Europa Universalis IV

Europa Universalis IV

The Idea Variation
3,123 Comments
flogi  [author] 25 Aug @ 10:40am 
Its in the ages file.
Ciooban 25 Aug @ 10:20am 
Any chance you can point me to the file you modified for this maybe I can try to disable it? For me at least it feels a little bit too snowbally :D
flogi  [author] 24 Aug @ 9:32am 
No its intended.
Ciooban 22 Aug @ 7:06am 
Hi, when using Idea Variation or Idea Variation Lite the Absolutism mechanic is activated from the start and both me and AI tend to have some Absolutism starting Age of Reformation(could force it even faster than that but I limit myself with it), is it that my version is bad or is it intended? And if it's intended, how could I disable it to only have Absolutism starting in that Age?
I don't think it's a compatibility issues since the only other mods I use are Graphical Map Improvements and some Music mods. Thanks in advance
flogi  [author] 21 Aug @ 12:49pm 
Both work as intended. The couthouse line can only be built once per state.
Pup 21 Aug @ 8:45am 
workshops and courthouses
flogi  [author] 21 Aug @ 2:07am 
"certain building" is not sth I can answer
Pup 20 Aug @ 5:58pm 
ohh okay okay, what about the 2nd thing where certain buildings arent even able to be built?

ive had a game as germany and i had to build a certain building for a mission but couldnt
flogi  [author] 20 Aug @ 2:54pm 
I did built in some building bonuses so that building get available one tech earlier. Thats why all the buildings are activated at the very tech start, but get pushed back to the actual tech by using athe trigger. Thats why the visuals can be weird on occasion.
Pup 20 Aug @ 12:49pm 
im a bit confused

when i go and build a certain building (for example: small trade port) it says its obsolete due to my technology level. what does that mean? is it just not gonna work even if i build it or?

and another thing, some buildings like workshops and courthouses arent able to be built

is this all by design or?
Child of the Omnissiah 11 Aug @ 11:12am 
Neat mod, but god dahm this has the compatibility of a total overhaul mod almost nothing else works with this
Avekat 1 Aug @ 7:48am 
oh i get it now. It's the button on my capital i can spawn merc only on. ty
flogi  [author] 1 Aug @ 5:43am 
If you turn the new system on you can recruit the old style mercenaries via the province interface and a button next to the "old" merc button.
Avekat 1 Aug @ 4:55am 
I dont get it. Am i misunderstanding it? I active the mercenary version and go into the merceny tab and its empty. There isnt a idea activating it or something? I turn it off i see vanilla mercs.
Avekat 1 Aug @ 4:39am 
Weird cause its the only mod i use. Maybe i'll unsubscribe and subscribe again
flogi  [author] 1 Aug @ 3:54am 
@Avekat: Works for me, no idea what might be your issue.
Avekat 31 Jul @ 3:33pm 
When i toggle on the idea variation mercenary version, its just empty so i cant pick anything. When i turn it off the vanilla ones are there but not the mod ones. Am i missing something?
flogi  [author] 21 Jul @ 11:27pm 
No idea.
Sykriss 21 Jul @ 4:39pm 
How does this play with Xorme AI?
Drago Duval 9 Jul @ 5:42am 
Ha damn, ill look into making one then for myself.
flogi  [author] 9 Jul @ 1:17am 
No.
Drago Duval 8 Jul @ 6:29pm 
Any plan for a compatibility patch with Government expanded ?
Pup 11 Jun @ 8:38am 
i dont know if this is a problem cuz there might be a mod that overwrites with the buildings but i had an issue where i couldnt build some vanilla buildings and only the ones that the mod provided
flogi  [author] 31 May @ 3:50am 
Militarisation rises when you are at war and goes down in peace time again. Also: Compatible mods: Bigger ones are probably not compatible, smaller ones could be. There is a comp patch for Beyond Typus for example.
Echo Seven 31 May @ 3:46am 
Wonderful mod - but for Prussia, "Demilitarisation of the State" which is from this mod, why is it there, and how can I make it go away?
Also, is there a list of recommended / compatible mods that works well with this?
Adanteh 12 May @ 2:56pm 
NVM... Once again when I start an EU4 campaign and setup these mods, I wrongly setup Beyond Typus, this mode and the IV Beyond Typus addon, thinking it's a compat....... Disable this mod and all is well. Shame on me.
Adanteh 12 May @ 2:48pm 
Is there a way to nail down the crashes for the building interface? I got the same thing.

Doing hover over the port buildings is all good, but when moving over to the production buildings for example I get a CTD.
理塘益西 12 May @ 9:18am 
i meet some problem, when i running this mod ,there is no estate interaction button, i have try many ways to solve this problem ,but it doesn't work.
flogi  [author] 18 Apr @ 1:55am 
You are surely using another interface changing mod thats incompatible.
CookiesAreLoco 17 Apr @ 9:17am 
Unfortunately the game crashes whenever I click on a province and open the buildings window for this province.
flogi  [author] 16 Apr @ 6:07am 
The monarch point mod is not needed. Its integrated in Idea Variation and will cause issues if its used alongside this mod. Thats probably the issue.
Jarl Ragnar 15 Apr @ 5:46pm 
I have no Gov Reforms. I´m aware that i need to take a decision but there is no decision.
im only using this mod, your Monach Point mod, your rnw mod and a mod to color modifiers.

i don´t know what the problem is
[NULN] Kesp 19 Mar @ 5:00pm 
Yeah its working i just checked
flogi  [author] 19 Mar @ 4:16pm 
Hopefully with this update it should work now. Sorry about the confusion.
Evan 19 Mar @ 1:58pm 
I started a new game after having redone options on the start campaign screen and still no luck
Evan 19 Mar @ 1:31pm 
Oh alright, thank you!
flogi  [author] 19 Mar @ 3:00am 
@Evan: Make sure to redo the Game options after the new update. That should activate Dev Points again if they got deactivated.
Evan 18 Mar @ 11:15pm 
I've been playing France for 30 years and though it's said I've had a change of +.048 development points, I have not seen an increase from the 6.7 total I started with.
Cwelinho 16 Mar @ 4:47am 
Would it be possible to add idea changes to lite version?
Pup 8 Mar @ 9:28am 
alright ill try it out
flogi  [author] 8 Mar @ 6:07am 
You should do the game options at the start of the game. There you can activate or deactivate the new development system, either way should solve that issue.
Pup 8 Mar @ 4:54am 
why when i have this mod enabled now whenever i use mana to develop my land, as long as i have enough of it i can keep pressing the button n the mana doesnt go down
Red Panda 5 Mar @ 9:16pm 
Do you plan to make comp patch with EE ?
flogi  [author] 4 Mar @ 8:12am 
@Spartacus ™: Not rly worth it for me to make and maintain comp patches I dont play myself. I also dont enjoy making them and thus will not make more. Everyone is welcome to make one ofc.

@Red Panda: No.
Red Panda 3 Mar @ 1:08pm 
Does it works with EE ?
Spartacus ™ 3 Mar @ 11:16am 
Have you ever consided making idea varation mod with voltaire's nightmare? that would be awesome....
flogi  [author] 1 Mar @ 11:54pm 
Yeah the farm estate acting up early is a known issue. No idea, why that happens.
ColossusCrusher 1 Mar @ 9:10pm 
It was a tech level glitch, it resolved once I teched up a little
ColossusCrusher 1 Mar @ 9:32am 
I can build the farm estates manually, it's just the "all manufactories in one button" build button that's not working. The only other mod I'm running is Ages Reformed, which shouldn't touch buildings at all.
flogi  [author] 1 Mar @ 3:53am 
Hmn weird, it does work normal vor me. Do you maybe have no the required tech level?