Europa Universalis IV

Europa Universalis IV

The Rise and Fall of Empires [1.1.1]
97 Comments
Pepega 14 Jul @ 10:03am 
This is one of the mods I desperately hope for a recreation of in EU5
wargoal justification  [author] 31 May @ 6:53pm 
Yeah feel free to use the ideas
Mukaparska 23 May @ 2:13am 
Pffft, a CAREER?? What is that supposed to mean? Why not just be unemployed and mod EU4 like I do?

For real though, I'm making a pretty big mod merging several other mods of which some touch the very same things as this one does. I might be making a compatch, or then not, but I'm definitely implementing some of this to my own mod.
wargoal justification  [author] 5 May @ 11:23am 
No, my attention has shifted more to my career.
kebabblaster9000 4 May @ 10:23am 
will this be updated?
SANDE iG. 19 Jan @ 11:56pm 
Works well. I can notice the effects. I am aware it is deprecated, but I am posting this for other possible subscribers. The terrain modifications don't show on the ui tooltip, so I am unsure if they are there or not, and institutions did not seem to slow down through mountains, so I suspect the terrain modifications do not work. You get a bonus for however much you are below governing capacity, however it can be cheesed pretty hard because you can get 100 extra gov cap from each estate, so as a muslim country I got 400 extra gov cap and had like +50% national tax. The civil war tweak works. I couldn't notice if the "development buffs" aspect worked, the tooltips did not tell me. I could not tell if the winter modification worked.
wargoal justification  [author] 14 Jan @ 8:55am 
Mod is basically deprecated at this point as I am busy with university projects that burn me out of working on this. Feel free to make your own adaptations
Ckasaron 11 Jan @ 10:37am 
Hello @wargoal justification! I really enjoy the idea of this mod, and was wondering if you could potentially release an improved version combining its features with the "Rebels Expanded and Playable Rebels" mod. I especially like the "rebel snowballing" feature, which the other mod I mentioned does not have.
Perikles 12 Dec, 2024 @ 5:40pm 
Is there an Anbennar compatible version of the mod? For some reason it makes mage towers not exist.
CaNaDiaN TWiN 19 Nov, 2024 @ 12:11pm 
Change the disaster in the file to one development instead of zero and it ended
CaNaDiaN TWiN 19 Nov, 2024 @ 12:04pm 
All right I don't think the national Decay disaster can end it says to have zero development in provinces of other cultures, which I have zero of but won't end
CaNaDiaN TWiN 19 Nov, 2024 @ 11:36am 
I know the national decay to disaster is supposed to end by losing territory that isn't your culture but all it made me do was rush to convert everything to my culture.
beniers.R 16 Nov, 2024 @ 2:20pm 
Did anybody have a answer to SatanistKesenKedis question? I am wondering the same.
Jared 9 Nov, 2024 @ 7:44pm 
There should be a version without the tech change
SatanistKesenKedi1 26 Oct, 2024 @ 10:07pm 
how ai responds to these changes? can they cope under the pressure or just implode?
Skeleex 25 Oct, 2024 @ 2:03pm 
compatch for ex trade goods and my life is yours
DickWizard 14 Oct, 2024 @ 11:34am 
please make comp patch for expanded trade goods
Hugebull 24 Sep, 2024 @ 6:57pm 
To Killwonder. When you build fortifications in the open, you need to make them extensive. You need to build massive star forts with trench systems and the whole lot.
Blocking a mountain path on the other hand does not take much. A tiny wall there and some basic bunkers there, and you can block off an entire mountain pass like 300 Spartans.
Gabraham 19 Sep, 2024 @ 2:26pm 
Maybe because they don't have to build as much defensive infrastructure by taking advantage of the natural defence provided by the terrain? I can rationalise it that way regardless if that was the intention or not.
KillWonder 11 Sep, 2024 @ 2:28pm 
Why would a fort on mountain be cheaper? Makes no sense to me.
Go 8 Sep, 2024 @ 3:12pm 
@ErfanPaoler what kind of modding? i personally am doing province/map stuff which i can help with, for others and also that you should be looking around in discords (victorum universalis server has some good tutorials on modding)
DonCaballo 8 Sep, 2024 @ 1:24am 
"0 development (current: 0) in owned province with: Has owner's culture. Province(s) is overseas." And yet the national decay doesnt end. Is this a bug or is intentional?
MooBoogie 6 Sep, 2024 @ 1:51pm 
nation decay event doesn't end even if all conditions are met!!! Mod is amazing but I have to disable it until this is fixed. Pls fix!!!
LandedPainter27 31 Aug, 2024 @ 2:57pm 
Hey man I noticed that the Infrastructure buildings on Expanded trade seems to be bugging out with just have 2000v replacing it. Its a shame because I like this mod and I think it would be cool if it was compatible with europa expanded trade good sub mod. Every other building is ok its only the infrastructure like road that are bugged.
UnbeatenDart 27 Aug, 2024 @ 1:16pm 
the neapolitan succession seems to be broken. Im not getting the scripted trastamara ruler but a random neapolitan
JP-Paoler 15 Aug, 2024 @ 10:27am 
guys anyone have a good source to learn how to make mod for eu4?
Emanon 9 Aug, 2024 @ 8:43pm 
AI simply can't keep up with how many revolts there is and how much they annex in deals is not adjusted for the mod so they get even more revolts. This leads to the countries such as Castile/Spain and/or Ottomans to blow up damaging the balance of power in saves.
dennispohnke 5 Aug, 2024 @ 11:25am 
"nation decay event doesn't end even if all conditions are met.

x 0 development (current:0)

it doesn't tick even when the condition as described is met"

=> same for me. Also the event doesn't count accepted cultures as your culture, so Spain and others have no chance of saving themselves once it fires
Sputnik 4 Aug, 2024 @ 2:51pm 
This feels like a brilliant idea. I am wondering if any chance this can compatible with Ante bellum.
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 4 Aug, 2024 @ 1:28pm 
unfortantely this mod is not compatible with A LOT of major important mods people are used to. so either compatchs will need to come out later or people will need to pick what they want
Shaggy412 4 Aug, 2024 @ 8:19am 
Agreed, when all the conditions for the event to end are met, it still requires x 0 development and keeps on going. It's impossible to stop this disaster.
darkraven4422 3 Aug, 2024 @ 11:18am 
i think you shoul make a building patch for the mod to have the hability to reduce or negated terrain malus also i think the possibility to change a terrain could be good.
Donaldthemagpie 2 Aug, 2024 @ 9:26am 
nation decay event doesn't end even if all conditions are met.

x 0 development (current:0)

it doesn't tick even when the condition as described is met
Nicanor 30 Jul, 2024 @ 2:26pm 
@JazzBlues This is an overhaul mod which, among other things, alters how tech works, thus affecting buildings. If you want the unique buildings for TGE to work then TGE will need a separate compatibility mod. Otherwise you're basically asking the mod author to either revert their changes to technologies, essentially invalidating the purpose of the mod, or for them to include a built-in compatibility patch to one specific and wholly unrelated mod.
JazzBluess 30 Jul, 2024 @ 11:26am 
There is a bug while playing with Trade Goods Expanded. TGE Unique buildings requirements shown as (0) and can't be constructed. Could you fix that ?
tizian 28 Jul, 2024 @ 4:45pm 
Just to report: i got strange effects in combination with Extended Timeline, and "more Missions: Extended Timeline 1.37":
- the building menu shows a lot of strange buildings and nonsense-buttons
- Adm and Dip Technologies are very far, 5000% in future (starting 1330)
- Also Ships, colonizing and everything that comes with the technologies, portuguese and spanish immediately begin to colonize and getting the ideas
Germano-[ESP] 28 Jul, 2024 @ 4:30am 
Muy buen mod, siempre se busca que en este tipo de juegos cuando eres un imperio grande como Castilla, Mongoles, o Roma, que el juego te cree muchos problemas, ver como caes también tiene su encanto.

Ojalá sigáis desarrollando este mod. Lo probaré inmediatamente.
Gracias.
wargoal justification  [author] 27 Jul, 2024 @ 4:08pm 
Not sure if compatible with Xorme. And yes Kondraki you may since it's a modding functionality built into the game within Static_modifiers, just not used in base game.
wargoal justification  [author] 27 Jul, 2024 @ 4:06pm 
A temporary fix to make the terrain not break should be to delete the map folder within the mod, which contains the terrain file that is messing with anbennar. Same thing with institutions. This will obviously disable the terrain modifier and institution changes, but should I figure out how to make a compatch that seems easy enough. I've never played anbennar myself.
ShadowSteele 27 Jul, 2024 @ 11:50am 
Damn I was really hoping to use this fantastic mod in a Anbennar massive multiplayer game but it shuffles around the terrain on provinces :steamsad:
Levis Kaddafi 23 Jul, 2024 @ 12:12pm 
I think the changes should only happen to the player and extremely blobbed AI as AI is rarely able to blob much anyway
Dr.kondraki 22 Jul, 2024 @ 8:21pm 
Can I use your ideas of under and over cap bonus? Thanks!
danekelly86 22 Jul, 2024 @ 2:39pm 
I like the idea but I have severe fears how the AI will handle this...
Goat 22 Jul, 2024 @ 9:52am 
why nerf the AI so much??? Are we playing the same game? I don't understand this fear of AI bloob, any decent player can out scale any Ai country from day one. It would be nice to see a version of this mod focuses only on the player, nerfing it, and while I am here, is this compatible with Xorme AI?
Uncle Sam 22 Jul, 2024 @ 8:29am 
Could you make a patch between the Expanded Map of Europe mod and The Rise and Fall of Empires? All elements work except terrain modifiers, these disappear in both vanilla provinces and those added in the Expanded Map of Europe mod.
Thanks for a great mod!
GenericName 22 Jul, 2024 @ 2:54am 
can confirm that it 90% works with anbennar, as far as i could tell, but it does fuck up institution spawning so it's not really usable even though the main mod stuff seems to be fine. a compatch would be greatly appreciated because i really do love this mod
Blox2007 (the Last Fluorican) 22 Jul, 2024 @ 2:43am 
does it work normally with Extended Timelines or no?
legionaer20 22 Jul, 2024 @ 12:45am 
Hi, which dlc do i need for this?
socks 21 Jul, 2024 @ 7:14am 
Does this work with Anbennar? They just added a lot of releasable nations that could be seen after the National Decay disaster
.Q 21 Jul, 2024 @ 1:34am 
looks like it works bad with ante bellum (