Europa Universalis IV

Europa Universalis IV

Renovatio Imperii
951 Comments
Bucellarius94 3 Apr @ 4:39am 
Is it compatible or does it work with the 1356 mod?
Ckasaron 29 Mar @ 2:53pm 
I double-checked the gov't reforms and now the one for Pronoia System is showing up. Prior to the recent update of RI, it didn't.
Ckasaron 27 Mar @ 3:43am 
Yeah, when using Europa Expanded and Renovatio Imperii together, I notice that "Reform the Pronoia System" government reform does not show up for some reason.
eva3071  [author] 24 Mar @ 10:50pm 
@Ckasaron, strange. Renovatio Imperii doesn't mess with government reforms. I'll have to look into it.
Ckasaron 24 Mar @ 2:04pm 
If it is not too much to ask, could we please see a Europa Expanded compatibility patch in the future as a final send-off for this wonderful mod in EU4? The main issues seem to be government reforms - everything else in Renovatio Imperii appears to work fine with EE upon testing.
eva3071  [author] 15 Aug, 2024 @ 1:37am 
@APcheif1996, A final update is being planned for the mod. When I will get to it depends.
APcheif1996 9 Jul, 2024 @ 9:14am 
maybe update
APcheif1996 9 Jul, 2024 @ 9:14am 
seems to make some government reforms dissapear so i cant progress on those
eva3071  [author] 8 Nov, 2023 @ 1:10am 
v1.36 Byzantium Patch updates. v5.0 released.
eva3071  [author] 13 Aug, 2023 @ 5:27am 
v1.35 Ottomans Patch Updated. v4.01 released.
eva3071  [author] 12 Aug, 2023 @ 4:24pm 
Please note that I post news of updates on the discord channel. So if you are wanting to know the progress of the update, or the changes to the mod, ye can go there for news. I posted an update on when the newest version will be released there.
Sir Ugu of Uugg 3 Jul, 2023 @ 2:55pm 
any news when this will update for latest version?
♠ FallenSoul [O.S.S] 3 May, 2023 @ 2:17pm 
I have a question when compared to "Byzantine Resurgence" does this allow for the formation of the Latin Empire at all, and would this be compatible to these event mods like "the council of Florence" and "Purpa Pheonix Surgite"
eva3071  [author] 28 Apr, 2023 @ 3:02pm 
As a reminder, I will be holding an AMA on the discord chat tomorrow @ 2 PM PST. Come join us.
eva3071  [author] 20 Apr, 2023 @ 3:38pm 
Next Saturdary @ 2 PM PST I will be giving a Q&A on the mod Renovatio Imperii on the discord channel.
eva3071  [author] 20 Apr, 2023 @ 2:43pm 
If you are interested in becoming part of Ergastíri Vyzántio (Workshop Byzantium) to work on Renovatio Imperii, join the Discord Channel and let me know. We are looking for modders, testers, and writers. We also will post announcements about the mod and even have Q&A's with myself and other members of the Heaven Can Wait Modworks, as well as general chat both text and voice chats.
eva3071  [author] 20 Apr, 2023 @ 2:38pm 
New discord link for Heaven Can Wait Modworks https://discord.gg/uG8WreMeQM
tttr 20 Apr, 2023 @ 5:56am 
First of all, thank you so much for the mod! if possible, it would be great to see the mechanics of assimilating cultures as well as the restoration of the Cappodocian culture
Ckasaron 19 Apr, 2023 @ 4:02am 
I've been toying with ideas for a completely reinvented Byzantine national idea set. I'm very inexperienced regarding my coding skill but could at least contribute that much (both the revised idea set and its localization). I'm very busy with graduate school, but could contribute a little when time permits.

I also could suggest partnering your mod with one of the others that adds a totally reinvented mission tree, since the Purple Phoenix tree your missions are added at the end of is...not great (seriously, who thought requiring ownership of Malta+Balearic Isles before Southern Italy and all those before Sicily was a good idea at PDX? The "natural order" of things is instead either Malta -> Sicily -> South Italy or the reverse, with the Balearic Isles being much later).
eva3071  [author] 18 Apr, 2023 @ 9:07am 
If you are interested in signing up to this project, let me know in the comments or through DM. When I have the discord set up, you can also let me know through that as well. In the orientation, I will let you know what the vision for the mod is, what is its purpose. and where do we go from here. Even if you don't know how to mod, if you are a decent storyteller, we can use you as well.
eva3071  [author] 18 Apr, 2023 @ 9:05am 
Welp, a new patch, and that means its time for a new rework. However, it has dawned on me from the last patch that the mod, and my ambitions for it have outgrown just modding it myself. So I am seeking help. If you want to volunteer, all I require is that you know how to mod XML. That, and a surpassing love for all things East Roman. I will be putting together a discord where prospective modders and those who just want to meet pretty soon in the next week or so.
YeldarbToxin 13 Feb, 2023 @ 7:01pm 
For me the game crashes during loading with an "unknown error while loading files" on 1.34.5.0.
tullio25 15 Jan, 2023 @ 6:17am 
Hi, i saw this on ri_modifier
renovatio_imperii = { max_states = 55 }
You can replace it with: governing_capacity_modifier = x.x
Ckasaron 14 Jan, 2023 @ 10:47am 
Hey @eva3071, I'm loving the update to your mod, thank you for continuing to work on it. I have encountered the oddest of incompatibilities between this and another of my personal favorites (Peace Treaties Expanded) - all the different CBs and peace deals in PTE show up fine when both are used, but the Cultural Hegemony decision does not and I cannot for the life of me figure out why. Tagging over to any other tag but Byzantium and it shows up like it should. I checked the files of both mods and found nothing remotely common in naming in the decisions area, so I honestly am stumped as to why the two aren't fully playing nice.

Any ideas on what may be the conflict here? I'm trying to use the two together to spread Greek culture far and wide - the Cultural Hegemony declaration applies many buffs to tax modifier, manpower, etc etc, but most importantly it gives -25% Culture Conversion cost, which is what I'm after.
eva3071  [author] 30 Nov, 2022 @ 9:56am 
@merentha, no you are not missing something. Due to the changes in 1.34, the mod now only has two unique government reforms. Screenshots need to be updated,
merentha.forest 30 Nov, 2022 @ 4:56am 
@eva3071 Something is wierd with reforms. I start with the Imperial Roman Autocrazy and can see the Tier 2 Reform Pranoia reform, but dont see Citizenship or Theme system like in the screenshots [on any reform level]. Am I missing something?
KsH 26 Nov, 2022 @ 11:36am 
Perfect!
eva3071  [author] 26 Nov, 2022 @ 11:33am 
@KsH, yes I did. You should have only two government reforms.
B-key 25 Nov, 2022 @ 12:47pm 
You should add new monuments, that would be based
KsH 24 Nov, 2022 @ 9:07am 
@eva3071 Just wanted to check as I haven't played in awhile, you got rid of a bunch of government reforms, yes?
Token White Guy 23 Nov, 2022 @ 3:38pm 
@PapaStalin it's because the game knows you're a filthy c*mmunist.
KsH 21 Nov, 2022 @ 1:52pm 
Yep, that did it LOL. Thanks
KsH 21 Nov, 2022 @ 1:34pm 
@eva3071 Really? That is crazy, man steam is a weird delivery system sometimes. I will give it a shot, thanks!
Dan 21 Nov, 2022 @ 9:54am 
Not going to lie I've yet to see a good implementation of factions in EU4, it's always felt fairly impactless to me. I'd love to be proven wrong, but personally I'd like to see something a lot more interesting than just basic factions. If you want to do something along the same lines maybe custom estate privileges could be unique and flavourful.
eva3071  [author] 21 Nov, 2022 @ 7:56am 
@Dan, I debated heavily about giving Byzantium a culture conversion modifier in the National Ideas. The reason why I didn't was because the Banner mechanic was on the second unique government reform, which was also supposed to give you factions in exchange for losing the nobility estate, giving you a choice between keeping the nobles or not. That being said, I will keep that under advisement as I plan out the 4.0 changes.
Dan 21 Nov, 2022 @ 4:09am 
I'm pretty happy with either banner route or assimilation route, but I think if you want to go down the banner route you may want to give byz a slight culture conversion buff. One idea could be to tone down Byzantium's starting national ideas and then reintroduce a Rome formable (instead of the current name change) with slightly better ideas including culture conversion.
Brunaulf 19 Nov, 2022 @ 6:15am 
Thanks for the reply, it's a really great mod ever since it came out, so keep up the good work!
eva3071  [author] 19 Nov, 2022 @ 4:01am 
@KsH, you may need to uninstall the game, wipe it completely from your system, and reinstall the game. I noted that if you have a earlier save game with the problem, it will still persist in the save game even if you disable all other mods. Let me know if you are still having trouble.
eva3071  [author] 19 Nov, 2022 @ 3:59am 
@Ugu, the descriptor mess is easily the most frustrating thing about the Paradox Launcher, it took me a half day to find out how to get around the mess myself.
eva3071  [author] 19 Nov, 2022 @ 3:57am 
@Свинченцо, The government reform did have assimilate cultures. However, I added the ability to raise banners with the government reform, which meant that I needed to balance mechanics to make sure Byzantium didn't exceed the normal power threshold that Tier I nations had. Asides, a good way to get more banners is to culture convert the barbarians (e.i. everyone who is not Greek), since I didn't add banner modifiers to the National Ideas on purpose.

That being said, the government reform was supposed to also come with factions, but I am unable to square away the factions graphics, so those will have to come in later updates. That being said, if the banners mechanic I added doesn't mesh well, I will probably bring back the assimilate cultures mechanic to replace it. It depends on the reception to it. I am trying to create a flavorful tier I nation, not make an ubermensch nation.
Sir Ugu of Uugg 18 Nov, 2022 @ 10:43pm 
nvm finally got it to download correctly, had to delete everything euiv related off the computer and reinstall
Sir Ugu of Uugg 18 Nov, 2022 @ 5:45pm 
what cache files do I need to delete because I followed those steps and even reinstalled the game and still having this issue
Brunaulf 18 Nov, 2022 @ 5:06pm 
Can you still get the government reform that assimilated cultures? I remember it from past versions but can't find it now.
Dan 18 Nov, 2022 @ 7:32am 
Just to prevent all the confusion, the update works perfectly fine for me. Have played ~50 years with no issues
KsH 18 Nov, 2022 @ 7:14am 
Thanks eva, I will do a detailed check today, but when I ran the game with only your mod the problem still persisted, sorry I should have made it clear I tested it with only your mod or I wouldn't have made a post.
eva3071  [author] 18 Nov, 2022 @ 1:37am 
@Sir Ugu and KsH, just to make sure that I didn't screw up the upload, I uninstalled EUIV, reinstalled a fresh copy, and downloaded the mod. It didn't have problems with the descriptor file, or having no government or the old mission tree, so it is definitely a problem on your ends.
eva3071  [author] 18 Nov, 2022 @ 1:19am 
@Sir Ugu of Uugg, to make a complete reset, delete the mod from the steamapps/workshop folder. also, clear the game cache found in Documents/Paradox. Then unsubscribe and resubscribe. If the game has downloaded a previous version of the mod, it will not download the updated descriptor file, which causes an error with the game launcher being unable to reconcile the updated mod with the outdated descriptor file. Its an annoying aspect of the Paradox Launcher.
eva3071  [author] 18 Nov, 2022 @ 1:15am 
@KsH, what mods are you running, because it sounds like you are running mods that conflict with RI's files.
Sir Ugu of Uugg 17 Nov, 2022 @ 3:32pm 
how do I completely wipe the mod?
KsH 17 Nov, 2022 @ 9:36am 
There might be an issue with the upload. Rome doesnt start with Roman Autocracy and the mission tree is the old limited one, ends with Reclaim Rome etc. I havent played the Mod in awhile, did you change how that works?