Europa Universalis IV

Europa Universalis IV

Rise of Civilization
 This topic has been pinned, so it's probably important
ChaffyExpert  [developer] 22 Jan, 2024 @ 6:48pm
Suggestions
Want to see something? Post it here and ill 100% be reading it and if possible put it in the mod.
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Showing 1-15 of 40 comments
denimlevi100 25 Jan, 2024 @ 6:07pm 
More tech so the nations at the start of time won't js have muskets early. Make sum nations spawn in randomly throughout the game too because for example native americans in the game would be chinese or smth because they colonized it instead of them naturally spawning, it isn't like unorganized tribes could never become a nation. More ages too would also be nice, early ages could maybe let nations have more colonizers but fall quicker. The basic nations having mission trees would be cool too, and i think more rebellions need to happen.
Last edited by denimlevi100; 25 Jan, 2024 @ 6:10pm
ChaffyExpert  [developer] 25 Jan, 2024 @ 6:22pm 
Originally posted by denimlevi100:
More tech so the nations at the start of time won't js have muskets early. Make sum nations spawn in randomly throughout the game too because for example native americans in the game would be chinese or smth because they colonized it instead of them naturally spawning, it isn't like unorganized tribes could never become a nation. More ages too would also be nice, early ages could maybe let nations have more colonizers but fall quicker. The basic nations having mission trees would be cool too, and i think more rebellions need to happen.

There is more techs, borrowed from ET and changed a bit. Nations spawn as successor states, it's supposed to be assumed that all the uncolonized provinces are disorganized small tribes.

I probably will add some ages in the futture.

rebellions will happen quite a bit once you reach a certain threshold, basically governing capacity was re-worked to give massive unrest when you go over it, which acts a little bit of a "hard" cap, and territories don't reduce governing capacity cost of provinces that much. In addition to the "empire" mechanics based on stability corruption etc.

over time, the empire will get worse and worse off no matter what, it's only really a question of how long will it take to collapse in on itself.
denimlevi100 25 Jan, 2024 @ 6:27pm 
Originally posted by ChaffyExpert:
Originally posted by denimlevi100:
More tech so the nations at the start of time won't js have muskets early. Make sum nations spawn in randomly throughout the game too because for example native americans in the game would be chinese or smth because they colonized it instead of them naturally spawning, it isn't like unorganized tribes could never become a nation. More ages too would also be nice, early ages could maybe let nations have more colonizers but fall quicker. The basic nations having mission trees would be cool too, and i think more rebellions need to happen.

There is more techs, borrowed from ET and changed a bit. Nations spawn as successor states, it's supposed to be assumed that all the uncolonized provinces are disorganized small tribes.

I probably will add some ages in the futture.

rebellions will happen quite a bit once you reach a certain threshold, basically governing capacity was re-worked to give massive unrest when you go over it, which acts a little bit of a "hard" cap, and territories don't reduce governing capacity cost of provinces that much. In addition to the "empire" mechanics based on stability corruption etc.

over time, the empire will get worse and worse off no matter what, it's only really a question of how long will it take to collapse in on itself.
Oh ok I guess I didn't notice the techs and yeah i assumed they'd fall at some point just wasn't sure if it was certian. Thanks for the reply!
ChaffyExpert  [developer] 25 Jan, 2024 @ 6:48pm 
Originally posted by denimlevi100:
Originally posted by ChaffyExpert:

There is more techs, borrowed from ET and changed a bit. Nations spawn as successor states, it's supposed to be assumed that all the uncolonized provinces are disorganized small tribes.

I probably will add some ages in the futture.

rebellions will happen quite a bit once you reach a certain threshold, basically governing capacity was re-worked to give massive unrest when you go over it, which acts a little bit of a "hard" cap, and territories don't reduce governing capacity cost of provinces that much. In addition to the "empire" mechanics based on stability corruption etc.

over time, the empire will get worse and worse off no matter what, it's only really a question of how long will it take to collapse in on itself.
Oh ok I guess I didn't notice the techs and yeah i assumed they'd fall at some point just wasn't sure if it was certian. Thanks for the reply!

No problem i plan on adding an event and decision with info about the mod and how it works specifically because the way it works is kind of complex and designed to be dynamic, IE empires don't fall because of rail roaded disasters or something, but rather a deteriation of stats that end in destruction, despite how strong an empire may appear.
AbeisKing 25 Jan, 2024 @ 11:05pm 
Will you add more ancient civilization spawns in to the other parts of the world (Europe, Africa) Perhaps you could have civ spawn around a set time, in Ethiopia and Mali in a province if they havent been settled yet.

And maybe you could go about implementing that mod that allows you form your own formable nation with its name, just changing the requirement to more demanding perquisites and nerfing or removing the idea change thats that mod.
ChaffyExpert  [developer] 26 Jan, 2024 @ 6:10am 
Originally posted by AbeisKing:
Will you add more ancient civilization spawns in to the other parts of the world (Europe, Africa) Perhaps you could have civ spawn around a set time, in Ethiopia and Mali in a province if they havent been settled yet.

And maybe you could go about implementing that mod that allows you form your own formable nation with its name, just changing the requirement to more demanding perquisites and nerfing or removing the idea change thats that mod.

Maybe as an alternative scenerio for people that want it, since it's being asked for. It's inteded to just be the 4 river civilizations in real life at first.
Alright so:
- I cant build anything i dont know why, tech 6 so far (playing with mods which enable to build since tech lvl 3 idk why its disabled on this mod (trade goods expanded))
- There are too few nations, i've spend over century and i've only managed to attack Ancient babylon for power projection (Show Strenght),
-Religions are bugged
-Autonomy scales weird on Ancient Egypt for a weird reason i had 70% autonomy on colonized provinces where Babylon had average 3-7%
-Would be good if you could actually form some kind of nations
-Absolutely broken institutions

This mod has future, it just needs tons of work. Good Luck.
ChaffyExpert  [developer] 26 Jan, 2024 @ 3:03pm 
Originally posted by ❥ⓖⓞⓡⓨⓐⓢⓔ:
Alright so:
- I cant build anything i dont know why, tech 6 so far (playing with mods which enable to build since tech lvl 3 idk why its disabled on this mod (trade goods expanded))
- There are too few nations, i've spend over century and i've only managed to attack Ancient babylon for power projection (Show Strenght),
-Religions are bugged
-Autonomy scales weird on Ancient Egypt for a weird reason i had 70% autonomy on colonized provinces where Babylon had average 3-7%
-Would be good if you could actually form some kind of nations
-Absolutely broken institutions

This mod has future, it just needs tons of work. Good Luck.

Yeah this mod has to change tech since the start date isn't 1444, so there is probably a contradiction.

It's supposed to take a little bit before nations spawn from rebellions, and it's based off the rebel mechanics, and new nations that form will found their own culture group and religion hence it can't happen too rapidly. If you play and expand long enough it will definitely happen due to the mechanics at work, i play-tested as Babylon, after taking part of egypt, the empire fell, and a bunch of new nations formed. Plus the AI is terrible at this tbh.

Some of the autonomy issues is probably due to provinces in Vanilla EU4 having autonomy, so ill add it to something to fix soon.

working on religions atm-

Since cultures are randomized, formables will be tough, not impossible but tough to figure out. Definitely for another day.

Institutions ill work on as fast as i can.
apljee 26 Jan, 2024 @ 9:29pm 
Originally posted by ChaffyExpert:
Originally posted by AbeisKing:
Will you add more ancient civilization spawns in to the other parts of the world (Europe, Africa) Perhaps you could have civ spawn around a set time, in Ethiopia and Mali in a province if they havent been settled yet.

And maybe you could go about implementing that mod that allows you form your own formable nation with its name, just changing the requirement to more demanding perquisites and nerfing or removing the idea change thats that mod.

Maybe as an alternative scenerio for people that want it, since it's being asked for. It's inteded to just be the 4 river civilizations in real life at first.


why not just have events that fire if nobody has colonized in certain areas which spawn new civilizations? ie ~200 years in 1-2 nations in europe and 1-2 in africa show up, and ~200 years after that a few across the americas/SEA

that way the mod is still focused on the four river civilizations (them being the starting point) but can still introduce new powers / regions into play to keep things interesting
ChaffyExpert  [developer] 27 Jan, 2024 @ 11:46am 
Originally posted by apljee:
Originally posted by ChaffyExpert:

Maybe as an alternative scenerio for people that want it, since it's being asked for. It's inteded to just be the 4 river civilizations in real life at first.


why not just have events that fire if nobody has colonized in certain areas which spawn new civilizations? ie ~200 years in 1-2 nations in europe and 1-2 in africa show up, and ~200 years after that a few across the americas/SEA

that way the mod is still focused on the four river civilizations (them being the starting point) but can still introduce new powers / regions into play to keep things interesting

Because i already have events for that and while i could do that i want things to be a bit more dynamic.
epicgamer 28 Jan, 2024 @ 3:11am 
The subculture message is a bit spammy, any way you can make it into a non-popup thing?
ChaffyExpert  [developer] 28 Jan, 2024 @ 9:39am 
Originally posted by epicgamer:
The subculture message is a bit spammy, any way you can make it into a non-popup thing?

not really, plus i want to make sure people know what's going on.
migueldeunha 29 Jan, 2024 @ 8:12am 
Historical cultures regionally located. For the evolution I would suggest f.e.:


1. AFROASIATIC

1.2 Saharan

1.2.1. Egyptian
1.2.1.1 Lower
1.2.1.2 Upper
1.2.1.3 Desheret
1.2.1.4 Qustul

1.2.2. Berber
1.2.2.1 Libyan
1.2.2.2 Maghrebi (berber)

1.2.3. Cushomotic
1.2.3.1 Cushitic
1.2.3.2 Omotic


1.3 Semitic

1.3.1. Akkadianic
1.3.1.1. Assyrian
1.3.1.2. Babylonian
1.3.1.3. Marioite
1.3.1.4. Beydarite

1.3.2. Cannanitic
1.3.2.1. Ugaritic
1.3.2.2. Canaanite
1.3.2.3. Amorite
1.3.2.4. Aramean
1.3.2.5. Arabic

1.3.3. Ethioarabic
1.3.3.1. Ethiopian
1.3.3.2. Yemenite
1.3.3.3. Eastern Ethioarabic


1.4 Chadic
1.4.1. Biu-Mandara
1.4.2. Masa

Of course that would be an example, there are several classifications of those languages (and cultures sort a way), but I think the idea is more or less expressed.
And the names can be hugely improved ofc.
Last edited by migueldeunha; 29 Jan, 2024 @ 8:13am
migueldeunha 29 Jan, 2024 @ 8:48am 
Sorry for de double suggestion.
Instead of generic "country-civilizations" would not be better several "early centers of civilization".

To make the idea more visually; instead of "Ancient Egypt" having, Nekhen (prov. 4319), Nebyt (prov. 360), Teni (4320), Pe-Dep (362) and Shedet (359).
Once any of those factions is able to control the areas of Said, Vostani, Bahari and Delta being able to take the decission "Unify Egypt", creating a new TAG for "Ancient Egypt/Egypt/Khemi or wahtever name".

As well this could make room for new and/or updated monuments. For example:
In Nekhen (4319), the "Temple of the Falcon-God"; in Teni (4320) the "Great Gods Necropole"; in Memphis/Cairo (361), once took by any Egyptian faction the "Great White Walls", the "Great Temple of Ptah" (in substitution of Al-Azhar University), and ofc the Pyramids at some point; in Nbyt/Naqada (360) "Temple of the Set-God" or "Gold Mines of Nebyt".

That will allow a much richer and defying experience, and can be applied to several areas of the early civilizations (Lower Mesopotamia (Ur, Uruk, Lagash and the Ziggurats) , the Levant (and the walls of Jericho), Anatolia (and several neolithic sites as well bronze and copper age ones, Hatti, Purushanda, etc.)).
Last edited by migueldeunha; 29 Jan, 2024 @ 10:20am
migueldeunha 29 Jan, 2024 @ 9:51am 
Originally posted by ChaffyExpert:
Originally posted by AbeisKing:
Will you add more ancient civilization spawns in to the other parts of the world (Europe, Africa) Perhaps you could have civ spawn around a set time, in Ethiopia and Mali in a province if they havent been settled yet.

And maybe you could go about implementing that mod that allows you form your own formable nation with its name, just changing the requirement to more demanding perquisites and nerfing or removing the idea change thats that mod.

Maybe as an alternative scenerio for people that want it, since it's being asked for. It's inteded to just be the 4 river civilizations in real life at first.


Could it be, starting with 4, egyptian, sumerian, indo and the other one u have (I don't know which one was) in "stage 1".

Then at some point "stage 2", could be Kush, Elam (which maybe better in stage 1), Akkadians and the Levant. Stage 3, Caucasus, Anatolia, Punt (ethiopia) and Berbers. etc.
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