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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-
Let me know if your situation is the latter example, and you have mods that decrease institution spread further enabled-
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”
Strange, there must be a strange mod conflict I am not aware of-
I tweaked the spread modifiers so that province can get both "nearby friendly province has institution" and "adjacent province has institution" which in the vanilla game was sometimes not possible (you have to have the strongest trade power in the node for some reason for the modifiers to work at the same time).
I'm not sure what you think of this, but if there was to be negative changing the effects for embracing institutions--in my opinion they should be negative (less dev cost but unrest, negative religious unity but more trade, ect.) which could reflect the hesitations for traditionalist monarchs to embrace them, and also hammer in more how these institutions covered in eu4 change society--although this might be going away from the 'spirit of vanilla' too much-
@Absolutego Thanks for the feedback--strange, do you have any other mods enabled? In my experience of simulating about 10 AI only runs--it was very difficult to find native 'blobs'--there was only one case I saw where a native rebel faction broke away from colonial Canada, and thus gained institutions and tech and became very powerful--maybe that happened?
@SirJimothy Those are not being released as 'Protectorates' but the extremely overpowered 'Trade Protectorates' you might have noticed this but I made the East India Company AI (or any with its Government Type) want to release tons of princes as Trade Protectorates (Like the historical East Indies company did, decentralization at first) which leads to an insanely powerful subject in my mod. I'm glad you got to this point--hopefully it went well-
I have to sit there and watch my arctic colony to grow 100 this year, then died over 200 in a severe winter. and after I colonies I tried to conquer tribes, once I conquered the land is lost :(
More fun is the random siege, I didn't notice that the first time so tried to conquer ireland in one go, then I brankrupted as england with 20 income lmao
What part of Mayan lands particular? — if I might ask (I’m about to test this, my guess is the last update’s changes to the Southernmost part of Mayan lands (tropical) has affected-
Otherwise it might be intentional but I am still looking into changing the behavior.
The next update will allow the ability to chose to release a custom tag as a protectorate if no tag is available; so this could also solve your issue of some lands without tags being uncolonized. (Additionally I will be tweaking the tribal frontier re-colonization to work 100% in the americas as it does in the old world)
Changenotes will come soon, I'm very satisfied with this update overall. I am also releasing an ET compatible version as a separate mod.
Changelog coming soon.
But also, I will be adding dynamically created tribal OPMs that can populate certain areas of the map and allow tribes to expand and collapse in the frontier lands more organically-
About your question on westernization, making your subject into any subject type that increases reform progress is your best bet. Once the tribe fills out all their reforms if they are a subject they should chose the one that reforms their tribal ways.
However, there is a bug I just discovered if a non-player tribal nation chooses to be a republic--it always reverts them to a tribe, which I am going to fix in the next update, I might push out this minor update within 24 hours-
The Russian system is interesting. The arctic penalties might be a bit too harsh. My thought process was that the russians settled past the Ural Mountains in 1600, western siberia by 1650, Eastern siberia by 1700, and the far Eastern Coast by 1750--which I thought was reasonable to obtain-
The large arid areas to the south I had be unable to be colonized by the siberian frontier only by normal colonists, as my thought process is these were completely different climates with not the same level as economic benefits as siberia, but also allowed Russian AI to too easily conquer all of China by 1836 every single time- (Claiming entire regions through the bordering mandate events-)
In the next update am thinking of adding dynamically generating native OPM tags that migrate, which also can be found in the old world. Which will help the frontier between Russia and China be occupied by more centralized tribes. This will also help with more subjects/claimed land of 'Brazil'--that area lacks tags in Eu4-
[*]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 enable this type 'set_flag bb_hardersieges' in the console.
[*]AI colonization logic fixed-
(There are many other changes I am working on a more comprehensive patch notes, but basically I now recommend the 'set_flag bb_hardersieges' mode being enabled, it has been massively enhanced)
But this next update does certainly already fix nations trying to colonize provinces they cannot reasonably fully colonize, I just need a week to update the mod which I am excited for- (have been working on my IR and CKIII Betterblobs mods)
Although my thought process was to go & stick to by climate with the more difficult colonization. (look at the climate mapmode, and see 'tropical' climates) Conquering natives instead adds tribal land--so brazil could 'claim' many parts of the amazon rainforest while having no significant 'presence' in these provinces-
I might look in to adding a coastal buff, but the amazon rainforest was certainly a difficult environment for the Portuguese to colonize historically. Currently if you wanted to grow Brazil you could stack settler growth and chance modifiers-
Many apologies, I don’t know how this slipped through-
Works for the latest patch of Eu4, and honestly should work for all previous versions of eu4, compatible with most EU4 mods (except mods that add newer institutions), however, I will need until December 6th to get Extended Timeline Compatibility, and compatibility with all other mods that are not already compatible-
This won't happen again, looking forward to releasing the next update soon.