Europa Universalis IV

Europa Universalis IV

Third Odyssey: Back to the Motherland
8,149 Comments
Scurek  [author] 6 Sep @ 2:06am 
@VictorWJ
Nothing major, have fun =)
VictorWJ 6 Sep @ 1:32am 
so is there will be more update before 11.5?If not,i will going to have my last play,then waiting to see you guys in eu5.
Thanks again,for all those great work
Доброгей 5 Sep @ 10:25am 
Loved the early game, it was super fun, especially with Extra submod and all this micro management. However, I've found playing vanilla Byzantium much much easier than dealing with continent made of pure AI chaos, huge alliances and cursed PU's in your century long abscence. With EU4 always being so random and the mod being so narrative driven, it'd be really nice to see "Historical mode" or something similar. Scripted borders and alliances upon your expedition back home could somewhat balance the experience. Until then I'd recommend just going Elysian path on your first playthrough.
Scurek  [author] 26 Aug @ 1:09am 
@BugiBugi
Due to the constraints of eu4 modding they cannot be made directly compatible, a third compatibility patch mod would be needed. I can investigate how difficult would it be to make one.
BugiBugi 25 Aug @ 12:26pm 
Hey guys, love this mod, can it possibly be made compatible with Land of Muhhamad Qu since it adds something going on in south Elysia?
Scurek  [author] 23 Aug @ 2:52am 
@Consulargaming
Can you send me a save? Preferably over discord.
Consulargaming 23 Aug @ 2:24am 
all submods
Scurek  [author] 23 Aug @ 12:33am 
@Consulargaming
Do you have any other mods active?
Consulargaming 22 Aug @ 8:55pm 
for some reason the Bay of Elysia trade node is non existent
Scurek  [author] 14 Aug @ 1:29pm 
@BreadandYeast
The change in timeline kinda invalidates the story and events behind flight and the hellenic faith stuff (Plethon not being even born yet). So we either completely rework a lot of content or if someone makes a 1444 start date mod we can base ours on that.

@TheDash
You would have to mod those yourself
BreadandYeast 14 Aug @ 9:59am 
Do you guys have any plans for EU5? An earlier Third Odyssey would be interesting
TheDash 7 Jul @ 12:58pm 
Is there a way or submod for me to change Spartania's unit models. Im a big fan of the nation but not so much its generic mesoamerican unit model.
Defined 7 Jul @ 8:33am 
aw thats a shame, I did actually try it yesterday anyways and unlike a few months back it didn't crash, the main compatibility issues were bugs surrounding missions for the amount of buildings in your home province or it thinking I was the Hellenic religion. but thanks for replying
Scurek  [author] 7 Jul @ 1:23am 
@Defined
No sadly not, unless someone else makes a compatibility submod.
Defined 6 Jul @ 11:05am 
Is there any possibility this mod can be made compatible with something like Europa Expanded? As I really dislike vanilla EU4 and it'd be a great mix
Scurek  [author] 30 Jun @ 1:19pm 
@Europa
Not directly, but there is a submod "Third Odyssey Expanded: Buildings & Trade Goods" that integrates the mod in question.
Europa 30 Jun @ 1:15pm 
I assume I know the answer (being no) but does trade goods expanded work?
FLAntiochos 29 Jun @ 6:55am 
Thanks, it works. Get yourself a cookie
Scurek  [author] 29 Jun @ 6:28am 
@FLAntiochos
I would advise to try manually downloading it from discord (#releases channel), workshop sometimes bricks itself. Alternatively you can also try fully resetting launcher cache.
FLAntiochos 29 Jun @ 6:25am 
I've played modded Paradox games plenty. This mod doesn't work and it's the only mod I have installed . I've reinstalled the game twice, verified integrity man times. Made a custom mod list and used initial mod list. Resubscribed many times. Nothing.
XartaX 28 Jun @ 9:01am 
Resubscribe to the mod. Verify integrity of game cache. Restart the game and make sure the mod is in the selected playset. If it still doesn't work, reinstall the game.
FLAntiochos 28 Jun @ 8:33am 
this is the only mod I have installed and it doesnt seem to be working
Serena Tech Priest 26 Jun @ 10:50am 
ah, damn
Arakhor  [author] 26 Jun @ 8:11am 
There used to be a revolutionary disaster, some years ago, but Scurek removed that because it was so incomplete.
Serena Tech Priest 25 Jun @ 11:57pm 
@Arakhor is there any revolutionary content? ive noticed a discussion on a "peoples republic" but i dont want to plan around that if there isent any
2V^|Dz1adek 22 Jun @ 8:36am 
It would be cool if after the 1600s you could destroy or integrate the council. So that you would receive different bonuses/debuffs.
IronWolfGaming101 21 Jun @ 10:02pm 
Why? The Barbarian council is a good mechanic, albeit it does lower manpower recovery speed but other than that it is useful for assimilating your nation
2V^|Dz1adek 21 Jun @ 2:24pm 
Is there an option to disable the barbarian council?
Arakhor  [author] 17 Jun @ 12:14am 
@Kahless I don't know about that one. If you join the Discord, Scurek might be able to help you further.
Kahless 16 Jun @ 12:23pm 
I went orthodox after peacefully resolving the religious conflict, then I suddenly got an event that flipped me to hellenic... Did I do something wrong to stay orthodox?
2V^|Dz1adek 16 Jun @ 9:12am 
Works with Passive Growth - Prosperity and Devastation Mod?
XartaX 14 Jun @ 5:27am 
It's quite a long time since I played the mod but if I remember correctly staying Orthodox gets you a unique Elysian variant of Orthodoxy down the line. So both have their own flavor.
Arakhor  [author] 14 Jun @ 2:56am 
You get *different* flavour. I don't think there's *more* flavour, no.
Conqueeftador 12 Jun @ 9:12pm 
Does converting to Hellenic have more flavour than staying Orthodox?
HawaiianBuffaloCollector 19 May @ 10:23am 
Thanks for checking! time to tweak that playlist then
XartaX 19 May @ 4:21am 
Yeah we're all high on copium that the game will be good lmao
Scurek  [author] 19 May @ 2:33am 
@HawaiianBuffaloCollector
I've added all your mods I haven't checked before to our compatibility spreadsheet (link in the description above). Anyhow this specific issue is caused by Realistic African Colonization [1.37], which also tweaks where people can colonize.
Your list also has the following incompatible mods: AI Wants Nice Borders [1.37], Ages and Splendor Expanded, Ages Reformed (those two are also incompatible between eachother), Advisor Types Expanded (rather minor incompatibility), Responsible Blobbing (minor incompatibility, but can cause issues since it allows revolution to spread to your provinces) and Colonial Freedom [1.37].

@XartaX
Yeah, that's about the only things that can be kinda "kept", although it would also be a good opportunity to give them a proper rework. You make a fair point about population, although as you said we have to wait and see if those internal mechanics (and the game in general) is any fun.
AxiomExotic 18 May @ 11:15pm 
I mean you clearly have 3 colonization altering mods, start by disabling those and see if it works then :D
HawaiianBuffaloCollector 18 May @ 11:01pm 
I am playing with a bunch of other mods. I dunno which one would be messing with it, but here's the list if you'd like to take a look: https://i.imgur.com/AgdyyTm.png
XartaX 18 May @ 3:34pm 
I mean you'd still get to keep a lot of the stuff. For example religion, whether it's creating their own offshoot of Orthodox, or returning to a Hellenistic religion. Of course you'd need to write a scenario with different characters, but that's inevitable with a 100 year gap.

And like I said, in EU5 population and markets are a much bigger part of the game than EU4. So arriving there with a smaller population and no industry to speak of (and very little, if anything, to source from neighbors) will be something you need to work at fixing if you're going to be able to stand up to Europe later. If anything I think the mod in EU5 (assuming the game doesn't suck) will have a less boring start than in the EU4 mod, since you actually have a lot of mechanics regarding the internal structure of your nation to work with.
Midnight 18 May @ 7:58am 
@Scurek
I hope you find either a different satisfactory premise or another way around the fact that the game starts in the early 14th century.
Maybe you could go for that an expedition escapes when the black death hits to escape the plague.

Also would that be an excellent point to either steal some pops from byzantium for elysia or spawn some in as the world would be losing a lot of pops already and if you take them from byzantium it would just simulate them getting hit a bit harder then the gameresult.
Scurek  [author] 18 May @ 2:41am 
@HawaiianBuffaloCollector
Are you running any other mods? The -1000 malus is just a backup if they somehow get a colony via a peace deal, they normally shouldn't be able to colonize at all. But if you have any other mod that tweaks the "rules" of the game this restriction can get overriden.
Scurek  [author] 18 May @ 2:41am 
@XartaX
I mean yeah the content would have to be "remade", but in a 1444 setting the flavor and story could be kept pretty much the same. 100 years earlier the carracks are not a thing (cries in the loading screen picture), Plethon doesn't exist, Empire is still there and is not guaranteed to fall (if the story is that you are some sort of expedition), etc.
Also 100 year gap kinda messes with the pacing, you have to start much weaker relatively so you aren't a continental superpower before Europeans arrive, making early game much more of a "watch colonies develop".
I'm not trying to sound overly pessimistic, just want to point out that TO starting in early 14th century is a whole another mod, that would be able to take very little from the current iteration.
HawaiianBuffaloCollector 17 May @ 8:06pm 
I've noticed that making the colonial agreement with Portugal (where you give them South America and they give you North America/Caribbean) doesn't seem to stop them from trying to colonize in the regions they gave you. I'm seeing them continually trying to colonize the Caribbean even though the -1000 malus kills their colony on the first monthly tick every time. Is that sort of AI behavior even something a mod can directly affect?
XartaX 17 May @ 4:32pm 
Also population is a huge part of EU5, so having a much lower starting population would be a serious roadblock you'd need to overcome. As well as a tiny market you'd need to get all the goods production online yourself, etc.
XartaX 17 May @ 4:28pm 
I mean you'd have to remake the entire thing anyways since the EU5 systems are completely different. And traveling there 100 years earlier would mean you have less of an advantage in terms of tech over the natives as well. I wouldn't say the biggest issue is the 100 year gap, but rather that natives might be very bare bones early on in the games life cycle.
Scurek  [author] 17 May @ 9:10am 
@AxiomExotic
Yeah that is sort of what I'm hoping will happen right now.
AxiomExotic 17 May @ 9:03am 
Though i am fairly certain a mod that changes the start date to 1444 will be made since i have been confliction opinions on the earlier start date so perhaps the mod can be based on that if it is made?
Scurek  [author] 17 May @ 8:29am 
@XartaX
What Axiom said, the pacing is completely different so the current content (flavor wise) just doesn't work. Also Plethon hasn't been born yet so that plotline is also out of the window. Ofc we can make a completely different premise, but at that point you are just remaking the entire mod from scratch.
AxiomExotic 17 May @ 8:17am 
I think also a big part of the problem is colonization, going to america 100 years earlier means by the time the colonizers arrive you will have pretty much undisputed dominance on the continent already