Europa Universalis IV

Europa Universalis IV

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Cultured Estates
   
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7 Sep, 2018 @ 6:36am
21 Mar, 2019 @ 12:52pm
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Cultured Estates

Description
Should be compatible with any mod that has vanilla cultures

Updated for 1.28 - If you have any ideas on how to implement this with the estate rework please post them in the comments

Have you ever gotten annoyed by the fact that:
- Every culture is basically the same.
- A Prussia that accepts Polish is more or less identical to a Prussia that culturally genocided enlightened the entire region to Prussian culture.
- There's very little reason to culture convert outside of role playing.
- Cultures are very happy to pay all their taxes while their neighbors a few villages over are being forcibly assimilated.
- Almost every country has the same estates


Well then this is the mod for you.

Features
- Cultures now have their own estates.
- Every culture has a unique combination of country, province, and interaction bonuses. These scale based on the percentage of land a culture owns.
- Several new estate interactions allow you to interact with your people on a cultural level. Promote local nobles to secure their loyalty, arm their population to fight against an invasion, or press their best into the service of the empire.
- Culture converting is not economical unless you actively persecute the culture.
- Persecuting a culture can start a major revolt through the disaster system.
- Happy cultures produce more while unhappy cultures produce less and are rebellious.
- Replaces the default estates with 78 new ones.
- Which cultures you accept actually matters as it will help define the character of your country.


So how exactly does this work?
I'll use Prussia as an example because I know that's what everyone is dying to hear. Estate influence levels have been changed to 30, 60, 90 so if a country has any Prussian cultured province, and the Prussian population is happy, then they will receive a 2.5% discipline bonus. If the Prussian population has an influence level between 30 and 60 then this becomes 5%, 60-90 gives 7.5%, and 90+ gives +10% discipline.

However, influence level is tied primarily to land and primary/accepted culture. If 20% of your development is Prussian then they have an influence level of 20%. Influence is increased by being an accepted culture (+15%) or primary culture (+30%). This can be increased marginally at the cost of corruption, prestige, local autonomy, etc. but these obviously have their own drawbacks.

If the Prussian population is neutral, every Prussian province has +1 land forcelimit. This increases to +2 if they're happy but disappears if they are not. Prussian drill instructors can also be recruited for an additional 5% bonus regardless of their population size or loyalty. This, however, costs a heft chunk of loyalty, though it does increase their influence.


Now, I know what you're asking: How on Bismark's German Earth is this balanced?
1. In order to maintain a +10% discipline bonus without corruption, prestige loss, etc. any Prussian state must keep at least 60% of their land Prussian. There are not many Prussian lands at game start and culture conversion now brings about negative consequences among the populations of the people you are trying to remove liberate.
2. The population must be happy in order to grant these benefits. This prevents you, among other things, from levying additional taxes and pressing more citizens into the army (new interactions that scale based on the amount of development a population holds). Primary and accepted culture regain is also faster. So these are resources that must be largely foregone if you need to maintain the discipline bonus.


So now you're thinking that you should just spread wide and press all the different cultures into the service of your empire. Prussian drill instructors combined with Russian manpower and Finnish infantry should be world beaters. Yes and no. Yes you will gain additional bonuses, but they will be diluted. There are also interactions that have a fixed cost, making a monocultural society more efficient than a multicultural society. Furthermore, every unhappy culture increases your global unrest. This can be doable if you're leaning on your primary culture in war, but it becomes dangerous in a multiethnic society. It all comes down to balance and your particular strategy.



If you have suggestions or ideas please leave them in the appropriate discussion.

NOTE: This mod is not complete. Currently all of Europe except for the Levantine, Tatar, and Caucasian culture groups are implemented. If you think this is a good idea and would like to see it expanded to the rest of the world, please like and subscribe so that I know this is a popular idea.


If you would like to suggest bonuses for certain cultures you can proposals on the Proposals sheet of this Google Sheets document

https://docs.google.com/spreadsheets/d/115EcZ3E_JqgDhdvo0ZgxEsuEiM0bfXiwJuVVzOm8uNw/edit?usp=sharing


Credits:
Murtie - Estate Icons

Popular Discussions View All (1)
12
19 Mar, 2019 @ 7:19pm
Suggestions
Emperor Penguin
118 Comments
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 4 Apr, 2024 @ 4:51am 
Greetings! Can you please update this mod? Or make something similar, this was awesome :steamsad:
003skar98 6 Dec, 2021 @ 2:34pm 
if its possible you could make a second states "little circle" for the cultures and divide it that way, with previlegies being temporary
JohnJames 23 May, 2021 @ 2:49pm 
Well in the new estate system estates still exist even when their power is 0%. So you could remake it so their modifiers are based on the amount of development their culture has in your nation. Another option is to give them a % of the power depending on their culture's development.
Mifek-ChaosLord'o 2 Mar, 2021 @ 9:52am 
I didn't know about the mod before estate rework therefore don't know exacly how it worked and aditionally don't know current implementation of estate system in eu4 files, so take this advice with grain of salt, but... Actually from player and IT guy perspective i belive current estates are much more suited for "idea of the mod" than older ones.

I'am not really sure of clauswitz engine capabilites and code implementation, but i belive you can make simple "if "check, like after giving privilige, the game start and maybe when culture changes(not sure about mechanics here) "if target culture present in target province:"(==True) , than add to target province specific modifires or flags, therefore allowing most of what i belive was core of this mod to be present and compatible with current version. For country modifires there shouldn't be huge issues i belive. I'm not really sure how "summon diet" events work, there could be some issues. Hope i helped at least a little :steamhappy:
Emperor Penguin  [author] 5 Dec, 2020 @ 4:22am 
@003skar98 I don't know if it's possible with the new estates rework. Do you have any ideas?

@AVE If you have any ideas on how to update the mod to the new estates system I'm all ears.

@Magickarp Cipher Lol done.
"Magickarp" Cipher 3 Dec, 2020 @ 1:32pm 
Awesome mod and what im gonna say is gonna sound petty, but could you change spanish to iberian in the google doc... nowhere ingame is iberian culture called spanish, and even then cultures such as basque are more associated with old iberian then modern spanish culture, and portuguese doesnt associate itself with spanish identity
AVE 24 Nov, 2020 @ 6:57am 
This mod was awesome, it helped alot when it came to Empire snowballing, hope it gets updated!
003skar98 2 Sep, 2020 @ 4:17pm 
can you make it to 1.30?
Emperor Penguin  [author] 19 Jul, 2020 @ 4:03pm 
@RandomEdits Because a province can't have two estates so it can't both have the estate for its culture and for the current estates.

@TurtleShroom Does it not work anymore?
TurtleShroom 19 Jul, 2020 @ 1:46pm 
I miss this Mod.