Europa Universalis IV

Europa Universalis IV

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Eurocentric Institutions 1.37
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5 Oct, 2019 @ 7:29pm
18 Apr @ 9:38pm
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Eurocentric Institutions 1.37

Description
Sorry for the major pause in updates, I should be able to keep up with maintaining this mod much better in the future.

An updated version of the old Eurocentric Institutions mod, its been fully updated to 1.32.

The old version can be found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1388492593

EU4 takes place during the Early Modern era, a period that is historically notable for the meteoric rise of Europe to world prominence.

However, this never really plays out in the game thanks to the questionably balanced Institutions system. Native American nations typically form a western-style monarchy less than a decade after contacting Europeans. Institutions spread very quickly, even to non-literate tribes in the heart of the African jungle. Morocco often gets Colonialism before England does.

And by the last 100 years of the game, tech differences are essentially nonexistent. The entire world has caught up to the West, instead of falling behind them. Imported games to Victoria 2 usually end up with every single nation as Civilized. Maybe an interesting fiction, but not very historical.

This mod seeks to fix the Institutions problem, without going back to tech groups. All Institutions spawn in Europe, and changes to their spread make it more likely for Europeans to rise above the rest. Furthermore, the final institutions, Enlightenment and Industrialization, cannot be embraced by any nation that isn't in the Western or Eastern tech group, meaning Europe will really move ahead near the end as the era of New Imperialism dawns.

All hope is not lost for the rest of the world, however. Institutions can still be reinvented through development, but they will have a hard time spreading and may be very costly to create from nowhere. A clever ruler will also note that conquering provinces with desired institutions is a viable alternative to waiting for them to spread... Just don't bite off more than you can chew!

Institution Changes

General Changes:
All institutions except Feudalism will never spread to provinces owned by countries with Tribal or Native governments.
All institutions except Feudalism have reduced spread based on country tech group.

Feudalism:
Reduced spread for Steppe Hordes, Siberian Clan Councils, and Native Councils.

Renaissance:
Before 1550, only provinces on the continent of Europe, provinces belonging to countries with a European capital, or provinces in the Near East/Egypt/Persia/East Africa/Maghreb regions may embrace this institution. (to prevent Korea inventing Renaissance in 1500 every game)

Colonialism:
Will always spawn in a European province.
Reduced spread in the Maghreb region, Egypt region, and Near East super-region, to rebalance the Berbers against the Iberians and to represent traditional Near East trade routes being circumvented by European explorers.

Printing Press:
Will never spread to Confucian or Shinto provinces owned by Chinese tech group countries. This is meant to represent the unpopularity of movable type in East Asian countries during this period - due to logographic languages with thousands of characters, differences in ink technology, etc., the impact of the Printing Press in East Asia was not the same as in the rest of the world.
There is one exception: In the 1590s, Jesuit missionaries introduced the Gutenberg press to Japan, and used it to print religious texts in a romanized form of Japanese. If you are playing a Shinto country and choose the "A Kirishitan Realm" result of the Spread of Christianity incident, this penalty will be negated and Printing Press will spread in your provinces. The country does not have to actually convert to Christianity, they just have to choose the most Open result of that incident which involves protecting and patronizing missionaries.
Will never spread to Central African, North American, South American, or Andean tech group countries. (Non-literate cultures would have no use for a printing press)

Global Trade:
Will always spawn in a European province, owned by a Western tech group country with at least one province part of a trade company. The province must either be a capital or a center of trade. [If you don't have the necessary DLC, a trade company won't be required, instead it will require you to own a province within a trade company region outside of Europe.]
If conditions for spawning aren't met by 1630, then Trade companies or province within a trade company region won't be required.

Manufactories:
Will always spawn in a European province.
Spread slightly reduced to Muslim and East African tech group countries. (Passive spread is no longer enough, the province must have a Manufactory to get the institution)
Spread reduced to Indian tech group countries, and Shinto or Christian provinces owned by Chinese tech group countries. (Province must have a Manufactory to get the institution, and it's slower to spread)
Spread greatly reduced to non-Shinto or Christian Chinese tech group countries and Nomadic tech group countries. (Province must have a Manufactory AND border a friendly province with Manufactories embraced, and it's extremely slow to spread)
Will never spread to provinces owned by West African, Central African, Mesoamerican, Andean, North American, South American, Aboriginal, or Polynesian tech group countries.

Enlightenment:
Will always spawn in a European province.
Can only spread to provinces owned by Western, Eastern, or Ottoman tech group countries.
Can only embraced by Western, Eastern, or Ottoman tech group countries.

Industrialization:
Will always spawn in a European province.
Can only spread to provinces owned by Western, or Eastern tech group countries.
Can only embraced by Western, or Eastern tech group countries.

Other Changes:
"Crisis of the Maghreb" event now gives -5% institution spread and +15% tech cost, and lasts for 50 years instead of 5, to make it an actual crisis, and make it more likely that the Iberians survive.
The "A Kirishitan Realm" event now has a tooltip informing the player that Printing Press may now appear in their provinces.
Reduced Institution gain from manually developing provinces. (40% of what it used to be)
For owners of Rule Britannia: Knowledge Sharing will no longer spread institutions.
The High American tech group is considered equivalent to Western for the purpose of institution spread.

Compatibility
This mod should compatible with any mod that doesn't change the institutions.
Popular Discussions View All (2)
11
2 Sep @ 6:02pm
Ideas for Changes/Additions
Zarion
1
5 Jun @ 7:13am
Bug Reports
Zarion
219 Comments
Ama Boducam 2 Sep @ 8:02pm 
Sorry, i was sleeping at that time.
What i can recommend, is that to take spawn conditions from this mod (common/institutions/00_core.txt) and add to "Historical Institutions 3.0" mod that use tech groups when applying institutions spread penalty. I use them together when playing conversion game, and in result Europe was alwatys ahead of the world on tech at 2-4 levels.
Until this mod will be fixed.
borsk 2 Sep @ 4:50pm 
nevermind, I found it myself. For anyone in the future looking for it, it's local_institution_spread in file called "00_static_modifiers.txt"
borsk 2 Sep @ 10:46am 
@Ama Boducam could you tell me how to change devastation impact, please?
borsk 30 Aug @ 4:29pm 
yep, can confirm that provinces of tribes that have below -100% institution spread generate institutions at an insane rate. I really hope the author fixes that
borsk 28 Aug @ 8:31am 
it is very refreshing to not be permanently ahead of time in all techs all the time. Thank you for making this mod!
Larry the Lard 24 Aug @ 11:47am 
When I tried this mod, it resulted in the entire world just being around the same tech level as Europe more than the base game did.
Ama Boducam 15 Aug @ 1:33am 
I think that the source of the problem in negative growth values that are written in to the mode. A negative percentage multiplies with negative values and in the result - there is plus. This is the only explanation that I can give. Because this problem is seen only in this mode. Neither in Vanilla, nor in other mods with high negative modificators but without negative basic values, this problem do not show.
Ama Boducam 13 Aug @ 5:02am 
Well, constanlty grazing tribal in Americas, who embraced colonialism in 1510, dont give a shit about my "solution". Also combination negative penalties still can give over (under) -100%
Ama Boducam 13 Aug @ 4:04am 
As a temporary solution to the problem, I reduced penalty for the spread of institutions to 1% for 1 devastation, before that was 2%.
I hope that the author will look at it. Because it is impossible to play with vanilla institutions and technologies. God, I hate those who thought it would be a great idea. :gaper:
Ama Boducam 13 Aug @ 1:48am 
When institution spread penalty over (under) -100% - institutions start spreading ignoring any conditions.