Europa Universalis IV

Europa Universalis IV

Washington D.Z.
 This topic has been pinned, so it's probably important
Nuno  [developer] 10 Aug, 2023 @ 9:49pm
Suggestions
Use this thread to give suggestions for future features, balance changes, or any changes to the mod.
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Showing 1-15 of 17 comments
Anton 11 Aug, 2023 @ 5:23pm 
Let survivor groups make armies too

I guess they would have to build up a bit before they have "real" armies, but this is unreasonable. The zombies auto win vs anyone, but the pentagon, garrison remnant and federal authority who can build troops. Tried unlocking all techs an build all buildings with commands and unless I missed something the "survivor" religion settlements aren't allowed armies ever.

So yeah besides the 3 main settlements humans are unplayable unless I am missing something. Great mod though looking forward to the updates
Danwar 12 Aug, 2023 @ 3:30am 
Forts should passively reduce Infestation if they're not controlled by a zombie faction, as they're secure places from where humans can launch raids on the undead and then withdraw to if they provoke too much of a horde.
SPIRIT BAKER  [developer] 12 Aug, 2023 @ 4:22am 
@Anton Survivors not having units is a bug.

@Danwar Good idea.
Myers 13 Aug, 2023 @ 4:08am 
During times of crisis, people tend to group up with those who are familiar. I think it would be best to add culture-specific gangs around the city, like the Japanese, Latinos, Canadians, French etcetc. Some science-based nations would be nice too for "finding" the cure. Even some religious nations too. I love the opportunity this mod has
Myers 13 Aug, 2023 @ 4:14am 
New/modify the native policies. Some ideas could be
- Looting: While colonising, no maintenance/or even a buff for income.
- Extermination: Same as native repression.
- Emergency borders: Very fast colonising but extremely high unrest and autonomy (this is like blocking off the areas entrances and exits while still having zombies to kill inside the area)
Danwar 13 Aug, 2023 @ 10:14am 
I feel like there should be a rework of Wars For Survival; bordering a horde and defending against it can suddenly give you a massive empire (well, section of DC) to manage, when realistically fighting a horde wouldn't mean you'd have to govern it! When a human nation controls or owns a province with zombie culture group, it should automatically decolonize, representing the horde being broken but colonization being needed to bring the province under your control. Human separatists occupying a horde province should automatically give the province to the country in question (and start a War For Survival between them and the zombies). Additionally, if a human province reaches 100% Infestation, it should automatically flip to Zombie religion and culture and return to 0%, decolonizing it if it was held by a human, representing the majority of the local population being turned undead and overcoming the rest of the settlement.
Last edited by Danwar; 13 Aug, 2023 @ 10:36am
Fathead 14 Aug, 2023 @ 4:49am 
Rename religious ideas to cure ideas and make sure all zombie owned provinces are corpses so they can't generate manpower as fast since i stackwipe two of their 45K armies and then come back 5 months later.
Danwar 14 Aug, 2023 @ 10:36am 
Originally posted by Fathead:
Rename religious ideas to cure ideas and make sure all zombie owned provinces are corpses so they can't generate manpower as fast since i stackwipe two of their 45K armies and then come back 5 months later.
Alternatively, if they apply my suggestion (that humans cannot own zombie provinces and instead decolonize them), it should be renamed 'Ideological Ideas' instead as it'd be more focused on integrating other types of humans in the Capital.
Jimmy-Janga 14 Aug, 2023 @ 3:37pm 
I'd give Secular no maluses from owning heretic Survivalist provinces. Or at least higher tolerance for them. Would make sense that Secular would give no maluses for other religions (or at least would treat Survivalist better than Zombie.) Maybe an idea or modifier to this extent or built in estate privilege of some kind that could be revoked if you'd want to RP more tyrannical regimes etc. Doesn't have to go both ways but logically and for RP purposes it might track that the government remnants would be accepting of other humans to a degree.

I'd also suggest that Fortifications should increase hostile attrition rather than or as well as flatly buff defensiveness. Particularly the Machine Gun Implacement.
Last edited by Jimmy-Janga; 14 Aug, 2023 @ 3:38pm
Ainoyu Yunomi 18 Aug, 2023 @ 11:36pm 
Will there be more flavor amongst the "survivor groups" I assumed with zombie apoloypse, you will have multiple different groups of people emerging such as religious fanatical, gangs, actual group of people trying to survive, etc.


I think giving nations the standard one priest is good, or otherwise, you will kinda force players to pigeon into picking religious ideas just to get a priest to convert. As a result, it will make choosing ideas bit more "difficult" I guess since you get 3 ideas to try and build your nation.


also +1 on reworking on wars for survival. While you fight zombies for survive, people don't always immediately claim the land. It feels bit cheaty and "unrealistic" in comparison to other zombies related media.

Otherwise, will wait to see how well this mod fleshes out. Kinda reminds me of rebuild games, where you go out and claim land and survive against zombie hordes, etc.
Nuno  [developer] 19 Aug, 2023 @ 6:10pm 
The survivor groups will eventually just be spawnables that aren't mean to be played. In the current state of the mod they're placeholders for more fleshed out, flavorful tags.
Dotachris 22 Aug, 2023 @ 6:35am 
now human is immortal(no election event in republic, so immortal)
and zombie is easy-mortal(lifespan modifier is mystery). maybe can solve that?
add election to human, and give immortal modifier to zombie(can modify immortal modifier)
Nuno  [developer] 22 Aug, 2023 @ 11:01am 
This is a known issue and will be fixed in upcoming updates, thank you for reporting it. Some of our developers are on vacation or preparing for their upcoming university semester, so for this period updates will be slow.
Anton 24 Aug, 2023 @ 11:21am 
Hi I have finished a campaign as the imperial authority and thought I would point out a few things i noticed

First of I love the mod I can give the feeling of staving of countless hordes of zombies with clever fort placements and the stupidity of the (ai) zombies although some things can break it

1.
Don't let me accept zombies as a culture, getting to remove the big intolerance maluses from having zombies, with tolerance ideas, and the burgur privilige for more tolerance. Combining those makes having an empire of zombies as a human into a 10% goods and tag reduction instead of an existential threat.

2. Developing provinces
The base values per dev for the different categories has changed a bit in the mod which I think is a great idea, but dip/tradition production dev clicks are very weak.

A dip dev is equal to 0,1 tradepower+some ship building speed

Of which no ships can be build and if they could it would be a tiny buff with multiple provinces with naval acces

To compare that to a trade center, 1 dev of dip mana a lvl 1 is equal to 50 dip dev, lvl 2 trade center is 100, and lvl 3 is 250 dip dev. The other two are much better, manpower is always a question of need, but adm dev is simply better in every way. Adm dev increases goods produced and tax and tradepower. Almost always granting more trade power than dip dev unless it is a province producing corpses. This just makes it so that the owners of the 3 centers of trade gain all the trade income above anyone else.

3. Idea groups
I think make unique idea groups for the mod would be perfect. That said some groups right now humanist is out of control. Again nerf or remove tolerance. Add flavour like changing religious to cure ideas if religious conversion is the way you want to simulate purging zombies (also a slight buff could be nice).

4. Curing infected
I think the devastation/infestation is nice as is as a representation of taking control of a province, but I think exterminating/curing the inhabitants should be changed at least if you keep missionaries as a way to change them into humans make it easier and add more ways.

Bucket list of smaller details I think would be nice to change

- Getting +5 on dice rolls on home provinces with with forts is ridicules and easy to get
- Being constantly at war with zombie hordes prevents upgrades to trade centers and seizing crownland at all, maybe make it possible during war
- Zombie hordes are effectively extorted of wealth since their goal is the capital, make it harder to exploit zombie hordes for ducats when they declare war again next month anyway
- A cure mcquffin could be a nice late game objective, institutions aren't used maybe make some crazy condition for a cure institution to spawn the cures provinces it spreads to
Dotachris 19 Sep, 2023 @ 8:06am 
some auto events are too spam;
zombie_variants.1 : stability -1
zombie_raids.1 : devastation 10 / MP cost(with bug, has not increase 5 devastation)
airstrip.1.t : add cash + MP

for example, many OPM survivors reach 100 devastation in their capial, with zombie_raids.1 spam.
how about add cooldown to that events?
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