Europa Universalis IV

Europa Universalis IV

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Byzantium - Council of Florence and the Union Revolt
   
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7 Apr, 2023 @ 6:13am
17 May, 2023 @ 10:19am
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Byzantium - Council of Florence and the Union Revolt

In 1 collection by RMS Oceanic
Byzantium Suggestions
8 items
Description
In 1438 a delegation from the Byzantine Empire arrived in the Italian City of Ferrara. In what posterity calls the Council of Florence, the Empire agreed to reconcile with the Western Church and create an Ecumenical Union to unite Christendom. The citizens of Greece were not happy with what looked like a betrayal of their very souls for temporal benefit, and the disaster at Varna appeared to prove their point.

This is a disaster for Byzantium that fires immediately, attempting to represent the turmoil and scheming as a result of backlash to the Council of Florence. To survive it you must either:

- Align the religion of your country and your ruler, one way or the other
- Defeat potential revolts and reconcile with your estates
- Earn the right to chart Byzantium's course by defeating the Ottomans for the first time

If you stabilise your relationship with the estates and choose to remain in the disaster until the Ottomans are defeated, you will gain some bonus rewards.

Note: The name "Union Revolt" isn't the result of my scholarship of the age, but a name I felt appropriate to describe what I'm hoping to model with thie mod. If someone more learned about the Byzantine Twilight Era has a more appropriate name, by all means let me know!
22 Comments
RMS Oceanic  [author] 15 Mar @ 8:32am 
For people who still have this mod on their playsets, I have a new mod which aims to reintroduce the content from the suggestions list on top of the landscape that Paradox sculpted in King of Kings and Winds of change. Not everything I built has been incorporated into it yet, but I hope to add what is appropriate over time. Feel free to check it out and I hope you enjoy it!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3444984671
Ckasaron 12 Nov, 2024 @ 11:41am 
To everyone following this mod, I have tested it out in 1.37 and found it works just fine. It also works well alongside the Europa Expanded mod, though for any mod which alters the mission tree, just remember for the "Stabilize the Realm" decision do NOT pick the third one as the mission "Recover Greece" isn't present in the EE tree.
PAWN 2 Nov, 2024 @ 4:26pm 
@ReconHUD if you do that, I eagerly await as I like what the DLC has but prefer to have what @RMS Oceanic did with it.
Ckasaron 31 May, 2024 @ 5:16am 
@RMS Oceanic I really love your mod series to expand ERE sensibly without artificial debuffs like what 1.36 KoK did. Do you plan to update your mod series to 1.37, and if at all possible either help make it compatible with Europa Expanded or make a standalone mission tree to pair with your mods?

Also, I found a very detailed video on the messy politics in the Aegean that you could use as the basis for a new entry in your series: (https://www.youtube.com/watch?v=qS0v1BLPb28)

Please let me know what you think.
ReconUHD 16 Feb, 2024 @ 9:33pm 
This is much more interesting and offers an actually fun catholic alternative path. than the cosmetic latin empire tag that blocks your missions in the dlc. Good mod!

I would perhaps combine your byzantine mods into a large one.
Deep 7 Feb, 2024 @ 12:31pm 
@RMS Oceanic
Hello. Do you plan to update the created mods, or maybe some ideas for new one?
RMS Oceanic  [author] 5 Nov, 2023 @ 3:16am 
Agreed, the shipbuilding penalty probably has some basis in the late empire's dysfunction, but the fort assault penalty is clearly a gameplay balance thing.
Ckasaron 3 Nov, 2023 @ 6:02am 
@RMS Oceanic

No worries, man! Personally your mods are more accurate without things to blatantly kill the only viable strategy Rome has early-game. So many of the debuffs early on seem way too...gamey in 1.36 for the sole purpose of stopping the tried-&-true strategy.
RMS Oceanic  [author] 2 Nov, 2023 @ 7:55am 
Just so people who enjoy this mod are aware, I unfortunately am not in a position to update it for 1.36. Not only does 1.36's content steal this mod's thunder a little, but I'm in the process of updating my computer. Once I'm established and have experienced what 1.36 has to offer I'll see what can remain as future suggestions.
Ckasaron 22 May, 2023 @ 10:49am 
@RMS Oceanic Honestly, given that Coptic only really exists in one QQ vassal state that usually is eaten in the 1450s, and also Ethiopia which Byz usually doesn't interact with until a couple hundred years after game start, and Hussite usually is converted out of existence without ever making any AI nation follow it (outside of cases like Pope Leo's Nightmare adding all the protestant branches), I don't really see that as a huge issue per se.