Europa Universalis IV

Europa Universalis IV

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The Idea Variation
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File Size
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80.696 MB
19 Jan, 2016 @ 8:45am
6 Jun @ 5:03pm
188 Change Notes ( view )

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The Idea Variation

In 1 collection by flogi
The Idea Variation + Addons
11 items
Description
Vision of the mod
I always love the idea system of EU IV, but soon found it quite lacking in variation. Thus this mod was started. Its scope soon became wider, adding buildings government reforms and new estates all interacting with the new idea groups. What once was a small mod has probably reached the level of total conversation as it is.


Useful links
Idea Variation Wiki[eu4.paradoxwikis.com]

Discord Channel[discord.gg]

Idea Variation Toolkit[eu4toolkit.vx-tek.de]

My Patreon Page[www.patreon.com]

Features:

- 42 new idea groups
- Every religion has its own idea group
- Rebalanced old idea groups
- Over 600 new policies
- Numerous new buildings
- 3 new CBs
- more than 20 new advisor types
- more available idea groups
- A huge new system of government reforms
- 2 new estates
- Supported Languages: German & English
- no DLCs needed

Direct Download:
Follow the link. First Post: Section Downloads
You will find old versions of the mod there as well.
via Forum[www.strategie-zone.de]



Credits:
- Big thanks to Lord Satyr and the Veritas et Fortiudo Mod for helping with interface changes in the past
- Thanks to Neprut from the old Shattered Europa Mod
- Thanks for Brainstorming, testing and sharing ideas: Recur, Dieter, Ölfus, Bob & many more.
- Thanks to Clonepilotz for localisation of some new religious idea groups
- Thanks to Marcin for doing the new pictures for the buildings.
- Thanks to Marcin for doing the new pictures for the buildings.
- Thanks to Comrade Doge for providing the new estate interface
- Thanks to the Monuments Expanded Team for letting me use their great work!

For people who want to support my work: You might want to take a look at my patreon site[www.patreon.com]
Popular Discussions View All (18)
370
5 Jul @ 3:13am
How to report bugs/crashes etc.
flogi
135
11 Aug @ 1:50pm
Compatibility Patches for other Mods
flogi
9
19 Mar, 2021 @ 4:29pm
Idea Variation FAQ
flogi
3,123 Comments
flogi  [author] 25 Aug @ 10:40am 
Its in the ages file.
Ciooban 25 Aug @ 10:20am 
Any chance you can point me to the file you modified for this maybe I can try to disable it? For me at least it feels a little bit too snowbally :D
flogi  [author] 24 Aug @ 9:32am 
No its intended.
Ciooban 22 Aug @ 7:06am 
Hi, when using Idea Variation or Idea Variation Lite the Absolutism mechanic is activated from the start and both me and AI tend to have some Absolutism starting Age of Reformation(could force it even faster than that but I limit myself with it), is it that my version is bad or is it intended? And if it's intended, how could I disable it to only have Absolutism starting in that Age?
I don't think it's a compatibility issues since the only other mods I use are Graphical Map Improvements and some Music mods. Thanks in advance
flogi  [author] 21 Aug @ 12:49pm 
Both work as intended. The couthouse line can only be built once per state.
Pup 21 Aug @ 8:45am 
workshops and courthouses
flogi  [author] 21 Aug @ 2:07am 
"certain building" is not sth I can answer
Pup 20 Aug @ 5:58pm 
ohh okay okay, what about the 2nd thing where certain buildings arent even able to be built?

ive had a game as germany and i had to build a certain building for a mission but couldnt
flogi  [author] 20 Aug @ 2:54pm 
I did built in some building bonuses so that building get available one tech earlier. Thats why all the buildings are activated at the very tech start, but get pushed back to the actual tech by using athe trigger. Thats why the visuals can be weird on occasion.
Pup 20 Aug @ 12:49pm 
im a bit confused

when i go and build a certain building (for example: small trade port) it says its obsolete due to my technology level. what does that mean? is it just not gonna work even if i build it or?

and another thing, some buildings like workshops and courthouses arent able to be built

is this all by design or?