Europa Universalis IV

Europa Universalis IV

Oceania Expanded
Meka  [developer] 15 May, 2019 @ 6:45am
Suggestions
Any suggestions or improvements you can think of for the mod. Be it balancing or new features or anything of that nature, I would love to know how you think the mod can be improved :steamhappy:
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Showing 1-15 of 50 comments
Could You add Rap Nui people / Easter Island?
Meka  [developer] 15 May, 2019 @ 1:46pm 
Already in :steamhappy:
Mangraz 16 May, 2019 @ 7:41am 
I suggest you port the language files, so people not playing in English can play the game too. It's as simple as renaming the files and their headlines. I've done it myself, but it's tiresome to do after every update for every mod that doesn't do this. I'd be grateful if you integrated that little fix :)
Röstli 16 May, 2019 @ 9:01am 
It's amazing that you've added so much content to one of the most overlooked parts of the world in Paradox games. Since there are several mods which have not redone this area, a solid improvement would be to make compatibility patches for mods such as Beyond Typus and Extended Timeline.
Pleonasm 16 May, 2019 @ 10:06am 
Comp patch for BT should be easy. Not a modder but I imagine it would simply consist of porting Oceania from here into the BT mod. Also would buff a couple of the weaker ideas, maybe give the Polynesians "Siberian Frontier-esque" ideas, something to model their rapid expansion across Oceania. Maybe make it useable only by certain countries, or countries with >5 provinces, and only able to use the idea in the Oceania region?
Meka  [developer] 16 May, 2019 @ 11:55am 
Siberian Frontiers only affect land-adjacent provinces unfortunately :( I could implement something through the Mana system eventually. Thanks for all the suggestions!

However, suggestions to make the mod compatible with others like Extended Timeline and such will not be implemented. It's almost as much work as making a new mod and that time can be better utilised to improve the mod as is.
LAGS 17 May, 2019 @ 12:24am 
I live in New Zealand so this mod is extremely interesting to me, but there are a number of anomalies that do not seem to make sense to me.

First, there are no deserts or jungles in New Zealand, especially on the west coast of the South Island, which is the wettest part of New Zealand by far. Nor is there a tropical environment in New Zealand at all. At most, North Whangarei is mostly sub-tropical.

I would advise simply removing all the tropical modifiers and replacing all the jungles with forest and/or woods.

In terms of terrain, Awarua and Piopiotahi should be replaced with either woods or forest. Omarama should become mountains, Otepoti should become drylands, Rangitane should be replaced with either highlands or drylands, Timaru with grasslands and Waihopai and Tahuna should become either highlands or mountains.

Oh, and also I honestly think it would be best to remove the negative modifiers from the ideas of the Maori tribes. Negative modifiers in idea sets are bit counter-intuitive.
Meka  [developer] 17 May, 2019 @ 2:12am 
Ah yes, the terrain in New Zealand. It's auto-generated by the game, I'll be adding some overrides today to make the climate more realistic. Thank you for bringing this to my attention. The "desert" must be the engine interpreting the beaches of the South Island as deserts lol.
potions 17 May, 2019 @ 7:30am 
any plans for more aboriginal peoples? the kulin nation might be interesting to implement

i'd imagine it'd be too unbalanced to add every people group in the country
Meka  [developer] 17 May, 2019 @ 11:24am 
I plan on making the Kulin a formable 😁
The island you've called Rakiura (Chatham islands irl) is called Rekohu in moriori and Wharekauri in maori - Rakiura is a different island, to the south of South Island

Good mod otherwise tho, look forward to seeing it as it moves on (:
Thanatos 18 May, 2019 @ 5:20am 
I would recommend removing the need of having at least 6 subject nations to form New Zealand. Either that or have total control as an alternative requirement - or else players would be forced to release subject nations just to trigger the event (Like I did).
Doing a palawa > Aboriginia run at the moment. Let me just say that the mod atm is amazing but broken in some parts. One of the glaring ones is the outback colonizers modifier for forming Palawa, it just isn't enough to ensure a colony in 10 years, Maybe turn it into 20 or more years because at the current duration you can try to get 2 colonies by the earliest point when you can form Palawa, but for me it ran out before I could even form the first colony and I was forced to sit tight as I had to suffer -4 ducats per month, ofc I reduced it but it isn't ideal.

The updates to Australia are great, but the lack of a proper mission tree for any of them is kinda eh, I'm used to it but it really there's potential there. I've only done Australia so far and despite these comments I think this is one of the best mods in the community, keep up the good work and I'm sure it will get even better!
Meka  [developer] 20 May, 2019 @ 9:47am 
The main purpose of the colonist is to give Palawa a port on the mainland, but I understand what you're saying. I will buff forming Palawa with some additional bonuses to help them finish the colony.
Originally posted by Meka:
The main purpose of the colonist is to give Palawa a port on the mainland, but I understand what you're saying. I will buff forming Palawa with some additional bonuses to help them finish the colony.

Another thing I think it needs is a colonial range buff so its choices aren't limited to just Yuin and Whangerei (I think) because the third province adjacent the island of Tasmania isn't reachable, and it would be really bad if the tribes of australia migrated to these areas after the player had formed it.
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