Europa Universalis IV

Europa Universalis IV

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Dei Gratia (1.32)
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6 Jan, 2022 @ 10:18pm
14 Jan, 2022 @ 12:26am
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Dei Gratia (1.32)

Description
Version 3.0 for EUIV Version 1.32.2

I have tired of Tinto's shenanigans and Paradox's inability to make EU4 a playable game again in the aftermath of patch 1.31. As a result, this mod is no longer in development and I am no longer playing EU4. Many multiplayer and modding communities have already abandoned the game because of Tinto's ineptitude and frankly I recommend others do the same.

After a long wait, Dei Gratia has arrived on 1.32. The 1.31 update was skipped to avoid all of the game-breaking bugs and issues with stability introduced to the base game by Paradox, but thanks to their hard work in resolving most of these issues, the mod has been updated.

The mod is a hardcore overhaul that aims to vastly improve historicity in all aspects of the game. It has abandoned the vanilla development system in which monarch points can be spent instantly to generate development, and instead designed a natural growth system in which development grows and declines over time depending on factors such as terrain, devastation, and player input. A country cannot suddenly rocket to great power status simply because of a single 6/6/6 ruler and a well-timed Golden Age. Development of every country in the world is scaled to historical population, and for larger countries 75 development is roughly equivalent to a population of 1 million people.

Corruption, plagues, environmental disaster, and war are the enemies of the state in Dei Gratia, serving to restrain great empires and prevent them from snowballing like they can in vanilla. Even the richest and most expansive country may fall if its armies are made of paper and the people starve. The world of Dei Gratia is also not a eurocentric one, accurately representing the colossal populations of the empires of India and the Far East, whose tax, production, and manpower base shadow over those of the lesser European nations.

Hundreds of historical events, numerous mission trees, and even a few disasters have been added to Dei Gratia. Dei Gratia’s map is based off the map of Historical Additions Borders+, but has hundreds more provinces than its predecessor.

As a hardcore overhaul, Dei Gratia has also not refrained from rebalancing some of the worst and most imbalanced national idea sets in Europa Universalis IV. It is much harder in Dei Gratia to stack valuable modifiers, and countries that were historically preeminent in world affairs, such as Venice and Portugal, have completely new idea sets to reflect their status. Dei Gratia completely rejects the notion that any historically great nation should need to be played in a cheesy or unintuitive way in order to succeed in Europa Universalis IV.

Dei Gratia is designed with multiplayer in mind, by a modder who has thousands of hours of experience in semi-competitive and competitive Europa Universalis IV. Its balance decisions always take into account how it would affect a country’s ability to resist against and work with other players.


Why do I only see four Idea Group slots?
In Dei Gratia, Idea Group slots are unlocked in pairs, which means that two Idea Groups are unlocked at Administrative Technology 5, two more are unlocked at Administrative Technology 10, and so on. Furthermore, you now need four Ideas filled out to get access to a single National Idea.

This change was made because EUIV's Idea system functions poorly from an opportunity cost standpoint. In multiplayer, taking a non-Military Idea group first practically means death. Dei Gratia partially alleviates this problem by allowing non-Military Ideas to be immediately paired with Military ones.

Why is combat in Dei Gratia so different?
In Dei Gratia, Fire and Shock phases of combat each only last two days, compared to three days in vanilla. This means that a different dice roll happens on every two days of combat instead of three, lowering the impact of RNG on the outcome of wars. Furthermore, abridging the Fire phase improves the viability of Cavalry, as Cavalry will no longer suffer through three days of Fire damage before engaging in combat during the Shock phase.

More importantly though, troops in the reserves of the battlefield no longer suffer any morale losses whatsoever. This change means that reinforce meta is no longer relevant in Dei Gratia, and that you can send all of your troops immediately into a single battle without any additional micromanagement. I have always viewed the reinforce meta as cancerous in that it causes players to micromanage too much, and furthermore it is a bad meta simply because AI does not know how to reinforce. This change will allow AI to fight far more evenly with human players.

Does AI get bonuses in this mod?
In this mod, AI gets absolutely no bonuses that the player does not get. The only "bonus" the AI gets is an extra diplomat, which exists in vanilla EUIV because AI needs it for short-term actions in case all its normal Diplomats are occupied doing other interactions. Lucky Nations no longer exist in any form and Revanchism has been removed to the game. A game where the AI doesn’t play fair is hardly worth playing.


For further information, please visit either the mod Discord for DG at: https://discord.gg/Rn2fgjWmD6


Special thanks to the developers of:
- Lux in Tenebris
- Historical Additions: Borders+
- MEIOU & Taxes
- Iaponia Universalis
- Better Urban Terrain Pictures
- 1.31 Better Asia & Europe Terrain Pictures
- Graphical Map Improvements
- Muscovite Civil War
- Difficulty & AI
- Atlas Novum/Imperialism Reinvigorated
- Mesoamerica Universalis
- Asia Rework
- Better Mercs
- Better Terrain Pictures
- Beyond Typus
- Enhanced Institutions
- National Ideas Expanded
- Monuments Expanded
- Trade Goods Expanded
- Silk Road Terrain Pictures
- Voltaire’s Nightmare
- Weaker Forts
And many others for inspiration or otherwise developing the content that is included in this mod.

The mod is currently in a beta version, meaning that it is somewhat unstable. It is extremely inconsistent, but some people crash on autosaves while others have no issues at all. It may be a RAM usage issue but as soon as I fix this problem I will release another version of Dei Gratia for 1.32.
Popular Discussions View All (2)
5
23 Apr, 2024 @ 4:28am
Endemic Corruption
Dracors
1
13 Jan, 2022 @ 8:06am
Developmen Mechanics
Iwan
186 Comments
Aaronnum I 2 Sep, 2024 @ 12:51am 
@DarkLegion Because the dev stopped development altogether after how poorly performed Leviathan at first launch. And even though EU4 has gone a long way since that disaster and Paradox got its life together, the dev is basically sticking to his guns and after making a tantrum on the current direction of the game, he decided to stop working on the mod. The guy even uninstalled the game.

So... basically a tantrum.

I don't understand why the mod is still listed though. It should be removed altogether (alongside other outdated/dead mods)
Baron Von Poopslayer 22 Jun, 2024 @ 6:39pm 
@DarkLegion Dev stopped updating the mod due to disaster of leviathan as well as disagreement with the changing direction of EU4 after Leviathan.
DarkLegion 4 Jun, 2024 @ 4:49am 
Already 1.37 is the latest version of EU4. Can't you at least update to the latest version?
FistingCoach 14 Jun, 2023 @ 11:18am 
Hello. How do i conquer provinces inside HRE? Conquest CB doesn`t work.
Saul Goodman 30 May, 2023 @ 2:01pm 
@DarkLegion troll developer rejects uptading it
DarkLegion 7 May, 2023 @ 8:09am 
Why is the mod still out of date even though the game has progressed so far?
Saul Goodman 30 Apr, 2023 @ 6:14pm 
yeah not being able to do anything about corrruption is horrible, there is not a decision or mission for big nations to gain corruption reduction modifiers, only if you take half of the İndia as Mughals you'll gain like 5 yearly corruption modifier
Shotty Man 22 Apr, 2023 @ 1:52pm 
Who is Tinto?
Orionstars 5 Apr, 2023 @ 8:38pm 
2/2
In my opinion, this should be fixed by weakening the event after a certain time of 10 years in peace. For example, from 0.75 corruption back to 0.50 and so on. Or something else with which you can counteract so that you can remove this event. Because it is VERY unrealistic that in a state is permanently so high corruption, if the state has the political will to fight this. And to counteract this with state houses is not a solution.

The event greatly reduces the popularity and potential of the mod.
I hope that this will be changed somehow. Greetings
Orionstars 5 Apr, 2023 @ 8:38pm 
1/2
The mod is really great and I like it a lot. But the Endemic Corruption is a real punishment for the player for his expansion. In my game with Byzantine I currently earn about 150 gold per month, of which about 100 gold for corruption alone go with an Endemic Corruption value of 0.70 Corruption. This really ruins the fun of playing with the MOD and this event damages the MOD immensely. For me, the Endemic Corruption Event, is the worst in the whole mod. I think they had a certain realism in mind with this event. But that the event lasts the whole game and even gets worse, makes the whole game fun kaput.