Europa Universalis IV

Europa Universalis IV

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Dei Gratia (UNOFFICIAL 1.37 UPDATE)
   
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6 października o 9:50
28 października o 11:22
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Dei Gratia (UNOFFICIAL 1.37 UPDATE)

Opis
Version 4.0.5 for EUIV Version 1.32.2
[In Progress: 1.30-1.32 patches review]

A humble continuation of the total overhaul: Dei Gratia

This is an unofficial update of the mod Dei Gratia, originally created by Nguyen and original Dei Gratia Mod team.
All credit for the original concept, design, and development goes to the original creators — this project continues their legacy with permission to maintain and adapt it for EU4 version 1.37.

The mod is currently under active updating and internal testing, so compatibility and gameplay stability are not guaranteed yet.

Notes
⚠️ Not recommended for use in active mod lists or ongoing campaigns for now.
⚠️ Please subscribe only if you wish to follow development progress or assist with testing and feedback.
⚠️ Once stable, a proper release announcement will be made.

⚠️ currently unfixed Bug ⚠️
1. All parliament missing debate issues - couldn't start debate: temporary fix no corruption for no debate

BELOW IS THE ORIGINAL MOD DESCRIPTION




After a long wait, Dei Gratia has arrived on 1.32. The 1.31 update was skipped to avoid all of the game-breaking bugs and issues with stability introduced to the base game by Paradox, but thanks to their hard work in resolving most of these issues, the mod has been updated.

The mod is a hardcore overhaul that aims to vastly improve historicity in all aspects of the game. It has abandoned the vanilla development system in which monarch points can be spent instantly to generate development, and instead designed a natural growth system in which development grows and declines over time depending on factors such as terrain, devastation, and player input. A country cannot suddenly rocket to great power status simply because of a single 6/6/6 ruler and a well-timed Golden Age. Development of every country in the world is scaled to historical population, and for larger countries 75 development is roughly equivalent to a population of 1 million people.

Corruption, plagues, environmental disaster, and war are the enemies of the state in Dei Gratia, serving to restrain great empires and prevent them from snowballing like they can in vanilla. Even the richest and most expansive country may fall if its armies are made of paper and the people starve. The world of Dei Gratia is also not a eurocentric one, accurately representing the colossal populations of the empires of India and the Far East, whose tax, production, and manpower base shadow over those of the lesser European nations.

Hundreds of historical events, numerous mission trees, and even a few disasters have been added to Dei Gratia. Dei Gratia’s map is based off the map of Historical Additions Borders+, but has hundreds more provinces than its predecessor.

As a hardcore overhaul, Dei Gratia has also not refrained from rebalancing some of the worst and most imbalanced national idea sets in Europa Universalis IV. It is much harder in Dei Gratia to stack valuable modifiers, and countries that were historically preeminent in world affairs, such as Venice and Portugal, have completely new idea sets to reflect their status. Dei Gratia completely rejects the notion that any historically great nation should need to be played in a cheesy or unintuitive way in order to succeed in Europa Universalis IV.

Dei Gratia is designed with multiplayer in mind, by a modder who has thousands of hours of experience in semi-competitive and competitive Europa Universalis IV. Its balance decisions always take into account how it would affect a country’s ability to resist against and work with other players.

Questions

Why do I only see four Idea Group slots?
In Dei Gratia, Idea Group slots are unlocked in pairs, which means that two Idea Groups are unlocked at Administrative Technology 5, two more are unlocked at Administrative Technology 10, and so on. Furthermore, you now need four Ideas filled out to get access to a single National Idea.

This change was made because EUIV's Idea system functions poorly from an opportunity cost standpoint. In multiplayer, taking a non-Military Idea group first practically means death. Dei Gratia partially alleviates this problem by allowing non-Military Ideas to be immediately paired with Military ones.

Why is combat in Dei Gratia so different?
In Dei Gratia, Fire and Shock phases of combat each only last two days, compared to three days in vanilla. This means that a different dice roll happens on every two days of combat instead of three, lowering the impact of RNG on the outcome of wars. Furthermore, abridging the Fire phase improves the viability of Cavalry, as Cavalry will no longer suffer through three days of Fire damage before engaging in combat during the Shock phase.

More importantly though, troops in the reserves of the battlefield no longer suffer any morale losses whatsoever. This change means that reinforce meta is no longer relevant in Dei Gratia, and that you can send all of your troops immediately into a single battle without any additional micromanagement. I have always viewed the reinforce meta as cancerous in that it causes players to micromanage too much, and furthermore it is a bad meta simply because AI does not know how to reinforce. This change will allow AI to fight far more evenly with human players.

Does AI get bonuses in this mod?
In this mod, AI gets absolutely no bonuses that the player does not get. The only "bonus" the AI gets is an extra diplomat, which exists in vanilla EUIV because AI needs it for short-term actions in case all its normal Diplomats are occupied doing other interactions. Lucky Nations no longer exist in any form and Revanchism has been removed to the game. A game where the AI doesn’t play fair is hardly worth playing.




Links

For further information, please visit either the mod Discord for DG at: https://discord.gg/Rn2fgjWmD6

Credits

Special thanks to the developers of:
- Lux in Tenebris
- Historical Additions: Borders+
- MEIOU & Taxes
- Iaponia Universalis
- Better Urban Terrain Pictures
- 1.31 Better Asia & Europe Terrain Pictures[
- Graphical Map Improvements
- Muscovite Civil War
- Difficulty & AI
- Atlas Novum/Imperialism Reinvigorated
- Mesoamerica Universalis
- Asia Rework
- Better Mercs
- Better Terrain Pictures
- Beyond Typus
- Enhanced Institutions
- National Ideas Expanded
- Monuments Expanded
- Trade Goods Expanded
- Silk Road Terrain Pictures
- Voltaire’s Nightmare
- Weaker Forts
- Asia Rework (1.33)
And many others for inspiration or otherwise developing the content that is included in this mod.
Popularne dyskusje Zobacz wszystkie (2)
3
11 października o 4:55
PRZYPIĘTE: 💬 Bug Reports
DeathDreamStar - DeathStar/TY/Yi
1
10 października o 0:31
PRZYPIĘTE: Dei Gratia: Revival Roadmap toward 1.37
DeathDreamStar - DeathStar/TY/Yi
Komentarzy: 49
Saul Goodman 21 października o 22:08 
@bibinaboa core provinces not costing anything is not a bug or mistake lil bro, that is the way it is supposed to work. so you want to wait 100 years to just unify Timurids? go ahead
DeathDreamStar - DeathStar/TY/Yi  [autor] 21 października o 7:01 
Hi everyone,

My current laptop has been experiencing some unstable screen blackouts during work, so the next update will need to be postponed for a bit.

In the meantime, please feel free to continue posting any bugs or issues here — I’ll keep tracking them on GitHub and include the fixes in a future update.

Thank you for your understanding and support!
dkvn 19 października o 13:25 
thank you
Bibinaboba 18 października o 21:49 
monuments aren't workin, special units cant be hired as russia strelcy or cossacks, and there a special thing on vassals wars, ai cant recognize a power of vassal's overlord and gonna declare war like minors declaring on french vassals so that thing is helping a lot as count a defensive war so there is easy way to conquest - its boring for me like did a spanish conquest by granada like in 30-40 years by vassals and MOST IMPORTANT THING in peace deals core provinces is zero cost - i can vassalize any of timurids vassals and conquer persia without any ae
Saftschluerfer 18 października o 14:25 
small things, autonomous clergies and flagship dont work right now
DeathDreamStar - DeathStar/TY/Yi  [autor] 18 października o 7:44 
@Ckasaron
1. manual development is not completely disabled - you can manually develop province for every 50 years. However, Dei Gratia has it's own event-based auto-development mechanic. The manual click on province dev decreases the MTTH for addingf development, rather than vanilla's instant development increase.
2. I'm afraid that current mod is hard to incorporate with Europa Expanded. The mod currently has its own mission tree in 1.32 and still need to incorporate vanilla' post-1.32 mission tree and contents.
It's a tedious work to do, so compatibility with Europa Expanded is not on the table
Ckasaron 18 października o 6:49 
Furthermore, I hope that your mod incorporates compatibility with Europa Expanded, one of the largest "vanilla+" mods out there.
Ckasaron 18 października o 6:48 
Also, I am curious about the "abandoned vanilla development system" bit - is manual development completely disabled in this mod? Because that has been something I have wanted to find for years but couldn't outside a total overhaul my PC cannot run like MEIOU. Mainly because of how AE scales with development, as taking some land in North Italy shouldn't realistically bring in all of Germany into a coalition.
DeathDreamStar - DeathStar/TY/Yi  [autor] 17 października o 11:06 
@Ckasaron Thx:steamthumbsup:
Ckasaron 17 października o 5:48 
Looking forward to see where this mod goes. You're doing amazing work!