Europa Universalis IV

Europa Universalis IV

Code Geass
 This topic has been pinned, so it's probably important
leion247  [developer] 23 Jul, 2016 @ 12:52am
Indepth Information
This is a discussion for in depth information about the features and other things for this mod. This should be used for discussing current and future features and content in the mod. Bug reports should obviously not be posted here. This will be likely be edited every update.

Wiki: (Under Development)
A more expansive information portal is under development. This already gives more detailed information than I'm able to give in character limited forum posts despite its incomplete state. Combining information from both the spreadsheet, my mind palace, and this information post in hopefully an easily digestible and navigable wiki.
https://eu4.paradoxwikis.com/Code_Geass

Tech Tree:
The tech, this is an important feature concerning the mod since tech in the Code Geass timeline is discovered at an alarming rate compared to our timeline, so you will be discovering tech sooner than it actually was in real life. All the tech trees and their descriptions are finished. You will unlock new units as you progress through the tech trees.

There is a complete set of institutions and ages for the extended timeline. The new institutions are, in order, Industrialization, Imperialism, Electrification, Automation, The Internet, and Knightmares in 1.31 and up. The ages are the Age of Industry, and then the Age of Sakuradite. The ages also come with a set of unique abilities and objectives.

Note: for mod versions in 1.30 and below, the order of institutions is Imperialism, Industrialization, Electrification, Automation, The Internet, and Knightmares.

Units:
There will be more than just one upgrade to your units as you progress through techs. Gaining the Steam Powered Ships and Advanced Knightmares techs will give you a major advantage to those falling behind.

The knightmares include the Panzer-Hummel, Sutherland, Gang Lou from the show, and one named 4th G Knightmares for generic purposes. They will not require Sakuradite. I can’t make them, and it would be pointless anyways, though I have added Sakuradite in the game.

There will not be new unit models just to be clear on that. I do not have the ability to create custom unit models for the different unit levels, so that will not be a feature, unless someone offers and shows adequate skill.

Religions:
As of right now there will be three religions. Secular Humanism, Secular, and Social Darwinism are the three. Secular will be available once you’ve embraced enlightenment and reach adm tech 30. To convert you use a decision, which is available for all countries. Except for a few because of accuracy reasons. Such as the Middle Eastern Federation can’t convert to Secular because they were likely a deeply Islamic collection of countries that would probably never think of separating their faith from government.

Social Darwinism will be a religion in this game available through decision for the Britannian Empire. Scott speculates that Britannia would be Social Darwinist using Charles’s speech as one piece of evidence. An event will pop up after passing the year 1856. It tells of the Social Darwinism Movement in Britannia and gives you three choices. Two of the choices will allow you to activate the decision to convert. A reformation center should become present to spread the faith across the continent.

Missions Trees:
Nation unique missions weren't considered for a long time since I didn't have the experience and felt that the rest of the mod needed work before that. Now they are being developed actively when a good opportunity arises, and a full mission tree has been laid out. Otherwise, what would be the point of putting in a half-baked and terrible mission tree. For the moment only Han/Chinese Federation and Persia/MEF have a full and implemented mission tree. To view development of future mission trees, go to the 'Mission Trees' tab of the spreadsheet.

Certain nations have their mission tree already partially done signifying that they've already progressed that much by the time the game starts. Such as the Republic of Britain that has the British mission tree and the Ottomans. Generally, this means the effects of those missions will be present at game start, but some infinite modifiers may become time limited depending on power and whether or not they eventually become outdated within the time period of the mod.

National Ideas & Groups:
When you start the game, you’ll always have three idea groups chosen for you by the AI to start with. This is so that you can still colonize and so can the AI and such. It’s useful for getting the game started a bit quicker and letting the game to move freely like normal. If you have the Art of War expansion you can just delete and replace the preset idea groups with your own, but I wouldn’t recommend doing that in the beginning of the game.

Every important, custom nation has national ideas. The list of custom countries with national ideas includes Europia United, Britannia, Chinese Federation, Han, United States of Japan, United Federation of Nations, Middle Eastern Federation, East India Company, and Louisiana.

There are also five extra idea groups; Liberal, Authoritarian, Industrial, Protectionist, and Free Trade ideas. Each with their own policies when paired with other idea groups. Not all pairs have policies at this time.

Colonies:
Although originally colonies were removed from the game by this mod, they've been reintroduced. There are no colonies on the Americans, but most of Africa is now colonial instead of trade company territory. There are images showing the new areas on the main page.

For those that would like to make Areas as Britannia, the old colony system for Areas has been replaced with special subject types established via decision. They are avaliable once you have enacted the Numbers Policy decision, which requires Social Darwinism, the Britannian Monarchy reform, and adm tech 38 Administrative Theories. The order I've made for the Area's in the mod is Mexico 1, Caribbean 2, Columbia 3, Venezuela 4, Peru 5, Bolivia 6, Chile 7, Brazil 8, La Plata 9, New Zealand 10, Japan 11.

Geass:
The Thought Elevators have been implemented. They are useful to every country through events and a set of decisions. Britannia has a unique event/decision chain related to them. There is a specific end goal for Britannia with the thought elevators, everyone else has a generic event chain regarding it, though there is a special decision relating to it with specific requirements in order to even see it. It is available to all countries that can fulfill the requirements.
The political side of the anime has, for the most part, been completed. At least completed enough for me to be working on Geass related events and such. There are geass traits for your rulers, heirs, and consorts. The events for heirs and consorts have been fixed. Britannia is the most likely country to get the traits, but all can gain them. They should be rare, and you can only have one geass per ruler, heir, or consort, though all three can have one at the same time.

Canals:
Canals are no longer half the price of base game. Additionally, there are two new "canals" that connect two land provinces together to form a man-made strait for sorts. One is available in Alaska connecting it and Russia, and other is in Northern France connecting it and Britain. Details on how to build them are in the spread sheet.

Monuments:
There are mod added monuments. Listing the new monuments related to the anime; Thought Elevators, Geass Main Base, Pendragon, Dallas Research Center, Mausoleum of the 88 Emperors, Eiffel Tower, Big Ben, Tokyo Tower, and Transcontinental Railroad. To see other monuments added that aren't anime related, view the spreadsheet or the image on the workshop page showing them all.

Anime Related Events:
I would like to state this first, I would love to have all of the major events from the anime happen in game, but simply there are too many events happening in such a short span of time. Remember everything with in the anime takes place in two years. I will be able to do events that happen during the events in history of the anime, but those two years will likely have too many events for me to be able to put them all in the game without it feeling like something pops up every few days.
However after extensive planning, revisions, and testing, I was able to add many of the key events, and some extra events, from the show relating to the Black Knights. It took a lot of work, but it’s implemented. Adding a total of nine events. Imagine I added all the major events in the show. To start it you need to be Britannia, Own Japan, Japan doesn’t exist, and the year is 2017 at minimum.

Spreadsheet:
This shows in-depth information on the tech tree, units, ships, and mission trees. If you want to see even more specific information on these subjects, this is where to go.
https://docs.google.com/spreadsheets/d/1QUJbf0dIq3VILeY-JoGL-QQQ6FvRHldDD5dWKzwB38M/edit?usp=sharing

Document:
This gives details on in progress updates, what comes after, and after that. Along with all potential additions, level of expected impact, and so on. There is a section for adding suggestions. Just be sure to read the 'Ledger' and 'When and Where to Add' sections to best understand the document and how to make suggestions.
https://docs.google.com/document/d/1BheIc3fb1V63XmF-0DEEcvsEkrb1b3MuLOvVJg5uh6g/edit?usp=sharing

Updates:
Every update should be a moderate list of changes of mostly adding or refining features and such. I give very detailed information about what was changed in the updates in the change notes. I'm currently unable to update regularly now however, I will try to keep the mod updated to the game version.
Last edited by leion247; 14 Oct, 2024 @ 10:23pm
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Showing 1-15 of 22 comments
Britannia use an alternate version of Darwinism, the Eugenism seems more appropriate.
leion247  [developer] 9 Aug, 2016 @ 9:01am 
I'd like to see the information you have to make that claim. I know that sounds kind of antagonising and annoyed when I read it, but I really am interested in what you have to give you that conclusion. .3.
Eugenism is an "ideology", close to nazism, which use the Darwinism to justify racism : "the black mens are born to be slave because they've evolved to be slaves so there is no point to set them free", "There is the strong who are "pure" and the weak who needs to be exterminate". Britannia is introduced to be pretty eugenic with the "only the strongest will inherit" and the constant genocide on the elevens. In the charles speech, it is shown that Britannia is definitely eugenic with "[...]But not our beloved Britannia, we fight, we compete, evolution is continuous. Britannia alone moves forward, advancing steadily into the future. Even the death of my son, Clovis, demonstrates Britannia's unswerving commitment to progress. We will fight on, we shall struggle, compete, plunder and dominate, and in the end, the future shall be ours." Charles use the evolution to legitimize the "superiority" of Britannia like the eugenics theory legitimize the genocide and enslavement of the weak.
leion247  [developer] 9 Aug, 2016 @ 10:18am 
Alright, I can see where you're getting at. I'll bring this up to Scott and see what he thinks when I get the chance.
leion247  [developer] 13 Aug, 2016 @ 1:27pm 
Scott disagrees with your idea. The type of Darwinism he's sure Britannia is is Social Darwinism. That doesn't mean Eugenics isn't involved in that. From the wiki for Social Darwinism, "Many such views stress competition between individuals in laissez-faire capitalism, while others are claimed to have motivated ideas of authoritarianism, eugenics, racism, imperialism, fascism, Nazism, and struggle between national or racial groups." I'll change the areas about the religion to specify that it's Social Darwinism. That way we can have less confusion.
(insererunpseudo) 14 Aug, 2016 @ 1:04am 
Thanks for the replies. Social Darwinism is way more close to Britannia than eugenism so, again, my bad.
leion247  [developer] 14 Aug, 2016 @ 4:26am 
No it's fine. Discussion is the only way to get ideas that make the mod better .3.
Last edited by leion247; 14 Aug, 2016 @ 4:26am
DarkArchon 7 Sep, 2016 @ 11:20am 
I'm confused to how Secular works (not secular humanism or social darwanism) I'm looking through the various txt files particularly the decisions folder (though it shows in the religion folder) I don't see the decision to switch to secular (though you explain that it appears late game) Can you point out to me where more info on this might be say in a txt file? or is it not in the game yet? is it supposed to work like secular does in extended timeline mod?
Last edited by DarkArchon; 7 Sep, 2016 @ 11:24am
leion247  [developer] 7 Sep, 2016 @ 12:33pm 
Oh thank you! I forgot that I haven't done the decision/event yet. It's a good thing I'll be starting on a update today. That'll be the first thing I work on for this update.
DarkArchon 7 Sep, 2016 @ 12:36pm 
Thanks that will be helpful.
Lokiwolf90 28 Nov, 2016 @ 11:39am 
Sort of curious; I'm new to EU4, but how does the Imperialism CB work? I looked and as HBE I don't have access to it.
leion247  [developer] 28 Nov, 2016 @ 12:29pm 
Britannic gains the Imperialism CB when they change government types through the decision that moves your capital, and your state religion is Social Darwinist. Those should be the only requirements I put. Britannia is the only country that can get it in this mod, but typically it's available to all countries after dip tech 23.
Lokiwolf90 28 Nov, 2016 @ 12:34pm 
Ahh I gotcha :)
Gonde Iraki 18 Dec, 2016 @ 12:14am 
How rare is the Code Geass event supposed to be? Because my default ruler achieved it on my first playthrough....
leion247  [developer] 18 Dec, 2016 @ 9:02am 
Rather rare for anyone that isn't Britannian. It's still rare for Britannia, but not as rare. You got lucky =P
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