Europa Universalis IV

Europa Universalis IV

Historical Institution Spread 2.0 (No Voltaire in Kongo)
180 Comments
Donald Trump (Hammer30) 29 May @ 2:31am 
Yes
ThunderNorse 25 Jan, 2024 @ 10:02pm 
does it still work?
602 30 Dec, 2023 @ 9:09am 
The mod still works, I'm using it right now with 1.36.
Lord Likhus  [author] 15 Aug, 2023 @ 3:38pm 
@Meat Storm
Fair point. Its a shame this does not work anymore if that is indeed the case. Can you double check? Will update all my mods but appreciate feedback.
Meat Storm 15 Aug, 2023 @ 3:07pm 
bro why do all the good mods go un maintained but anime overhaul mods get updates like every 30 seconds
Burch 8 May, 2022 @ 6:03pm 
This mod is creating several "triggers error codes " the game still runs but I see no way that it could be working (have not tested). I hope to correct the errors and get this mod working again.
Mukaparska 14 Mar, 2022 @ 10:32am 
Mod apparently works, but doesn't seem to make a damn difference in the game. Countries are still equal in technology late game.
Hopeless dysthymia 26 Dec, 2021 @ 4:23pm 
Must have mod
Nug 30 Sep, 2021 @ 11:59am 
Absolutely love this mod for keeping the game a bit more historical but still allowing players to develop provinces for institutions, that being said I'm not sure if this mod is being supported anymore but it could use an update, one issue specifically is that there is no negative modifier for the new 'Aboriginal' tech group.
The Carlist Boi 31 Jul, 2021 @ 11:25am 
ikr, thanks mate! look forward to the update
Lord Likhus  [author] 29 Jul, 2021 @ 1:37pm 
It seems to still be a pretty required mod imo, or something like this. PDX is comitted to the "Guns, Germs and Steel" version of history, so someone has to set it straight :P
Lord Likhus  [author] 29 Jul, 2021 @ 1:35pm 
Oh wow forgot about this thing! it should work 100% But yeah I was going to do a little balancing touch, will do in the weekend
The Carlist Boi 29 Jul, 2021 @ 10:16am 
any update on the update(lol!)
Lord Likhus  [author] 18 May, 2021 @ 2:40pm 
Thanks! will do
Zemurin 16 May, 2021 @ 8:43am 
With the new aboriginal and polynesian culture groups you might wanna update this.
Überkatze 16 May, 2021 @ 7:42am 
t. alberto barbarossa
Lord Likhus  [author] 31 Jan, 2021 @ 8:35am 
it works
to change modifier just open the mod files and change it with notepad
Timey Wimey 31 Jan, 2021 @ 8:31am 
I want to know how to change the modifier.:steamhappy:
Timey Wimey 29 Jan, 2021 @ 5:55am 
Does it work with 1.29.6 ?:mountandbladebird:
Aaronthelemon 11 Apr, 2020 @ 9:01am 
What Update?
Scullex 10 Apr, 2020 @ 4:05pm 
THANKS FOR THE UPDATEZ AND SHIEET, KANG.
Aaronthelemon 15 Feb, 2020 @ 9:20am 
High american is either not affected or same as western. I have played fine with high american.
nickbieter 15 Feb, 2020 @ 9:03am 
ck2 saves introduce High American as a tech group
Aaronthelemon 22 Jan, 2020 @ 10:12am 
It should'nt but converted ck2 saves count as mods. The new launcher added load orders from my understanding so perhaps its overwriting the this mod.
Lord Likhus  [author] 22 Jan, 2020 @ 9:10am 
Yes. As long as it is a vanilla tech group (or MEIOU/VEF/ET) it should work. It doesn't rely on any vanilla files so no matter what the mod changes it should work as long as its the vanilla tech groups. But I don't know if it's something unique about CK2 Import tool.
Aaronthelemon 22 Jan, 2020 @ 5:19am 
Ck2 imports use the vanilla tech groups to my knowledge.
This mod works via a triggered modifier per tech group right?
Lord Likhus  [author] 22 Jan, 2020 @ 2:57am 
Do ck2 import add new tech groups?
like Western, Eastern etc
ZekerNietJoris 21 Jan, 2020 @ 10:41am 
i loaded in a game from ck2 to eu4 maybe thats the problem ?
ZekerNietJoris 21 Jan, 2020 @ 10:40am 
Hi Is this mod still compatible with 1.28? because it doesnt for me
Thanks in advance.
Aaronthelemon 28 Oct, 2019 @ 4:52am 
WE?
Commander Floch 28 Oct, 2019 @ 4:28am 
WE
Überkatze 22 Sep, 2019 @ 12:04pm 
t. alberto barbarossa
Vohen 15 Jun, 2019 @ 9:34pm 
I really love the idea, for the first time I've seen a Ming without the enlightenment in 1821.
But I think it doesn't go quite far enough (I mean, Ming was missing 'only' the enlightenment, and had tech parity with Europe).
YourWorstNightmare 6 Apr, 2019 @ 7:47am 
Is the inequality kept despite every country being able to get global trade at the same time?
Lord Likhus  [author] 16 Mar, 2019 @ 9:41am 
Thank you for the enlightening comment.
Zemurin 16 Mar, 2019 @ 2:23am 
@Lord Likhus: I'm not saying this bug is a /bad/ thing. If anything, your maluses are too small.

-40 to -60 spread is countered by being part of state, prosperity and centers of trade. The -100+ for natives is countered by them being devoured, however even if some SEA sultanates or African natives manage to survive they will be all indistinguishable from majors by the time Vic 2 converter kicks in. Partially westernized at the minimum, most civilized.

I humbly suggest you raise the maluses ever higher. The Ottomans and other muslim/anatolians should be further behind than they currently get (not behind at all), while china frequently manages to spawn enlightenment and be #1 top dog in every category.

Additional -50 across the board (even westerners, yes) should make institution spread a /hard/ thing, just as in RL.
Lord Likhus  [author] 15 Mar, 2019 @ 8:06am 
Will look into it
Zemurin 13 Mar, 2019 @ 10:54am 
I'm seeing this as well, virtually everyone has -15k tech spread because all of the maluses are added together for every nation.
Churchill 4 Jan, 2019 @ 3:18pm 
There is an issue with the current update where if other tech groups are added, the negative modifiers are all added to these new tech groups. This did not use to happen in the old version of the game. I would really be greatfull for a fix.
Lord Likhus  [author] 13 Dec, 2018 @ 5:55am 
The mod works just fine. Why didn't you just test it yourself? The mod is just a file giving some modifiers to the tech groups, it doesn't alter anything. So as long as they don't change/remove tech groups it will work
Aaronthelemon 12 Dec, 2018 @ 4:52pm 
I dont see any reason why this mod wouldnt work for the current verison.
danhsilva 12 Dec, 2018 @ 4:43pm 
Lord Likhus, please update, please update this mod to the new version v1. 28.1.0 Spain (4648)
Aaronthelemon 29 Oct, 2018 @ 10:43am 
nvm something is borked with my steam workshop and files refuse to update.
Lord Likhus  [author] 29 Oct, 2018 @ 10:23am 
Make sure everyone has the same mods and mod version
Aaronthelemon 28 Oct, 2018 @ 3:10pm 
This doesnt seem to work in Multiplayer and results in different checksums.
Aaronthelemon 21 Oct, 2018 @ 5:50am 
@FormerNavalPerson Channel your inner Peter the Great.
TheMavLad 21 Oct, 2018 @ 12:01am 
How is the Russian Empire supposed to be a great empire like in reality when it can't keep up with Poland and Sweden (not to mention in vanilla it is already hard due to once you get larger is becomes very difficult to keep up with the world as embracing institusions is very slow because of how Russia's land is)?
Aaronthelemon 19 Oct, 2018 @ 4:37pm 
oh snap big update. :correctamundo:
★AlienRus★ 19 Oct, 2018 @ 10:06am 
"Update: Now supports [...]MEIOU[...] tech groups!"

Downloading MEIOU right now ah ah
Lord Likhus  [author] 19 Oct, 2018 @ 8:26am 
Added institution bonus/malus to the major mods that adds new tech :)