Europa Universalis IV

Europa Universalis IV

Byzantium - Byz++
61 Comments
smirkyshadow 16 Oct @ 2:24pm 
I've had both albanian and ionian, ionian you get something for after taking western anatolia, and albania you get if you own albania long enough I thing?

Theres also some content for northern I believe, although they dont have emergent cultures, because they already have Griko
Blade_Ryse 26 Sep @ 4:31pm 
Very cool mod! Dont really understand the emergent cultures (besides Albanian and Ionian). I assume they just take forever and I dont play long enough. Everything else though is very cool! One thing I would love is some content for Northern Italy, most Byz mods leave it untouched or at most convert it to Roman.
Serena Tech Priest 29 Aug @ 10:24am 
The mission tree seems broken for me. do i need to redownload it, or is something wrong with the mod?
Quirinus 22 Aug @ 2:29pm 
Im having a hard time getting the assyrian and syriac cultural events to pop up, ive had the provinces for more than 100 years, is it normal?
smirkyshadow 8 Aug @ 9:29pm 
Does this mod get rid of the normal restore roman empire for other nations?

Also is it possible to have it require the Justinian borders for Italy, although not a direct rump state
Ckasaron 16 Jul @ 3:39pm 
@KitTheAnkafolk In the culture mod you have to accept the non-Byzantine group cultures and after enough years pass they start to become part of it, AFAIK. I have seen Tourkic spawn in two different playthroughs, but it sure took over 100 years so it must have a LONG MTTH.
Dycewyfe 12 Jul @ 3:25pm 
how do you convert levatine cultures to byzantine group
Pr0bablySauc3 28 Jun @ 11:31am 
Loved the mods in 1.35, so happy to see them updated and improved in this mega-mod!
KitTheAnkafolk 25 Jun @ 11:51pm 
The Serbo-Bulgarian conversion event doesn't remove all the separatism! Tried triggering it again through the console but it didn't do anything
KitTheAnkafolk 25 Jun @ 12:39pm 
Also how do you get the new cultures? Culture converting the provinces to Greek???
KitTheAnkafolk 25 Jun @ 11:51am 
Any plans to add Hellenism to the mod? Really disappointed they didn't add a Hellenic path to Byz
Ckasaron 21 Jun @ 6:03am 
Also, I almost forgot, if it is not too much to ask, for the same reason as the prior comment, can you potentially make a compatibility patch for this mod and Europa Expanded?

I also look very forwards to when you choose to merge Council of Florence & The Union Revolt into this bundled mod. Your disaster is simply more flavorful and less annoying. The only bad thing I notice about the Union Revolt mod now is that even during said disaster Byzantium sometimes can stack so much unrest reduction in Constantinople that the final decision "Stabilize the Realm" becomes impossible to trigger without console to add some unrest to the capital.
Ckasaron 21 Jun @ 5:59am 
Hi RMS, I have been playing a campaign with your original mods due to at the time of starting this one did not have the Culture mod integrated into it yet. Idk if you have changed how vanilla culture shift events work, but even when I intentionally picked the cultural acceptance options, vanilla "Effect of Pronoia Policies in [Anatolian Province]" made it almost irrelevant, and nearly finished converting Anatolia to Greek before one Tourkic Province even appeared in Germanikeia.

Does this mod either 1) speed up the cultural merge events (admittedly unrealistic) or 2) disable all vanilla Turk-to-Greek culture shift events in Anatolia instead?

Finally, how long in years after each culture group's "assimilate or integrate" does it take for their group to merge into the Byzantine Group? I honestly love the idea, but neither your original mod nor this went into detail of how long it takes.
Laicer 16 Jun @ 7:44am 
There is a problem that is needed to be fixed
after pressing mission "Golden imperial reform" Byzantine late autocracy government reform is at tier 6 and I am still stuck with awful -25 absolutism Byzantine autocracy government reform at tier 1.
RMS Oceanic  [author] 9 Jun @ 12:29pm 
@Autocrator @reshuram05 you are correct, this mod builds of King of Kings
reshuram05 5 Jun @ 6:28am 
@Autocrator It probably is, since King of Kings is listed as a required DLC on the mod page.
Autocrator 4 Jun @ 7:56am 
I use to play with the original mods before the King of Kings DLC and have been wanting to have them in my playlist for a Byzantium save. Is this updated version compatible with the King of Kings DLC missions for Byzantium or should I turn off King of Kings when using this?
Blade_Ryse 3 Jun @ 2:11pm 
Very cool mod, play it all the time. Just came to say you made it to the first page of most popular mods! Hope you keep working on it and improving!
RMS Oceanic  [author] 14 May @ 3:26am 
@Esquelamia I'm not sure if there's a "proper" approach for each culture. If you want the Byzantine version, it would be to control and accept all provinces. Hence the Turkish decision has an option which blocks the Pronoiar event from firing in certain areas.

Every "new" Byzantine culture which emerges should receive a heartland in its first province, which is usually the highest development province of the old culture.
RMS Oceanic  [author] 14 May @ 3:25am 
@Esquelamia You could choose to convert the entire region to Byzantine, or you could choose to accept all the cultures (there's events to help you, like with Albanian), or a mixture of the two. There's an exception for Dalmatian if you selected to preserve them. The conversion is intended to be manual, yes, I felt extending the Anatolian Pronoiar events to the Balkans didn't make sense as it was far less likely for Greeks to have land holdings in the area, spreading the culture would be more of an effort. In choosing to convert, the modifier is designed to let you bypass waiting for separatism in exchange for permanent anger until you convert the province. Despite the event option you aren't required to convert to Greek, you can convert to whichever South Slavic culture you've accepted. Since you've chosen to accept the culture that should contribute to completing the Balkans instead.
Esquelamia 13 May @ 2:46pm 
Also, how many heartlands are there? I only got Smirna and Cappadocia so far
Esquelamia 13 May @ 2:45pm 
I'm a bit confused. Am I supposed to accept all the Balkan cultures, or should I leave them as not accepted and wait for the event? In the initial events, I chose the option to convert them to Greek, but I haven’t seen any changes. Am I supposed to manually convert them to Greek? It's been a while and nothing has happened. Also, if I accept them, the province modifier disappears, so I’m not sure what I’m supposed to do. What’s the proper approach for Turkish, Syrian, and other cultures as well? Thanks!
Goschi 13 May @ 12:26pm 
@RMS Oceanic
So I formed Rome and the greek cultue converted to the new roman culture, except the new capital that I chose, it will be the old roman culture from the base game and wont be part of the byz culture group.
Not a big deal though, but expensive to convert.
Goschi 13 May @ 9:20am 
Thank you!
RMS Oceanic  [author] 12 May @ 2:00pm 
@Goschi
1. Own and accept all provinces of that culture (or culture group in the Balkans)
2. Resolve the culture of its "home" region (Balkans, Anatolia, Mashriq/Egypt)
3. Allow separatism to fade away.

If it's not working, let me know.
Goschi 12 May @ 10:03am 
I love the mod. but how exactly do I get the cultures to convert into my culture group?
RMS Oceanic  [author] 11 May @ 10:28am 
@Meroveus270 Ah, got it now. Strange, my own testing didn't have any problems with those events, though admittedly that was integrating the provinces in the console and immediately clicking the decision, so perhaps that lack of a gap covered up the issue. I've added the ITO flags to both events.
Meroveus270 11 May @ 9:10am 
Looks like the new update didn't fix the issue about deciding how to handle the Turks and Armenians, but I looked and the events "byz_culture_events.2" and "byz_culture_events.3" are just missing the "is_triggered_only = yes" condition. Adding that to both causes them to fire properly when you click the decision.
RMS Oceanic  [author] 11 May @ 4:34am 
@Meroveus270 Thanks for notifying me. The Turkish/Armenian Hellenization events rely on that Anatolian event, which is why they weren't firing. I've updated that event and the Roman reforms, hopefully they should work now.
Meroveus270 10 May @ 7:20pm 
Also realized that I wasn't getting the all cultures ending for a reason. The decisions about the Turks and Armenians don't fire their related events, and the event you get for completing Anatolia cant fire because it is missing the NOT in front of the nationalism check, meaning it will only fire if all provinces have more that 15 nationalism.
Meroveus270 10 May @ 12:06pm 
Small bug found. Looks like the new Roman culture in the Byzantine group doesn't let you have the Roman Empire unique Government Reform. When you from the Roman Empire you instantly lose the reform and have to pick a new one.
RMS Oceanic  [author] 9 May @ 1:03pm 
Version 1.1 with the addition of the enhanced Byzantine Culture Group is now live! Hope you can check it out and enjoy it.
Nox 3 May @ 5:24pm 
@Nathe235 how did u fixed it
DUCATISLO 29 Apr @ 3:35am 
gg
Nathe235 25 Apr @ 2:34pm 
I FIXED IT
Nathe235 25 Apr @ 2:21pm 
the only other mod I have on is a ui mod that I turned on and off and didnt change the bug.
Nathe235 25 Apr @ 2:19pm 
the branching preview doesn't work. And the mission graphics are broken
RMS Oceanic  [author] 25 Apr @ 4:04am 
@Nathe235 in what way? I tested both branches of the Theme System and got every reward and modifier I expected.
Nathe235 24 Apr @ 9:54pm 
the branching missions for Byzantium is broken
RMS Oceanic  [author] 23 Apr @ 6:28am 
@"Pontus Maly Szwed" When was there ever an Ottoman-Byzantium truce? Back when forts could be sniped I often declared against Ottos in December 1444. You sure there isn't another mod it's clashing with?
RMS Oceanic  [author] 23 Apr @ 6:26am 
@Kenadian I believe the current mod shouldn't clash with Europa Expanded, with the possible exception of having multiple versions of monuments. However I am currently working on incorporating my Enhanced Culture Mod into this and it more closely dances around the Vanilla Mission tree, and I can't guarantee it won't behave out of sorts with EE.

@ThomasKR that should answer your question: Not yet but soon.
TheStrategist 20 Apr @ 6:34am 
WARNING! Carry on reading! Or you will die, even if you only looked at the word warning! Once there was a little boy called Joey, he was ten-years-old and he lived in a mental hospital because he posted a shitty copypasta onto a People Playground mod's comment section . He got so bad he went to kill all the staff in the hospital so the Feds decided that best idea was to get rid of him so they set up a special room to kill him, as inhumane as possible. And he sat there in agony for hours until he died. Now every week on the day of his death he returns to the person that reads this letter, on a monday night at 12:00 a.m. He creeps into your room and kills you slowly, by pegging you and watching you bleed to death. Now send this to ten other profiles on this one site, and he will haunt someone else who doesn't. This isn't fake. apparently if u copy and paste this to ten comments in the next ten minutes nothing will happen: sorry man i am not taking the risk
ThomasKR 18 Apr @ 4:33am 
Does this add more cultures?
zonepazone #ProjectAlice 15 Apr @ 12:10am 
interesting
Pontus Maly Szwed 14 Apr @ 1:08pm 
This mod deletes the early game truce between Biza and Ottomans :(
smirkyshadow 13 Apr @ 2:23pm 
Your a savior, I loved your "declare the roman empire"
ocean 10 Apr @ 7:28am 
nice mod! can i translate this mod into Chinese?:steamhappy:
Kenadian 6 Apr @ 8:41am 
Hi quick question, does this mod play nice with the Europa Expanded mod?
Ckasaron 24 Mar @ 2:01pm 
@RMS Oceanic I apologize about the doubleposting - Steam was being dumb and not registering I even commented on my end.

I play with Union Revolt even today, it actually overrides the PDX estate privileges, funny enough. The missions in the Byzantine tree can be completed without said debuff privileges being active, as none require you having them. Your Union Revolt mod is far superior and less gamey than what PDX did (especially the shipbuilding nonsense).
RMS Oceanic  [author] 22 Mar @ 12:27pm 
@steven gerass Yes, I intend to add it and incorporate the 1.37 culture tweaks.