Europa Universalis IV

Europa Universalis IV

BetterBlobs Natives & Institution Spread
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-
Absolutego 11 Aug @ 11:08am 
Been playing this mod without any of the problems previously and I think it really provides a nice challenge. Especially the conquest of tribal land, institution spread and climate. Been playing as Muscovy and my god is it incredibly hard to get institutions that I tweaked a bit of the spread modifiers (I'll detail what I tweaked at the last paragraph). I had to switch to a republic to actually have any chance to catch up with western europe so bye bye tsardom.

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).
Deadlock Idaho 1 Aug @ 2:50pm 
Cannot stress enough how bad this mod is
Deadlock Idaho 28 Jul @ 2:47pm 
lmao installed this mod and now natives own all of north america before 1500 :steamthumbsdown:
Hunkulous  [author] 14 Jul @ 6:51pm 
@BigDarby I agree, some new effects for tech groups could be interesting, but I actually think if anything they should 'favor' non europeans more in the late game (as the military pips are balanced to make late game european armies the best, early-mid game anatolia the best, ect.)

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-
Hunkulous  [author] 14 Jul @ 6:51pm 
@Ланда́у отличный In the next update I will add localization to say whether or not a colony will fail, and whether or not on average a siege has negative progress (without disabling realistic sieges mode) in this mod--I appreciate the feedback-

@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?
Hunkulous  [author] 14 Jul @ 6:51pm 
@pablogriest Hello, I'm curious if you have any mods that affect the on_actions for colonization. In the next update I will be making every on_action or triggered effect have its own file to increase compatibility with every mod 100% in the rare case mods change systems that I change as well-

@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-
BigDarby 11 Jul @ 5:23pm 
Would it not be easier or at the least possible to get rid of or make institutions useless then add effects for tech groups again? I understand the mod aims to do more than adjust tech spread but that would fix many issues the game has and I feel you're aiming to correct
god I never suffered more pain other than playing this mod, it's realastic but really painful...
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
Absolutego 14 Jun @ 2:00pm 
Hello again, this May update is a welcome one and I've been playing it from 1444 to 1730 and this is what happened so far. There are now 3 tribal blobs in north america which I think is one too many with all the institutions up to that point. central and south america look pretty fine though. I really like what you did with the institutions (it's much harder) and using the same colour for subjects. For now I just made the final tribal federation advancement locked so they don't form this blob
pablogriest 11 Jun @ 7:10am 
Also the new siberian frontier for natives is not working well, all the nations rush with colonies now
pablogriest 9 Jun @ 8:25am 
Hi, I see that now there is no malus for colonization and Spain is settling very quickly...
SirJimothy 8 Jun @ 11:33am 
Heya, I'm playing as England and have just got to India and have created the East India Company, but as the land is "tribal" it keeps releasing it. This feels like it should be an exception as otherwise you end up an additional layer of vassals.
Hunkulous  [author] 13 May @ 10:20am 
@Sloth-Jaw A tribe has no limitations, but a settled nation releases “tribal” (no institution & non semi-settled culture) provinces as protectorates (or uncolonizes if no releasable tag) I will ensure that Mayan culture is added to all exemptions for the tribal land event, and then I will get back to you-

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)
Sloth-Jaw 11 May @ 9:13am 
By that I mean that the territory is simply being uncolonized so I can't take it after I win the war.
Sloth-Jaw 11 May @ 9:13am 
I'm also having trouble in the new world. Having trouble conquering neighboring mayans as a mayan myself.
Hunkulous  [author] 3 May @ 3:07pm 
@Absolutego also thanks for the feedback. I will definitely look into that. As I mentioned there is now a color mode which direly improves the visuals, but I think I could make a setting. The next update will be focused on reintegrating the remaining 'hardcore mode' features (such as the supporting rebels rework) properly in a very mild vanilla friendly way. In addition to that, I will be adding more degrees of choices to what happens with 'unsettled' land upon acquisition by a 'settled' nation.
Hunkulous  [author] 3 May @ 1:10pm 
(Might want to reload/update if you started a game within the last 5 minutes, a few important events were affected by a small syntax error in one of the versions for about 30 seconds-)
Changenotes will come soon, I'm very satisfied with this update overall. I am also releasing an ET compatible version as a separate mod.
Hunkulous  [author] 3 May @ 12:59pm 
large update. Focused on AI additions, tweaks to institution spread which is no longer strictly eurocentric, but in effect generally has the same historicity as before (essentially makes an 'alternate reality' of non-eurocentric *possible* but of course extremely rare (unless brought on by a skilled player)) . Also fixed protectorates not being protectorates in the new world. 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`. (@Absolutego this might reduce some of your issues)

Changelog coming soon.
Absolutego 28 Apr @ 6:52pm 
This mod has been really interesting, and I especially like the protectorate system. Personally, I like seeing it in the old world but hate the mess it makes out of the new world. Is there a chance to make a version where new world nations cannot be made into protectorates and just get annexed as usual?
Hunkulous  [author] 19 Apr @ 10:25am 
@CzinFingers I will fix this ASAP, probably before the next significant update. Thank you for letting me know & finding this. The 'uncolonized provinces belonging to a vassal' is mostly intentional, (changes AI behavior based on tag/personality & prevents native uprisings for the 'owner') although it will receive some work in the next update-
CzinFingers 15 Apr @ 7:38pm 
@Hunkulous, I like this mod and the changes it makes, though I believe I found a bug. Somehow you can attain a protectorate with a null tag ID. I encountered this when I conquered some tribal nations and noticed after a short while I functionally had no fog of war. Additionally in diplomatic view it showed all uncolonized provinces as belonging to a vassal of mine. Fortunately I was able to delete the section of code in the save file that attributed null "---" as one of my protectorates and rescue my save. I tried to recreate the bug in a test game but wasn't able to unfortunately. Hopefully this helps, Cheers!
Hunkulous  [author] 25 Mar @ 11:55am 
-Large Update which vastly improves almost every system is out! Extreme E.T. Mod compatibility & integration will be the focus of the next update, and a few tweaks and additions here and there, but other than that I am extremely proud of the state of this mod!
Hunkulous  [author] 28 Dec, 2024 @ 7:10pm 
@BigDarby But good suggestion, in the big update I will look at fixing the arctic modifiers, and likely making it so perm is not released in that circumstance, as well as the russian colonization speed.

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-
Hunkulous  [author] 28 Dec, 2024 @ 7:06pm 
@BigDarby conquered native territory gets turned into 'tribal land' if it is not released as a protectorate, which functions similarly to 'claimed land' which the AI will avoid colonizing. Although non-tribal nations do not yet get a CB if a player was to colonize these provinces, I might add that in the future.

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-
Hunkulous  [author] 28 Dec, 2024 @ 7:06pm 
(*Cont.)

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-
BigDarby 28 Dec, 2024 @ 10:26am 
So I got to playing a save as Russia. The tribal tile system is drastically interfering with expanding into territory Russia had expanded into by the point im at. As well as the arctic modifier. Maybe certain nations could have a buff or something to acquire to counteract it? Other issue is a tribal tile got turned into a trade protectorate of Perm which is a russian principality not a tribe. Which also interferes with missions russia has.
BigDarby 26 Dec, 2024 @ 12:06pm 
Is there any way for tribal provinces or governments to become settled or westernized?
BigDarby 25 Dec, 2024 @ 12:29pm 
This game would've been served well by a population mechanic like Victoria 2 although I don't know if that would've drastically changed the experience or not. I think maybe for the better. Would also help rebellions make more sense probably.
BigDarby 25 Dec, 2024 @ 12:07pm 
I agree 100% on the areas not being settled till later in history. My only issue is politically the territory was claimed. So if the Dutch tried settling a part of Brazil or Peru for example, it probably would've sparked some kind of armed conflict in real life. Being claimed or on a map showing to be within a certain nations territory doesn't necessarily mean settled by people yet. Guess it depends on how you want to define colonization in the game. I haven't gotten around to playing your new update yet. Been playing some HOI IV saves with a buddy. Glad you're actively working on this though. I check back every week or so.
Hunkulous  [author] 13 Dec, 2024 @ 10:02am 
New Update:


Major Update #3 (Dec 2024)
[list]
[*]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)
Hunkulous  [author] 8 Dec, 2024 @ 9:24pm 
@BigDarby But I think a coastal region buff could be a good idea, I would just consider that much of coastal South America historically was uninhabited until the 1600-1650s, even Brazil as a colony, as it was a difficult endeavor--besides the more temperate area of the historic Brazilian capital (which awesomely is represented in game by the climate mapmodes that my mod dynamically takes advantage of)

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)
Hunkulous  [author] 8 Dec, 2024 @ 9:24pm 
@BigDarby good point, this is being fixed in an incoming update. I am currently just thoroughly testing to ensure no major crashes. The AI will not colonize provinces it has no hope of colonizing, (such as the new modifiers) and focus on the most rational choices. This should also help the historicity of all colonies-

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-
BigDarby 7 Dec, 2024 @ 5:41pm 
Thank you for the update. Is there some way to fix colonies sending colonist to tiles that can't be colonized or maybe tweaking the modifiers? My Brazil just never grew and kept trying to colonize a tropical coast region. Honestly all coastal regions should be able to be colonized early on.
pablogriest 27 Nov, 2024 @ 12:06pm 
Thanks! Keep rocking!
Hunkulous  [author] 26 Nov, 2024 @ 9:39pm 
@pablogriest @Vinx Clotho @BigDarby @hexal New update, the mod is fixed.
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.
pablogriest 21 Nov, 2024 @ 3:59am 
The mod is broken, now I changed to another one but this was amazing. So sad man
Vinz Clortho 13 Nov, 2024 @ 10:15am 
Will using this mod with the "random new world" game option cause problems?
BigDarby 3 Nov, 2024 @ 10:16am 
Can confirm that event is the issue
BigDarby 21 Oct, 2024 @ 3:13pm 
@Hexal can you please explain? I think I'm seeing what you're seeing but I wnat to be sure before I go editing the event file. Is it the bit including NOT= AMERICA, ETC..?
pablogriest 21 Oct, 2024 @ 6:36am 
Thanks Hexal, I will try to delete it. In the meantime I´m testing other mods but this is awesome