Europa Universalis IV

Europa Universalis IV

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Challenger's Flavour Bonanza Mod
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97.695 MB
6 May, 2015 @ 2:33pm
15 Jun @ 2:44pm
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Challenger's Flavour Bonanza Mod

Description
Introduction
This mod adds flavour to the Extended Timeline mod, with many additions and changes listed below to increase detail and immersion. A primary goal of this mod is also to keep the world dynamic around the player, with mechanics and events added that introduce the possibility of the same changes happening in your game that happened in real life, or alternate history variations, something which I believe is unique to CFBM at the scale of Extended Timeline.

All items marked with (AE) below are being aggressively expanded, with (E) meaning light expansion over time.


The most noteworthy mechanics of this mod are:
Independence Movements
(AE) An extensive system (still under expansion) which allows sections of countries to break away fully, under vassalage, not at all (for a price), or via war. This keeps the map highly dynamic and offers a meaningful chance to take down empires, as well as keeping the count of tags on the map over time somewhat closer to what you see when you choose a start date.
Meaningful Dynastic Tags
The ability for nations to switch away from dynastic tags if they are no longer ruled by that dynasty, or adopt a tag if they are. Inspired by the fact that ancient world tags would oftentimes survive all the way through to modern day, despite the original dynasty being long gone. Dynastic tags can also have their own particular missions and events, so this keeps the game interesting if the AI shifts their priorities.
Capital-Based Tags
(AE) Countries/Tags are now able to switch to another if they get kicked out of one or more provinces key to that tag's identity. Consider also larger formable tags, and how they would remain as that tag even after losing the required provinces to make it in the first place. This system allows new tag adoption (for appropriate cases) and works well with the Independence System too i.e. Sweden conquers Denmark > forms Scandinavia > loses Denmark in a period of instability > reverts to Sweden again.
Cultural Spread
Integrated an old mod "Dynamic Culture Conversion" by gedorfpohm, last updated in 2017. This mod provides a mechanic for primary and accepted cultures to passively spread over time, without culture conversion relying solely on active conversion.
Cultural Diversification
(AE) Following on from above, if an empire had spread its culture widely, but then lost those areas through independence events, those new countries may eventually become a different culture again, even if bringing back ones long lost! This mechanic works to counter the homogenising that happens over time in EU4 & ET, providing a diversification route. Cultures will only separate via different countries, never within one country.
Cultural Blending
(AE) Yet another follow on from above, this is a system where cultural overlaps can create blended cultures. If the owner of a province is of a different culture group to that province, it may alter that province's culture to a different one representing a blend. This comes with many new added cultures where several blends were needed i.e. "Mozarabic" for Spanish group that is under the control of Moors.
Refinement of Extended Timeline effects
In typical ET playthroughs, there are side-effects of starting in early dates which leaves the game in an unintended state by the time 1444 is reached: native american tribes overexpanded, techs being kept up with worldwide, province overdevelopment due to excess mana points, government reform points being stacked, etc. CPBM applies many changes to address these issues to a large degree.


The most noteworthy flavour additions of this mod are:
Dynamic Province Names
(E) A plethora of alternate history province names (mostly for Canada & US so far). The names follow naming methods used in real life e.g. Vancouver (named after a British admiral) may be called Beauharnais in French (a french surname)
Countries
(AE) Almost 1000 new tags added, unique to CFBM! Alternate history nations, based on different colonisers of the new world and the subsequent formables, different culture/religion group versions of some nations (i.e. German USA, Islamic Portugal, etc.), and simply just new tags in general to represent smaller subdivisions of tags (i.e. US States, CK2 inspired duchies, etc.). This works excellently with the mechanics listed above and makes very interesting maps in each playthrough.
Alternate governments
(E) For those Hearts of Iron fans, new tags, colours, and flags for nations with alternate governments: Monarchies, Republics, Communists, Fascists/Radicalists
Decisions & Events
(E) As part of more flavour, it wouldn't be complete without more missions and events. These will especially relate to added religions, trade goods, and historical events relating to regions and nations which gives the map a chance (however small) to evolve the way ours did in real life.
Province redesign
A new look for provinces, based more heavily on today's internal divisions of nations.


And from Benji we have:
Religions
With a special focus on native religions of the Americas and Africa, Benji has provided a more in-depth look at humanity's beliefs in the past. Alongside this comes a redesign of religious logos as well as more accurate religious mapping of the world.
Trade Goods
Cars, gems, glass, paper, find what you want to become the dominant trading force in.




Please note
THIS MOD IS AN ADD-ON MOD TO THE EXTENDED TIMELINE.
Please ensure CPBM is placed above Extended Timeline in the launcher.

IT IS DESIGNED TO BE COMPATIBLE WITH MORE MISSIONS: EXTENDED TIMELINE REDUX
If you also subscribe to that mod, please ensure it is placed above CFBM in the launcher.

This mod has been constantly evolving for around 10 years
Every bullet point mentioned above still has much more work that I would like to put in. Suggestions are always welcome where you see improvement is needed.

Thank you to those who participated in the poll some time ago with answers for your favourite aspects of CFBM. The winning contribution was "cultural changes", and that feedback inspired me to create the new dynamic cultural diversification and blending mechanics, which bring with them significantly many new cultures!



Credits
Many thanks to qweyt for letting me use his extended timeline mod as a base for this mod.
zebenji for the "Benji's religion mod" part of this mod, which he has integrated with the Province Bonanza Mod.
gedorfpohm for "Dynamic Culture Conversion" (though he could not be contacted as this mod was last updated in 2017)
2142bfplayer, cziken201, petertel123, and TheArrogantOne for some dynamic province names.
Fronti for some national ideas
Siha for Japanese Flavour

Forum Link
https://forum.paradoxplaza.com/forum/index.php?threads/mod-flavour-bonanza-mod.854715/
Popular Discussions View All (22)
178
2 Aug @ 10:30am
Bugs
Kyzer
112
26 Apr, 2024 @ 12:38am
Some suggestions for provinces to be included in the future
Alien from Mars
31
17 Aug, 2017 @ 12:26am
Attempting to build a submod of this
Jey, Lord of Iron
2,432 Comments
Challenger  [author] 8 Aug @ 5:49pm 
Yes the rebellions can definitely happen out of your main culture too. Usually the AI empires homogenize a lot of their land, and these independence movements can lead to cultures fracturing into multiple different ones again, something that native EU4 has no system for.
You can switch off the events when you start your campaign, or find my comment below somewhere as I explained to someone else how to do it
I really like this mod but sometimes even territory with my main culture makes a rebellion. I want to modify it myself, but i cant find the file for the independece movements, can someone help me.
Challenger  [author] 4 Aug @ 4:23pm 
Thanks, I've considered the great lakes before, but it's a bit of work to do and I'd rather finish off all the independence coding first which will take a while
БоБ 4 Aug @ 3:15pm 
You should add naval support for the Great Lakes. Great mod btw
Challenger  [author] 2 Aug @ 7:37pm 
I would say it's not compatible based on what that mod alters
Bigphantom 2 Aug @ 7:24pm 
Does this mod compatible with Alternate Future Timeline for ET?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=678292883
Challenger  [author] 1 Aug @ 6:38pm 
Very glad people are loving it, never gets old reading positive feedback!
Sergeant Banana Hammock 1 Aug @ 11:35am 
Definitely echoing the sentiment below-- such an essential mod. I don't ever play any campaigns without this one running, thank you so much for your continued work over the years :reheart:
Challenger  [author] 31 Jul @ 11:28am 
Thank you much appreciated :)
Roman J 31 Jul @ 10:35am 
Awesome mod sir