Europa Universalis IV

Europa Universalis IV

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BetterBlobs Natives & Institution Spread
   
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2.431 MB
12 May, 2024 @ 5:05pm
3 May @ 3:00pm
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BetterBlobs Natives & Institution Spread

Description
BetterBlobs Natives and Institution Spread
This mod does several things. Generally, this mod is a vanilla-friendly compatible-friendly mod that makes the world varied and dynamic, but more plausible by the year 1836. No more 'Voltaire in Africa' in every campaign!
  1. This mod adds many of the changes in the Eurocentric Institution Mod/No More Voltaire in Africa, which recreates much more historicity as seen in the game bookmarks. Institution spread however can be obtained outside of europe through immense focus on development, or through the Japan Kirishtian Crisis (without having to change faiths)
  2. BetterBlobs Natives & Institution Spread rebalances natives. Gone are blobbing natives who take over all of North America by 1600. Instead natives generally must instead play tall as migratory, or with only a few settled provinces.
  3. This mod also rebalances colonization. Most weather and terrain types cause a severe settler speed malus, making regions not historically colonized until the 19th century to be mostly dormant until the very late game. The AI has been made to handle these changes.
  4. Extends Technology for a 1836 Victoria III/II Megacampaign
  5. Differentiates between 'Tribal' and 'Settled' Provinces. This mod seperates the world into tribal/primitive nations, and settled nations. Settled nations cannot directly control/integrate 'tribal' provinces which have not embraced an institution, and when these 'tribal' provinces are conquered, they are either released as a tributary/protectorate/eyalet or becomes uncolonized tribal land. (More than just tribal countries can obtain tribal land through this mechanic, shows country names across lands they have claimed)
  6. Now the mod (Update #1) also simulates charter companies for AI (Not something present in vanilla)

(May 2025: Major Update #5)
  • Focused on AI additions, tweaks to institution spread which is no longer strictly eurocentric.
  • Added a color mode that reduces some of the 'border gore' of many subjects and can be disabled by 'set_flag cc_color_change_subject_remove' (in Console). Protectorates can now be subjects of colonial nations.
  • Too many changes to list-

(March 2025: Major Update #4)
  • Vastly improved nearly every system added/tweaked by this mod-
  • Tribes now have access to a frontier system where they can push back the colonizers/recolonize depending on climate-
  • Localization, Bugfixes, barebones Extended Timeline compatibility and much more. Too many changes to list, so updated other changelogs instead-

(DEC 13 2024: Major Update #3)
  • Fixed AI not using trade companies in vanilla.
  • Added a few events for AI logic.
  • Turned the 'realistic sieges mode' into a 'Realism Hardmode'. Harder--eg: Raising stability, reducing war exhaustion, rebels & supporting rebels. To disable this type 'set_flag normalsieges' in the console.
  • AI colonization logic fixed-
  • Vastly improved nearly every system added/tweaked by this mod-
  • Localization, Bugfixes, barebones Extended Timeline compatibility and much more.
  • (1.37.5) March 2025

Major Update #2 (June 16th 2024)
  • Fixed AI nations now using trade companies again.
  • AI nations will now prioritize gaining government reforms that allow them to diplomatically create their own trade protectorates.
  • AI Nations with government reforms that allow them to have subjects which do not occupy a diplomatic relation slot will now more aggressively release those nations during their conquests. Nations that can create protectorates and trade posts will use a strategy involving attempting to create a minor vassal swarm of trade protectorates, massively boosting their production efficiency and global trade power.
  • AI nations now use historical idea groups.
  • Changed Austrian, Ottoman-Mamaluk, and Hungarian events where extra subjects are integrated. In the current version of eu4 there are many more subject types (integrated personal unions, eyalets) that cause subjects to not take a diplomatic relation slot, so these events have been adjusted so that vassals are not annexed, but passed to the new overlord.
  • Tweaks to the Byzantine and Ottoman AI strategy in the 1444 start, using their pronoiars and eyalets more effectively.
  • AI 'settled' nations (republic, monarchy, theocracy) without any feudalism spread in their capital become tribal or native (depending on if they are in Americas w/t colonial regions, or in the Old World)
  • Trade Companies no longer give any extra spread growth when an institution is embraced, and arctic, arid, and tropical provinces have their 'institution spread' modifier nullified if an institution is embraced (in all provinces)
  • Added a special REALISTIC SIEGES mode. (This will have further updates) To DISABLE this type 'set_flag normalsieges' in the console. (Press the '`' tilde key to open the console in singleplayer (in multiplayer you would have to first load your save in singleplayer)) With the realistic sieges mode enabled you will see monthly sieges have their progress set back by -1. This might seem extreme, but it is to reflect the historical near-infallibility of massive fortresses such as Constantinople, and other aspects of realism. With this mode not disabled, a nation cannot raise their nation's stability while rebels are around in their country, while the nation's war exhaustion is 5 or greater, or while ignoring parliament. (prevents easy exploit to skip several mid-late game disasters, among increasing pressure on swift warfare-) You cannot lower your nation's war exhaustion if your capital is occupied/if leading the attacking side in a war that has lasted longer than 30 months, unless fighting league, coalition, revolution, ect. This special Realistic Sieges mode also helps minor nations in the HRE, and generally slightly slows down the game to a more realistic pace. THIS IS AN OPTIONAL MODE, ENABLED BY DEFAULT.

Major Update #1 (May 25th 2024)
  • When you conquer a non-settled tribal province (with less than 10 of any institution spread), it will either become your tribal land, or a protectorate will be released. A protectorate is prioritized to be released if the province is overseas, unless the climate is tropical, arid, or arctic. (Difficult to colonzie, so a protectorate is released instead)
  • Provinces that are 'unsettled' or 'tribal' are now ones without 10% feudalism growth.
  • A nation with cossack estates is able to directly conquer 'tribal' steppe terrain that hasn't embraced any institutions.
  • Non-empires have their chance of inheriting personal unions reduced by 50%. (This will make it near impossible without high diplomatic reputation or other modifiers-)
  • Cultures that were settled but historically developed separately from Western institutions are considered 'settled' and have an exception in the tribal land event: matlantzinca, aztek, totonac, purepecha,aimara,inca, chimuan. (Provinces with these cultures can be conquered like normal regardless of their institution growth)

Compatible with most mods, (even many total overhaul mods) unless they change/add institutions before feudalism or massively affect North American Native Tribes or Native Government reforms, where there could be issues, but likely nothing serious. (no crashing)

Credits to Regaccio & the ET mod-
Used work and ideas from the mod 'Eurocentric Institutions' by Regaccio--which has been partially integrated and updated into this mod. Extended Timeline technologies, and several modifiers borrowed for compatibility.
100 Comments
mimimama15 25 Sep @ 5:47am 
@Hunkulous It seems that the flag has to be set before at the very start which is a shame. Would it be possible to make hard sieges a decision? Otherwise this is a very fine mod, especially for megacampaigns, Thank you for continuously improving it:steamthumbsup:
Hunkulous  [author] 24 Sep @ 2:02pm 
@mimimama15 I'm going to update soon, but for now, try clr_flag (flagname) for both flags?
mimimama15 23 Sep @ 5:05am 
set_flag normalsieges doesn't turn off hard mode, set_flag cc_color_change_subject_remove doesnt work either. Does the command not work or am I doing it wrong? I tried pasting those mid game. Other than that I like the increased cost of reducing we and stability, but the siege ticks are too opressive. A level 2 fort takes at least 10 years to siege which kills the gameplay.
Absolutego 18 Aug @ 8:53pm 
@Hunkulous, the save file I had imported only involved Europe and India so I don't think it would affect SE Asia. The countries in SE Asia that got enlightenment were Lanfang Republic, Hsipaw and some other Mong nations in the Thailand region. I wonder if there is an event that gives them 100 enlightenment. As far as I'm aware, there is that one event that gives 100 Colonialism to a port province immediately if you pay up money
Hunkulous  [author] 18 Aug @ 2:47pm 
@Absolutego Lastly, about the Renaissance, I am working on a CK3 BetterBlobs mod, and want to see how the new CK3 update works on the backend with the upcoming Asia changes.

If there is a way I can balance an alternate Renaissance appearance based on relative Dev that the Official Megacampaign Save Converter from CK3 to EU4 would populate, I will make a dynamic algorithm based on that, (which theoretically in insane situations could be also reached if starting in 1444 or some other mod; where Italy is quickly razed to the ground-)

The good news is currently the Renaissance institution in BetterBlobs: Natives and Institution spread is technically not “required” except for the ramifications of European nations and potentially mission trees-
Hunkulous  [author] 18 Aug @ 2:47pm 
@Absolutego There is a complicated solution that involves a larger rework, but currently this is just due to how EU4 does modifier solution- (the design of that part of the institution rebalancing tried to account for all vanilla “negative” modifiers a tribe could have and make it so that at worst all modifiers a nation might have would add up to 0% rather than a negative number)


Let me know if your situation is the latter example, and you have mods that decrease institution spread further enabled-
Hunkulous  [author] 18 Aug @ 2:42pm 
@Absolutego I am working on an update and will investigate this. If the issue is just cosmetic and no random tribal OPM country is actually embracing late game institutions consistently (unless there was some interesting alt history scenario in your save), it might be working as temporarily expected; but this behavior will be fixed—

However, if Tribes are embracing the institution, there is a bug where if other mods stack negative maluses to negative percentage multiplicative institution spread, the spread can become “-15%” for example, which turns the hefty negative flat modifiers that tribes receive into “positive modifiers”
Absolutego 18 Aug @ 2:57am 
Also some countries are able to embrace institutions when it says it in the text box that the institution can't spread because they don't have a previous institutions like renaissance for colonialism. Is that intentional? Because enlightenment embraced by OPMs in Southeast Asia doesn't sound right
Absolutego 18 Aug @ 12:24am 
Any chance you will update renaissance spread since it's still eurocentric to italy and fllanders region? Maybe a positive modifier for development +20, 100% prosperity and high trade value?
Hunkulous  [author] 12 Aug @ 4:59pm 
@MeteorJunk

Strange, there must be a strange mod conflict I am not aware of-