Europa Universalis IV

Europa Universalis IV

Westernization Reworked
88 Comments
beewyka819 27 Apr, 2018 @ 6:04pm 
@Roma Invicta No need, westernization isnt a thing anymore
Papal States 26 Apr, 2018 @ 8:25pm 
Update?
beewyka819 22 Nov, 2016 @ 2:15pm 
Oh, ok
user12343  [author] 22 Nov, 2016 @ 1:07pm 
@[Void]beewyka819
The mod is "hidden" when I am editing it. I just released and update.
beewyka819 22 Nov, 2016 @ 1:04pm 
What happened to Institutions Reworked? Says it was deleted.
user12343  [author] 14 Nov, 2016 @ 4:45pm 
@all

Mod is now updated for 1.18
Please see new version Institutions Reworked
user12343  [author] 8 Nov, 2016 @ 5:41pm 
@💯😂REAL CATE HOURS😂👌
Ha, I know what you mean!
カテ 8 Nov, 2016 @ 10:12am 
Alright thanks, it's just that I noticed in game that the indians were unconquerable because they all had Western tech by like 1520. It was ridiculous and your mod seemed to fix that.
user12343  [author] 7 Nov, 2016 @ 4:59pm 
@💯😂REAL CATE HOURS😂👌
1.18 update is very close. I'm beta testing and ironing out last bugs. This week for sure.

Update will be posted as a new mod (1.18 mechanics invalidates WR mechanics) and I will post a link here. I will leave WR up for those who want to continue using 1.17 or earlier.
カテ 6 Nov, 2016 @ 2:45pm 
When will the update come out?
Doctor Naterson 13 Oct, 2016 @ 6:55pm 
@Dr. Killington I feel you. I had a huge Russian Empire with a personal union with Bohemia. I was about to conquer modern day Vladivostok until this update. Oh well I guess I had gotten too powerful anyway.
user12343  [author] 13 Oct, 2016 @ 7:11am 
@Dr. Killington
No I'm afraid not. When this updates to 1.18 it will require a new game.

You can continue the game by rolling back to 1.17 though. I continue to use 1.17 and just keep a seperate set of the 1.18 files to build off.
D3ADhuntiN 12 Oct, 2016 @ 3:16pm 
user12343, will we be able to add your mod after starting a game with 1.18 extended timeline/idea variation with no save failures? Like your work I had a huge Malacca empire running was about to own the Ottomans pre 1.18.
user12343  [author] 12 Oct, 2016 @ 8:44am 
I think moving forward this mod morphs into tweaking the institution system. I'd like to see about incorporating the mod mechanics into the triggers for institutional spread and adoption.

In general I like what Paradox has done with the institutions, it's a good idea. I just come at it from a different perspective and with different end goals.

We are probably 1 or 2 hotfixes away from a really stable, playable version of 1.18, so it may take some time.
user12343  [author] 11 Oct, 2016 @ 4:51pm 
I am trying to take in the new institutions experience and see what I think.
When I get a feel for that, I'll decide what to do about WR.

For now, as should be clear, WR will not work with 1.18.
beewyka819 4 Oct, 2016 @ 6:41pm 
Yeah, I got a new chain. However, I cannot get the "centralization of authority" even though I have enough monarch points? Am I also missing something here? Also, I have a buff called tribal government on all my techs, reducing them by 100%, a decision never gave me this, where did it come from?
user12343  [author] 4 Oct, 2016 @ 3:39pm 
@[Void]beewyka819
There is a criteria that only allows you to research a technology that you are 'aware' of. So if you are NA and there isn't a more advanced technology group country somewhere in your vicinity then you will be unable to get the next tech advance.

You can work around this by moving to an area where Western nations are, expanding into such an area, becoming allies with a western nation or becoming a protectorate of one.

Next update will do a better job of explaining this in game. Sorry for the confusion.
beewyka819 3 Oct, 2016 @ 2:08pm 
I'm playing as a North American nation and it stopped after the -100% modifiers. How do I get to reformed tech then?
Suralin 26 Sep, 2016 @ 8:33pm 
Yeah, I was wondering why it was there myself. Great mod apart from that tho :)
user12343  [author] 26 Sep, 2016 @ 6:25pm 
@Suralin
Good question, I'm not sure.

I could remove the line, it isn't really necessary for what the mod is intended to do.
Suralin 19 Sep, 2016 @ 8:42am 
Or rather, on maps with all random nations, is reform impossible? (clarification)
Suralin 19 Sep, 2016 @ 8:41am 
Since these reform tags have the "normal_or_historical_nations = yes" tag, are custom nations unable to reform?
user12343  [author] 18 Sep, 2016 @ 11:56am 
@Mohamme (No monitor)
No I don't think so, but I've never used CU. My sense it is a large overhaul mod.
MrBeast 17 Sep, 2016 @ 6:05pm 
does this work with Common Universalis?
Ho'olheyak 妻 12 Sep, 2016 @ 12:01pm 
@user12343 Thanks.
user12343  [author] 12 Sep, 2016 @ 5:29am 
@Where's Jane Fonda?
I can add a decision to change it and put it in the next update.
For now, I'm afraid you are stuck.
Really I should just get rid of that option.

Does anyone use it or like it?
I can see wanting to use the decision update if you really want to see and understand how your actions affect the cost. The update event is just not the greatest way to do it.
Ho'olheyak 妻 11 Sep, 2016 @ 9:20pm 
Is there anyway to change the how often the reform cost update events pop up? I misread the prompt for option one, and now have to deal with the event every 2 months.
user12343  [author] 11 Sep, 2016 @ 6:14am 
@Katas^^11trofa ☢
I think it's difficult to speculate about what will happen with the next patch. Until we actually see the code it is hard to say what will happen.

Here's the basic idea of this mod: there is room for scientific and industrial development of nations outside of Westernization that result in improved advancement. The relative rate of this advancement will vary country to country based on different factors.
Now, to me, the next patch will accomplish something along those lines.
How exactly that happens, remains to be seen.

It is possible that I will love the new patch and this this is no longer necessary.
It is also possible that I will find room for improvement and use this as a base to further develop these same concepts.
katastr0phy ☢ 10 Sep, 2016 @ 5:37am 
Isn't it pointless when in the next patch the technology will be changed for institutions, and there won't be such a thing as westernization ?
user12343  [author] 7 Sep, 2016 @ 8:40am 
Update live, please see change notes for details
This is a significant change that may break your saves.
Steppe Hordes will have to reform their government prior to starting mod effects.
Steppe Hordes can now choose to keep Horde unit type or change to new unit type (with Armies Reworked)
Zimmerson 7 Sep, 2016 @ 8:11am 
I'd rather not go into the files, but I did anyway. I've changed the tech difference to be 100 techs behind so they can never westernise. Ofc I didn't edit the mod, i edited the base file
user12343  [author] 7 Sep, 2016 @ 7:52am 
@Lopatou_ovalil
Only EVE Religion Lite, I don't think with regular EVE
user12343  [author] 7 Sep, 2016 @ 7:52am 
@Zimmerson
Yes, definitly possible. Open up the mod and look for a file 00_scripted_functions
See the entries for can_westernise
all you need to do is set that so that non-western tech groups can't execute
Lopatou_ovalil 6 Sep, 2016 @ 12:07pm 
is it compatible with EVE ?
Zimmerson 6 Sep, 2016 @ 5:50am 
I'm going to try this, as it seems quite interesting, and that you have quite the knowledge on westernising etc. I have a favor; well, it's more like a request, but you can say no if need be. I am trying to find a mod where no non westernised countries can westernise. Why you may ask? It's because I'm trying to play a Marathon game where the game mainly follows history, and it doesn't really go the way I want to cause of the eastern countries.

I end up going to India and conquering, (trying to make the British Raj of course), and sometime in the future, they end up westernising along with Ming, Bengal, even Japan... This is a problem cause when I come around to Victoria 2 after i've converted the save, they're all western and it sorta ruins the scenario i'm going for as well, they end up overtaking me in Great Power Status xD

So, Do you think it's possible to make a No Westernisation Mod?
user12343  [author] 5 Sep, 2016 @ 6:34pm 
Update live, please see change notes for details
user12343  [author] 1 Sep, 2016 @ 5:40am 
I'd invite you to check out Armies Reworked which is built off of the concepts in this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=755780165
user12343  [author] 12 Aug, 2016 @ 11:28am 
Update live, please see change notes for details
user12343  [author] 15 Jul, 2016 @ 7:58am 
@jester
yes, mod works off of your tech group
As long as you are not using a mod which adds a new custom tech group you are fine
Jim Jim 14 Jul, 2016 @ 8:45pm 
what if i make a custom nation will the mod still work for said custom nation?
user12343  [author] 12 Jul, 2016 @ 7:33am 
Update live, please see change notes for details
new explanation in details thread

There is a new Reform Cost Update option that calculates automatically without bothering the player, I would recommend it.
user12343  [author] 30 Jun, 2016 @ 10:41am 
Update live, please see change notes for details
new explanation in details thread
user12343  [author] 17 Jun, 2016 @ 7:21am 
@Polaris
Yes, this will not work with any mods that change the technology files without a patch.
I could do one, but I wouldn't expect it anytime soon. I've got a lot on my plate and 1356 just isn't a mod I use much.

You, or anyone else, is welcome to give it a shot though. Just look at what I did for the ET patch and carry the concept over for 1356.
Polaris 16 Jun, 2016 @ 5:41am 
I tried this with 1356 - A Timeline Extension Mod and it doesn't change into the reformed technology group. Tried with the patch too. Is it possible to have a patch for that?
user12343  [author] 11 Jun, 2016 @ 10:03am 
Update live, please see change notes for details

@ChuckNorrisLilCuz
This update addresses the concern you raised about widespread reform
user12343  [author] 11 Jun, 2016 @ 7:58am 
@DarkArchon
I haven't really played around with Shattered Europa. I could give it a shot. Might not happen for a bit though.
DarkArchon 10 Jun, 2016 @ 11:12pm 
I tried this with Shattered Europa Mod, while it does launch and run. The Options in this mod does not appear in non westernized nations. My guess is this isn't compatable with it. Do you intend on making a compatibility patch for it like you did for Extended Timeline?
user12343  [author] 10 Jun, 2016 @ 1:36pm 
@jr1125a
Not having used either mod I couldn't say for sure.

I would give Westernunits mod a try, that will probably work. Depends on how the author wrote the requirements for the decision. If you are a Reformed Tech Group and the mod lets you take the decision to change your units then you should be set.

Balanced Asian Technology will not work without a patch, both mods make changes to similar files (from first glance)

Reality is chaning units is very easy. I'm not sure that is going to be a feature in this mod, not really part of what I envision. But you could easily combine this mod with a lightweight mod that makes that change. Westernunits mod might do that right now.

My answer to the Western units problem is another mod I released, Expanded Infantry Options. Take a look at that, might not be what you are looking for. No Western units, but expanded options when choosing new units.
Jon 10 Jun, 2016 @ 12:31pm 
This is something that's desperately needed, thank you so much for making it.

Quick question, do you think it might work with mods that allow a nation to adopt Western units after Westernizing, like this Westernunits mod? The concept just seems so natural---if they have Western tech, a nation would arm its troops with that technology. Please don't take this as a criticism, since I have no idea if doing that while making the changes you have is even possible, or what challenges might be involved.

Westernunits mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=312768006&searchtext=western


And ditto for this one, Balanced Asian Technology, which reduces the total tech disparity. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=176991717&searchtext=western

If answering either question is too much of a hassle, I totally understand.
user12343  [author] 10 Jun, 2016 @ 6:55am 
@ChuckNorrisLilCuz

Western nation's CB against Reformed Tech Group nations are disabled intentionally. Reformed Tech Group nations can get CB against non-Western however.

Yes, right now most nations choose the Reformed path. I'm working on a system where only nations of a certain size or a random selection of other nations choose to pursue Reformed Tech Group and most others do not.