Europa Universalis IV

Europa Universalis IV

Rise of St. Titus
32 Comments
Comrade Krak  [author] 18 hours ago 
@Bög Varg Thanks a lot for the good words. indeed, that event will be toned down with the next update.
Comrade Krak  [author] 18 hours ago 
@Spaceracer Ούλοι πρέπει να τον-ε κατέ'ουν ;)
Spaceracer 21 hours ago 
What a blast to see τον Ψαραντώνη in an EUIV mod
Bög Varg 16 Oct @ 8:01am 
disaster is non issiue if player is blobbet out, white peace with the greek nation was rushable, from bonuses of holy sites and religious rebels don't spawn and only thing is taking fast white peace to quickly integrate them, only annoying is the event for paying to boost your military or losing army morale and tiny fraction of manpower
Comrade Krak  [author] 13 Oct @ 12:48am 
@irishlad087 Well, I wanted to give the player a real challenge in that disaster since I believe that most vanilla disasters don't communicate the feeling of an actual disaster well enough
irishlad087 12 Oct @ 5:56am 
i would say i enjoyed this mod but that would a lie. i miscalculated the greeks rebelling and now half my country is gone, my economy is in ruins and my stability is negative. But overall a very good mod
Comrade Krak  [author] 11 Oct @ 7:02am 
@Derpy Worm Wow, that is a looong review and I fucking love it. Thanks a lot for all the incredible comments, the motivation and most importantly, for trying out the mod. I've put a ton of effort into this and I will for sure put a lot more. To be honest though, I'm not that good of an EU4 player and I struggle to find what's balanced and what's not, that's why I really appreciate your feedback. So:

-The coalition event never worked as I wanted it to so I will most probably either remove it or change it a little bit in the future.

-When you get the event to protect the Byzantines you have the choice not to do so and simply lose a bit of prestige. However, Splitting the byzantines with the ottomans is something I didn't think of and I will definitely consider how it can be done.

-The ideas, and the mission modifiers you mentioned have been toned down a little bit.
Comrade Krak  [author] 11 Oct @ 7:02am 
-About Nisiotic Universities, the mission gives you 1 university in your most developed province, not 3. I literally have no idea how you got 3 universities.

-Development has been reduced a little bit.

-Unfortunately, to change the mission tree I have to basically write it all over again from the start due to how the code works, so I don't really think I'll change it significantly any time soon, I did my best to make it comprehensive enough while also keeping it compact.

Again, thanks a lot for the time you put into trying my humble mod and to write this amazing review. If you have any other suggestions or feedback feel free to comment or even text me.:income:
Derpy Worm 11 Oct @ 1:16am 
So having played the first 100 years, here are my thoughts on this mod.

The level of detail, and effort is incredible for such a small mod.

The story elements get you involved in the nation, without it being a scripted nightmare. The random unique events add good flavour.

I love the government type, the limited terms to balance out the strong rulers make for a fun time, and avoids the classic 6/6/6 eternal rulers of republics, that usually happens.
Derpy Worm 11 Oct @ 1:16am 
There are some things that i noticed were a little buggy, but i imagine that can be ironed out relatively quickly.

- The coalition event against venice felt odd to me, or maybe didnt work. As it was only me and genoa that joined, making it a moot point?

- The event to protect the byzantines still happened while i was invading them myself, kinda odd to suddenly end my invasion with near full occupation, just to get a shitty vassal and a war im not ready for. Maybe a path for dividing it with the ottomans? Or make it more clear that invading the byzantines is a no no.
Derpy Worm 11 Oct @ 1:16am 
But these are just small nitpicks, and minor bugs. I think my only real issue with this nation is the balance, my god this little nation is broken.

The ideas: Land fire damage and force limit 25% is crazy strong, along with incredible trade buffs and idea+tech cost. There isnt a weakness in these ideas. I dont think you have to really remove anything, just tone down the buffs you get.

Then there are the buffs from missions. I fucking love how many permanent buffs you get, it makes it actually rewarding to do the missions. But some of them need some fine-tuning.

- ''Artistic capital of the east'' giving 7% power cost on top of 2 prestige is crazy strong.

- ''Permanent embassies'' giving diplomats and relations for doing basically nothing is also well past the balanced, and just straight into the stronk.
Derpy Worm 11 Oct @ 1:15am 
- ''Nisiotic universities'' giving 100 of each power and 3 universities is Korea lvl of silly.

(Other people have mentioned the development issue)

I would love to see the mission tree be sorted diffrently, there is a lot of scrolling up and down to figure out what i can do, and what i can't do right now. A diffrent layout would be much appreciated so i get a sense of what i can, and cant do.

I could keep going for a while, there is also plenty i havent seen yet.

These comments, nitpicks and stupid remarks are in no way to say this mod is bad. It's fresh off the stove and needs a bit of love and care. But when it gets that, i think you could end up with one of the best single nation mods out there.

Thank you for the incredible effort you have put in, i cant wait to see where this is going. Feel free to call out anything dumb ive said, or hit me up if you want suggestions for balancing out some of the stuff i bitched about.
Comrade Krak  [author] 10 Oct @ 1:29pm 
@Kari I am not done yet, 500 more downloads and I'll expand it even more ;)
Comrade Krak  [author] 10 Oct @ 1:27pm 
@Jim.brown5267@yahoo.com HELL YEAH!!!! :mailedfist::mailedfist:
Comrade Krak  [author] 10 Oct @ 1:25pm 
@red mage I decreased the development a bit, but still, in the end development in this game is abstract, it can mean a ton of things. So, I don't think it matters that much
Kari 10 Oct @ 11:04am 
This is my favorite type of Europa mod, just pure love for a single area / country. Great mod. All hail Saint Titus.
Jim.brown5267@yahoo.com 10 Oct @ 9:11am 
GLORY TO CRETE RAAAAAAAAH
red mage 9 Oct @ 4:57pm 
I know constantinople was in disrepair at that point but like three cities of that size on an island about the size of cyprus is still hard to swallow- apologies to nitpick.
Comrade Krak  [author] 9 Oct @ 1:03am 
@Pontiff Well, the point of it is to be both challenging and frustrating, especially when it comes to mercenaries. But I might have made it more frustrating by accident since for me, when it happens, I feel happy that it actually works rather than annoyed. So I'll take your feedback into consideration, thank you :):income:
Comrade Krak  [author] 9 Oct @ 12:58am 
@TIBERIUS EQUITIUS GRACCHUS While I don't think I'll change Elysian, I might add one more culture for the Caribbean but not South America, since there's no mission for it (yet).
Comrade Krak  [author] 9 Oct @ 12:54am 
@red mage The starting provinces will be nerfed just a little bit to make the start a bit more balanced, but I can say with confidence that I don't find it absurd for Chandax especially to have more development than Constantinople in 1444, since at that time Constantinople was at it's lowest while Crete as a whole was the cultural and artistic center of the greek world along with Morea before it fell to the turks. So, I don't see why Crete wouldn't be as developed as I've made it to be after around 80 years since its independence.
Pontiff 8 Oct @ 7:57pm 
Fantastic mod, however one critique I will say is, during the civil war with the mainland, the event that flips my army to the other side fires way too much, it makes no sense my mercs who I paid with money are flipping sides. I lost 300k men this way and it got frustarating rather then challenging. Other then that a very good mod
TIBERIUS EQUITIUS GRACCHUS 8 Oct @ 2:23pm 
@Comrade Krak Ah that's why I never got Elysian, I only ever bothered to colonize the Caribbean and Central America (plus New York for the one mission). Since I desperately needed my colonists elsewhere and I hate fighting the native federation blobs in North America in general. Maybe let all Colonies in the New World get Elysian?
red mage 8 Oct @ 1:06pm 
While this is a very in depth mod might I reccomend nerfing the starting provinces a bit? Trying to sell me that three cities on crete have equal development to the city of the world's desire is a bit much-
Comrade Krak  [author] 8 Oct @ 10:48am 
@TIBERIUS EQUITIUS GRACCHUS Thanks for the good words first of all.
Basically, The Elysian event triggers when you have 10 colonies in North America of any Byzantine culture.

Now about the disaster, you have 3 options on how to end it: 1. Diplomatic end, by which you re-integrate the rebels through the uncovered missions. 2. You get 100% warscore in a war against the rebels. 3. You wait 15 years and the disaster ends alone. So you didn't do anything wrong, but yeah, my intention was to make the first war so difficult that it would force you to run for the white peace and then follow the diplomatic route.

This is still one of my biggest concerns about the mod, the fact that if you don't end the disaster via diplomacy, you can't complete the missions. I'm still trying to think of a way to remedy this.

Again, thank you a lot for the positive comment and the feedback, it means a lot to me.:income:
TIBERIUS EQUITIUS GRACCHUS 8 Oct @ 8:33am 
Gave it a full playthrough and I must say it's a great mod, loved the events and culture changes sprinkled throughout (though never did figure out how to get Elysian).

My only problem was that disaster, good lord was that a punch in the gut. I was not expecting the heart of my empire to be torn out, and had to keep save scumming to keep the event that drags in all my rivals from joining the war from firing. I would suggest adding something to tell the player "get to a white peace as fast as possible!", because if you go for the 100% war score the disaster ends and you get no way to reintegrate the rebels. Since the missions to do so require you to still be in the disaster. Felt like I made the wrong choice fighting on to completion.
Comrade Krak  [author] 7 Oct @ 2:32pm 
@Mr. Nice Guy Thank you my friend, it means the world to me.:income:
Mr. Nice Guy 7 Oct @ 2:21pm 
This mod is awesome and wonderfully written. Keep up the good work, 10/10!
Comrade Krak  [author] 6 Oct @ 1:41pm 
@alidarjarok2 Thanks man, I appreciate it massively:steamthumbsup::mailedfist:
Comrade Krak  [author] 6 Oct @ 1:40pm 
@Swaxol Now we all can ;):coffee:
Swaxol 6 Oct @ 12:46pm 
I’ve always wanted to play as a crete with flavor
alidarjarok2 6 Oct @ 12:42pm 
Very nice mod.