Europa Universalis IV

Europa Universalis IV

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18 Apr, 2023 @ 10:57am
27 Jun, 2023 @ 1:24pm
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Allow Client States

Description
Makes so every nation in the game can create client states (AI don't use it) and its compatible with every other mod.
12 Comments
Ckasaron 10 Jun, 2023 @ 7:42am 
A mod I would personally love to see is unlocking construction of the low-level buildings right from game start instead of them unlocking through tech levels. For example, churches existed well before the time period of Tech 4 (1450-1460). As did shipyards, marketplaces, worshops, etc etc.

That being said, to not stack things too heavily in favor of big nations, the cost of building should scale with EITHER national development or perhaps province count. Thus an OPM can build all kinds of stuff quite easily while say Extended Timeline Roman Empire in the 6AD start date would have issues building large amounts of stuff. The way I see it is as follows - if you own a whole bunch of land, your central authority must argue with regional leaders, possibly bribe some of them to shut up, and get stuff approved through various bureaucracies to approve use of the funds, all of which add to the actual cost of building that may not be huge on its own.
Jvr  [author] 7 Jun, 2023 @ 9:59am 
@Otomatik Kavun It's based on triggered modifiers, so basically unless a overhaul mod completely removes this feature this modifier will be on every nation, thus unlocking client states.
boratrauma 6 Jun, 2023 @ 10:41pm 
how did you make it compatible with every other mod out there?
Ckasaron 22 Apr, 2023 @ 3:28pm 
The culture & religion of a client state are the same as whatever its capital is? PERFECT! That is exactly what I was looking for! In order for Rome to not be run over by the Germanic hordes in Extended Timeline, you either must build a vassal wall consisting of German culture group nations or you need to instead slaughter every last one of those nations before they obliterate you.

So hearing that by just putting all of Rome's initial Germanic Faith & Cultural provinces into a client state would make said state have Germanic culture would be perfect.
Jvr  [author] 19 Apr, 2023 @ 1:09pm 
And then with the primary culture the client state can start converting or if you use a culture converting mod I will slowly convert it's provinces.
Jvr  [author] 19 Apr, 2023 @ 1:07pm 
Idk if I can do this, the culture of a client state is determined by the culture and religion of the province you created the client state, which will be it's capital, if you want your client state to have roman culture for exemple you will need to convert at least 1 province in the area to roman culture and then create the client state, otherwise it will be the current culture of the province you created the client state.
Ckasaron 19 Apr, 2023 @ 12:59pm 
Good to know. I'm taking a long break from EU4 at the moment, but one of the things on my growing EU4 bucket list is to do a long campaign keeping the Roman Empire intact throughout the ages. First order of business would be integrating all 8 starting vassals and then making either a client state to wall off Germania or to force-vassalize a couple of them to prevent the migrations from happening. Idk, can you make client states have specific cultures or no?
Jvr  [author] 19 Apr, 2023 @ 12:54pm 
@Astragon Xorme AI is a very good mod.

Yes, this mod is 100% compatible with extended timeline and other mods.
Ckasaron 19 Apr, 2023 @ 12:40pm 
Also would this be compatible with Extended Timeline?
Ckasaron 19 Apr, 2023 @ 12:39pm 
I'm aware client states are not overpowered in the slightest. I WANT to see the strange scenarios AI decides to come up with if it was able to use the ability correctly. EU4 is as much challenging as it is comical. Seeing Xorme AI nations go hogwild is nothing short of incredible. I've seen France be taken apart by coalitions after eating into the HRE too much, Aragon be absolutely decked on by half of Europe, Poland jumping across the Black Sea into Anatolia, and the Mamluks owning Circassia before with that mod on.