'd make a event modifier, but i don't think i need it if i have this mod. Your modes, by the way, perfectly compatible. You could unite for the sake of something greater :DDD
......... 4 Feb, 2017 @ 8:59am 
Maybe you can tell me how to make a liberated country automatically became my vassal?
cos i have "Vassalize Them" mod
LimonenZitrone  [author] 4 Feb, 2017 @ 8:52am 
@ELECTROHUILA:
I don't know much about trade leagues? Is the diplomatic reputation of the trade's leader important for a country joining the trade league or its own diplomatic reputation?
If it's the second one, I can add such a modifier. If it's the first one such a modifier won't change anything I guess.
......... 4 Feb, 2017 @ 8:45am 
Hello, can you add some triggered diplomatic reputation penalty to the released country? I just play as Lituania and when Polotsk get ~95% autonomy, they are released and just join the Novgorodian trade league INSTA. Should be given some time for me to declare war on them after their release.
Thank you for your mod.
LimonenZitrone  [author] 21 Aug, 2016 @ 9:28am 
@Fanta:
Ich hab jetzt mal versucht noch zusätzlich country flags als trigger für das Vasallisieren zu nutzen. Mal sehen, ob das funktioniert.
EL HERMANO 20 Aug, 2016 @ 2:15pm 
@lemonporn
Der Bug in dem z.B. Syrien Provinzen von Frankreich erhält ist leider wieder aufgetaucht.
Hier mein Vorschlag:

Entweder wir versuchen den Bug (auf deine Art) zu lösen,
wir streichen das mit der Vasallisierung von frei gewordenen Provinzen
oder wir fügen einen weiteren Trigger ein damit nicht mehrere Länder dieses Event bekommen und somit (hoffentlich) kein Bug mehr entsteht

OR = {
NOT = { stability = -2 }
NOT = { prestige = -67 }
NOT = { legitimacy = 20 }
}

Damit sollten nur noch wirklich sehr unstabile Länder betroffen werden.
annihilatetheinfant 23 Jun, 2016 @ 11:44pm 
Tanzania seems to be stuck repeatedly taking out 3 tribes and releasing them, you should add a mechanism so it will decrease autonomy right after taking over a country.
LimonenZitrone  [author] 22 Jun, 2016 @ 11:00pm 
Well, I didn't change that, so it should.
annihilatetheinfant 22 Jun, 2016 @ 9:01pm 
Does the game notify you if a nation is released anymore?
annihilatetheinfant 9 Jun, 2016 @ 2:48pm 
I use all the mods in my collection, 'Better EU4'. And if I check diplomatic/opinion/coalition, etc. on a released nation for the first few days, my game crashes. No need to fix if you ask me, it's pretty avoidable.
LimonenZitrone  [author] 9 Jun, 2016 @ 2:40pm 
@Cruzbones:
Do yo mean, the game crashes, if you click on a just released nation and, for example, click on "diplomatic mapmode"?
I tried that with a few map modes and nothing happened (tested with this mod and Extended Timeline), maybe it's a conflict with another mod. Which mods do you use additionally?

Also AI nations should now not be able anymore to increase autonomy, if the province has more than (or equal to) 65 autonomy (changed scripted funtion).
annihilatetheinfant 9 Jun, 2016 @ 2:02pm 
Also, the first week a country is released, do not check any of its mapmodes. Crashes game.
annihilatetheinfant 8 Jun, 2016 @ 9:51pm 
Small, but an overhaul. :D
LimonenZitrone  [author] 5 Jun, 2016 @ 5:42pm 
EL HERMANO 5 Jun, 2016 @ 3:08pm 
@lemonporn
Sehr gut!!!
LimonenZitrone  [author] 5 Jun, 2016 @ 3:01pm 
@Fanta:

Deswegen würd ich sagen, brauch man das nicht mehr, da beides andere ja bereits abgedeckt ist.
Das hier [pastebin.com] hab ich jetzt. Sieht das so schonmal OK aus?
Ich werd vermutlich alle trigger zu custom trigger tooltips umformen, da das ingame ziemlich sinnlos aussieht, obwohl es funktioniet. Liegt vermutlich auch an dem bescheidenen Deutsch des Spiels ^^
EL HERMANO 5 Jun, 2016 @ 2:57pm 
@lemonporn
Aso jetzt verstehe ichs...
military_strength ist gesamte Militärmacht (Armee+Flotte)
und army_strength oder army_size ist nur Armee
LimonenZitrone  [author] 5 Jun, 2016 @ 2:46pm 
Also, es scheint so, dass military strength der armee größe, vllt. mit der flottengröße zsm, entspricht. Jedenfalls steht ingame "Armeestärke" bzw "Armeegröße".
EL HERMANO 5 Jun, 2016 @ 2:43pm 
@lemonporn
Weiß ich nicht genau wichtiger ist ob das der richtige weg ist
LimonenZitrone  [author] 5 Jun, 2016 @ 2:33pm 
@fanta:
Aber ist das nicht im endeffekt identisch mit der größten Armee?
EL HERMANO 5 Jun, 2016 @ 2:29pm 
@lemonporn
Für Stärkste Militär (Länder m. d. höchsten Militärmacht) habe ich folgendes überlegt

AND = {
calc_true_if = {
all_known_country = {
military_strength = {
who = ROOT
value = 1.01
}
}
amount = 1
}
NOT = {
calc_true_if = {
all_known_country = {
military_strength = {
who = ROOT
value = 1.01
}
}
amount = 2
}
}
}

Das wäre dann der Befehl für die 2. stärkste Militärmacht. Ist das OK so?
EL HERMANO 5 Jun, 2016 @ 2:27pm 
@lemonporn
OK ich habs so gedacht gehabt:

1. Platz: 2.0 alle Leaderwerte
2. Platz: 1.8 alle Leaderwerte
3. Platz: 1.6 alle Leaderwerte
4. Platz: 1.4 alle Leaderwerte
5. Platz: 1.2 alle Leaderwerte
6. Platz: 1.0 alle Leaderwerte
7. Platz: 0.8 alle Leaderwerte
8. Platz: 0.6 alle Leaderwerte
9. Platz: 0.4 alle Leaderwerte
10. Platz: 0.2 alle Leaderwerte
LimonenZitrone  [author] 5 Jun, 2016 @ 2:23pm 
@Fanta:
Ja, das mit dem Prestige klappt, wenn du Prestigeverfalls (hier der Fall) oder Jährliches Prestige als Effekt von Triggered Modifiers angibst, aber nicht, wenn du direkt Prestige hinzufügen willst, also add_prestige = 10 oder so.

Wie genau meinst du das nun mit den Leadern?
Meinst du, dass die jeweilgen Belohnungen andere Leaderwerte beinhalten sollen, also, dass das Land mit der größten Armee z.B. Leader Shock +2 erhält und der mit der 2. größten Armee Leader Manöver +2? Oder wie genau?
EL HERMANO 5 Jun, 2016 @ 2:17pm 
@lemonporn
Lassen wir es für den Anfang mal auf 2 Leaderfähigkeiten bei den Monarchen.
Das mit dem Prestige müsste eigentlich klappen da ja z.B. die Eroberung Roms auch Prestige gibt.
Das mit den Estates lassen wir jetzt auch und machen dann 5% Moral f. Heer und Flotte.
In dem Mod "Idea Variation" gab es so einen Effekt, falls es dich interessiert.