Europa Universalis IV

Europa Universalis IV

Armies Reworked
93 Comments
Repixirq 9 Nov, 2023 @ 4:17pm 
models?
Augustus 15 Jun, 2019 @ 8:00am 
Please UPDATE!!!!
Wolves in the Throne Room 3 May, 2019 @ 5:52pm 
Does this work currently?
monsterAdamTN 21 Jan, 2019 @ 1:53pm 
Yeah If there was one thing that bothered me it was that European Countries could acess any unit making them OP because they could acess the units with the best pips even if it was not their culture
fedcba 19 Jul, 2018 @ 2:15am 
why do european countries have access to any unit culture, inclucing mesoamerican infantry in the middle age?
Zooasaurus 1 May, 2018 @ 7:35am 
Is there any chance for this mod to be updated? I want to give some suggestions for unit names too if possible
Brady Gunner 21 Dec, 2017 @ 1:50pm 
I'm a bit occupied so could some kind lad lend me an answer if I can also build older tech troops even if I was higher tech? Like even if I was tech level 32 I could still build Latin Knights or other troops of my choice and not just tech level specific ones? (Roleplay purposes)
Feraa 29 Jun, 2017 @ 2:11pm 
I REALLY hate to be like them, and I won't be. Do you have a date for this to be updated by? A general estimate, perhaps?
DaveJustDave 9 May, 2017 @ 10:17pm 
I'd sell a clondike bar for this mod to be updated.
Joseph Stalin 2 May, 2017 @ 6:37pm 
PIPS
flowdubl07 23 Apr, 2017 @ 12:43pm 
PLEASE UPDATE THIS.
CorsarioFantasma 20 Mar, 2017 @ 2:53pm 
Is this mod still updated?

I would like to leave a suggestion here: Put unique units for each nation as well as variants of it. It really is VERY strange to see Russia or Bulgaria using Polish Winged Hussars or see France using Frederickian Infantry or Highlanders, or even Red Coats.
General Rubenski 8 Dec, 2016 @ 9:04pm 
Not sure if this has been asked, but are the unit models different or are they the same?
user12343  [author] 6 Dec, 2016 @ 6:28pm 
@Ubermensch9
Yes, for now just 1.17
1.19 is coming, but I don't have a date for you. I have a few things to get through first.
I'm sorry I know it's frustrating. But the institutions change really required a total rework on a lot of concepts.
HashJus 6 Dec, 2016 @ 2:40am 
is this mod still only compatible with 1.17? how long till 1.19 update rolls out?
user12343  [author] 1 Dec, 2016 @ 2:32pm 
@honkey
I'm having some trouble understanding, sorry.
You are suggesting a new type of cavalry? For eastern tech group?
Tell me what tech group, what level and what stats you are thinking of.

In my mind, Winged Hussars fits into the Lancer category of this mod.
honker 1 Dec, 2016 @ 8:55am 
Hmm what about a polish cavalry? Its not was caracole cavalry, its was difrent then western cavalry, his winged hussars was most shock cavalry and not was turkish cavalry. In XVIIw his was > 10 kinds cavalry, little less then turkish cavalry...
user12343  [author] 7 Nov, 2016 @ 5:00pm 
@Disgruntled Blogger
Sorry no
Das 4 Nov, 2016 @ 2:26pm 
Does it work with the extended timeline mod?
. Jackson . 3 Nov, 2016 @ 10:42pm 
u just got Rick Rolled, Bitch
.....................„-~~'''''''~~--„„_
..............„-~''-,::::::::::::::::::: ''-„
..........,~''::::::::',:::::::::::::::: ::::|',
.....::::::,-~'''¯¯¯''''~~--~'''¯'''-,:|
.........'|:::::|: : : : : : : : : : : ::: : |,'
........|:::::|: : :-~~---: : : -----: |
.......(¯''~-': : : :'¯°: ',: :|: :°-: :|
.....'....''~-,|: : : : : : ~---': : : :,'
...............|,: : : : : :-~~--: : ::/ NEVER GONNA GIVE YOU UP
......,-''\':\: :'~„„_: : : : : _,-' NEVER GONNA LET YOU DOOOWN
__„-';;;;;\:''-,: : : :'~---~''/|
;;;;;/;;;;;;;\: :\: : :____/: :',__
;;;;;;;;;;;;;;',. .''-,:|:::::::|. . |;;;;''-„__
;;;;;;,;;;;;;;;;\. . .''|::::::::|. .,';;;;;;;;;;''-„
;;;;;;;|;;;;;;;;;;;\. . .\:::::,'. ./|;;;;;;;;;;;;;|
;;;;;;;\;;;;;;;;;;;',: : :|¯¯|. . .|;;;;;;;;;,';;|
;;;;;;;;;',;;;;;;;;;;;\. . |:::|. . .'',;;;;;;;;|;;/
;;;;;;;;;;\;;;;;;;;;;;\. .|:::|. . . |;;;;;;;;|/
;;;;;;;;;;;;,;;;;;;;;;;|. .\:/. . . .|;;;;;;;;|
user12343  [author] 3 Nov, 2016 @ 11:41am 
@Charles III le Simple
I'm afraid a bit longer.
Bottom line is that 1.18 changed some fundamental game mechanics. I have to work those into my mods, which is taking some time.

I'm sorry it's not ideal, but there you go.
I am committed to getting this all updated.
Druid polskiej polityki 3 Nov, 2016 @ 11:38am 
Oh m8 I want to play it on the newest version 1.18 but When it will be Updated?
user12343  [author] 27 Oct, 2016 @ 3:42pm 
@[33rd]The Green Gamer
This will be updated for 1.18. It's just a little further down my list.
I'm also going to have to rework some things that were not ideal (AI unit selection)
Green4225 26 Oct, 2016 @ 6:08am 
Found this mod after 1.18. It seems like a great idea but at this time you get the untis like you do in the base game
user12343  [author] 24 Oct, 2016 @ 12:24pm 
General Note:
One great upside of 1.18 is that they have added the ability to change the 'fire' attribute at the country scope. This allows us to more carefully reflect advances in musket/rifle design without impacting shock damage as well.
user12343  [author] 16 Oct, 2016 @ 5:38am 
@Ubermensch9
You can use this with 1.18 if you use the patch (do not use Westernization Reworked)
BUT I haven't really tested this. There are likely issues, just not game breaking CTD issues.
HashJus 14 Oct, 2016 @ 10:15pm 
does this mean that we cant use this with 1.18?
user12343  [author] 12 Oct, 2016 @ 8:38am 
Re my attempts at resolving the two issues I mentioned:
No dice. AI selection must be accomplished via a set of triggers associated with the name of the unit, not related to pips. This means I'm out of luck with that approach.

I think that leaves me with only one option, to set historical unit selection for each country and then instruct users to activate this setting in the game options.
What I'm not clear about is how to structure the unit selection options so that I get the desired result. I will effectively have two sets of options, one for regular units and one for reformed. I think the best way forward is to just include reformed units on the historical selection. This way the AI can default to whatever choice it wants to for non-reformed nations. Hopefully...
user12343  [author] 5 Oct, 2016 @ 5:33pm 
@Ubermensch9
If you have WR installed and you are getting the issue it means you have an old version of WR.

Don't use the patch and WR at the same time. Patch is only for those who don't like WR.

You may have to do a manual install if Steam isn't updating properly.
Check the link for 'Manual Download' Information above and follow those directions to get an updated version of WR.
HashJus 5 Oct, 2016 @ 7:35am 
I actually had WR installed during the time I had that bug. So I recently installed the patch, that cuts down a ton of options, but i think it even removed a few bonuses. Also with the patch, i get a national decision to upgrade all unit types of all nations. What does that do?
user12343  [author] 5 Oct, 2016 @ 4:30am 
@Ubermensch9
Sorry for the trouble, this is a common issue.
See my troubleshooting thread here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/755780165/350543951936987599/
HashJus 4 Oct, 2016 @ 7:16pm 
So I can select, American Indian Infantry as an HRE state, and basically destroy all armies beginning 1460. Is this a bug?
user12343  [author] 4 Oct, 2016 @ 3:36pm 
A few issues to bring to your attention:
There is an issue with AI unit selection. It appears that the AI is not well set up to select cavalry and artillery units. Past a certain tech level AI almost always selects the Carabiner cavalry and Mortar artillery units. This is not ideal because I'd like to see a selection based on force needs, etc.
I don't expect that 1.18 will improve this situation.

Solution ideas:
1) Remove Carabiner cavalry. The problem could be related to that unit having a higher value for offensive fire than the other units. It's possible that with the unit removed the AI will select from among the other units.
2) Try putting all of the artillery units in a given pip 'band' together so that they are enabled at the same tech level. This might introduce more variety in AI selections.

We shall see.
Hacienda 3 Oct, 2016 @ 3:24am 
@user12343, yes please. If it's not too much trouble, it'd be greatly appreciated. I didn't learn my lesson so I have a few saves with different African tech nations that have westernized and still have the matchlock balancer.
user12343  [author] 26 Sep, 2016 @ 6:39pm 
@Hacienda
I'm not sure I'm going to release an update prior to the large 1.18 update.
You could create a decision which removed them. If you feel comfortable with it, I'll give you the text to put in, all you need to do is past it into a text file.
Hacienda 21 Sep, 2016 @ 1:08am 
Hi user12343, thanks for your reply. Is there a workaround to remove those flags (importing foreign artillery, matchlock balancer) in my Antemoro savegame in the meantime, so I can finish that game? Again, thanks for all the work on your superb mods.
Yoko Taro >= GOD 18 Sep, 2016 @ 8:50pm 
Oh,ok, so it's Steam workshop not doing its job.
I will try manual download West.. and report further finding.
I hope that fix it. (otherwise, I can get gun unit without doing those "import" thing XD )
Thank you for quick reply.
user12343  [author] 18 Sep, 2016 @ 1:12pm 
Here's a fun combination to try:
Kara Koyunlu into Persia
Muslim reformed technology group
Swich to muslim units
Take lancer cavalry and mortar artillery, pick an infantry unit with strong defensive pips.
10 inf, 20 cav, 14 art armies

The shock effect and morale damage are so strong that you can stack whipe frequently.
It's a viable Muslim cavalry strategy that's quite a lot of fun.
user12343  [author] 18 Sep, 2016 @ 12:16pm 
@put1996
Yea, this is not going to work with ET without a lot of work.
Yes, that decision is a WR decision.

I haven't actually updated the ET-WR patch (which I assume you are using) in a little bit. I can't confirm that it still works, could be an issue there.
user12343  [author] 18 Sep, 2016 @ 12:15pm 
@put1996
Ok, thanks. The good news is that if you can choose any unit then I can say definitely that the issue is that you don't have an updated version of Westernization Reworked. You will need a manual update of that if Steam isn't doing it.
Yoko Taro >= GOD 17 Sep, 2016 @ 9:37pm 
[Some test with extended timeline, only use Westnernization and compat.. patch]

Interestingly, when I hover my mouse over "Middle Class" decision, the game will always crash.
I believe that's Westernization's decision right?
This is not related to my previous post, just want some clarification.

Yoko Taro >= GOD 17 Sep, 2016 @ 7:16am 
No, disable tenth idea didn't fix it, try new game too.
I can still choose any unit as Ottoman Empire, be it samurai, American hill fighter, Mongel horse archer,etc.

Other mod I have really are (I didn't mention cause I don't think it cause conflict)\

-Complete Colony control
-Expand Estuaries & trade Center
-Histroy Event extend
-National design, unlimited

And all of your other mods
user12343  [author] 17 Sep, 2016 @ 4:15am 
@put1996
Strange. Might be a conflict with 10th idea, I don't use that mod.
You are only seeing this one extra unit out of place? That's a new one. Some conflict somewhere.
Try it on a new game without 10th idea and see if you can still see Samurai horsemen when you are the Ottomans.
Yoko Taro >= GOD 16 Sep, 2016 @ 8:07pm 
Ok, now the artillery is nolonger duplicated after I use West...
However, I can still choose "Samurai horseman" even if I am Ottoman Empire.
I only use Army Rework, Westernization, organic culture, and EC (all of your other mods).
This is new game too.
I also use tenth ideas.
user12343  [author] 16 Sep, 2016 @ 7:15pm 
@Hacienda
I'm glad you enjoy the mod. Sorry for the trouble, I'll have to take a look. Thanks for the bug report, hopefully can be resolved easily.
The matchlock balancer and importing should both be removed upon reforming.
user12343  [author] 16 Sep, 2016 @ 7:12pm 
@put1996
Ok sounds good, let me know if that fixes your issue
Hacienda 16 Sep, 2016 @ 6:35am 
Hi user12343. A very grateful user of your mods. I am playing as Antemoro (East African tech group, Madagascar). I Reformed then Westernised (using Westernized Reworked), but I still have the Matchlock Balancer and Importing Artillery penalties. I can't think of any mod conflicts (only using your recommend mods) and I haven't encountered this problem Reforming - Westernizing in other playthroughs of other nations.
Yoko Taro >= GOD 15 Sep, 2016 @ 8:56pm 
Oh, ok, so I have to use both this and Westernization.
I thought West... is included already.
Thank for the answer.
user12343  [author] 15 Sep, 2016 @ 7:13pm 
@put1996
You are getting this because you:
1) Don't have an updated version of Westernization Reworked
2) Are not using WR and are not using the patch

Either fix will work. If you aren't getting WR to update from Steam then try a manual update.
Yoko Taro >= GOD 15 Sep, 2016 @ 7:27am 
Is it normal that I got 20+ options for each unit type? No matter what nation I play?
(I get option "Asian longbow" when I play at Ottoman)
Also, there's 10+ options of the same "Madfaa" and other dulplicated artillery.