Europa Universalis IV

Europa Universalis IV

Common Universalis 4.9
Maximus  [developer] 21 Dec, 2019 @ 5:48am
Suggestions
CU is always open for suggestions. If you have any idea about how to make CU a better mod, please tell us here.

Please do not report any bugs in this thread, report them in Bug Report thread instead.
< >
Showing 1-15 of 28 comments
aaaaa142 22 Dec, 2019 @ 2:15pm 
MING'S Flag is strange
I Feel like the mod is still extremely hard to learn, even with the ingame thing, would be nice if it popped up at the start, if you want to friend me I could give some more indepth of why I was confused
Maximus  [developer] 22 Dec, 2019 @ 4:08pm 
Originally posted by aaaaa142:
MING'S Flag is strange

lol Ming never has a "historical" flag. The flag we choose is the letter of "Ming" in ancient Chinese.
aaaaa142 22 Dec, 2019 @ 5:20pm 
i mean flag of "game". and why use "ancient chinese"? vanlia's mng flag is more correct.ancient chinese don't need
Big D OG 24 Dec, 2019 @ 8:50pm 
Can we go back to the original tech progression?
Alpharion 25 Dec, 2019 @ 5:31am 
Can we have English Localization?
......... 27 Dec, 2019 @ 11:28pm 
I found it strange that estate's corruption doesn't depend from their % of state development. So estate with NO land can influence government's corruption more than estate with like 80% of state land.
Last edited by .........; 27 Dec, 2019 @ 11:53pm
Agraza 1 Jan, 2020 @ 7:22pm 
everyone is too poor to engage the building system, which massively shifts who has tech and who doesn't, making most of western europe backwards for the length of the game.
Beady 8 Jan, 2020 @ 2:17pm 
I like to play on later bookmarks and I've noticed that there isn't any progression in buildings in provinces in the later bookmarks. Surely a province will have a few more buildings after a 300 years? Is this intentional?
yoon 8 Jan, 2020 @ 4:08pm 
Historically, many rulers tried to improve their own economy for many reasons, and fostering industries in one of the important economic policies in many nations. Growth of industry have also been reflected by Eu4 itself. For example, trade goods of Warsaw is cloth in early times, but it is paper in later bookmarks. Some price change events like Bohemian glass or chinaware can be another examples. Therefore, I suggest to add "fostering industry" economic edicts. There are already other trade good change events in Common universalis: finding new mineral and intrdocuing new plants. I think "fostering industry" can be a good supplement for these events. Glass, paper, chinaware, silk, cloth and some other "industrial goods" may be accessed by this edict.
adriaan_schipper 15 Jan, 2020 @ 10:20am 
Having both Maritime and Naval ideas seems excessive to me. I'd merge them into one idea group and then create a more interesting diplomatic idea group in its place. For instance:

- You could have one idea group for mercantilist trade and one for free trade.
- You could have an idea group that focuses on "diplomatically interacting with the estates."
- You could have an idea group focusing on culture conversion. It seems like you've given "force Francien language education" to specifically France. What if you made that an idea group and France was good at forcing Francien language education because it had taken that idea group?
Maximus  [developer] 15 Jan, 2020 @ 8:34pm 
Originally posted by yook9298:
Historically, many rulers tried to improve their own economy for many reasons, and fostering industries in one of the important economic policies in many nations. Growth of industry have also been reflected by Eu4 itself. For example, trade goods of Warsaw is cloth in early times, but it is paper in later bookmarks. Some price change events like Bohemian glass or chinaware can be another examples. Therefore, I suggest to add "fostering industry" economic edicts. There are already other trade good change events in Common universalis: finding new mineral and intrdocuing new plants. I think "fostering industry" can be a good supplement for these events. Glass, paper, chinaware, silk, cloth and some other "industrial goods" may be accessed by this edict.

Truly good suggestion!But, before adding that there are balance issue to consider, as I don't want to see players have all their provinces produce the same goods lol.
Last edited by Maximus; 15 Jan, 2020 @ 8:36pm
pauljdupre 23 Jan, 2020 @ 8:34pm 
Hi! Great work on the new updates. Wanted to make a few comments and suggestions about trade:

First off, is there a reason that the 20% provincial trade power transfer downstream was removed? I feel like it makes commerce development in nodes you already almost completely control feel worthless, which isn't a good feeling. There always comes a point in the game when I wish I had less commerce development to make room for trade development.

Secondly, I think that more of the trade nodes should be changed from what they are in vanilla, as competition is weird and non-existent in some places. For starters, Bordeaux is usually 100% owned by France, though the French have almost no power in the English channel despite having a lot of provinces there. France ends up not interacting with the English channel powers economically, which feels wrong: to fix this, Meiou and Taxes has a single trade node with both the English channel and Bordeaux inside, and France and England therefore compete domestically for trade.

Also on trade nodes, I dislike how in vanilla European powers need to control the west coast of Africa to bring trade home from around the Cape of Africa. It might be worth considering adding connections from say, the Cape to specific European trade nodes.

Again, thanks for the great mod.
pauljdupre 1 Feb, 2020 @ 3:36pm 
Also, I suggest that you either make becoming a world port unrelated to trade efficiency, or make it so taxation level doesn't affect trade efficiency, because as it is it's impossible to get a world port if you have low taxation.
UpTheArts 12 Mar, 2020 @ 9:39am 
Mighty Devs, I hope you are in good health.

I suggest you take a look at Paradox's official 1.30 dev diaries, which introduces many interfaces and variables CU can make good use of (Governing Capacity, Estates, Mercenaries).

For example, Governing Capacity/Cost and Efficiency can now be continuous scaling variables, instead of discrete triggered modifiers. See here;
https://forum.paradoxplaza.com/forum/index.php?threads/euiv-development-diary-14th-of-january-2020.1307998/

Thank you!
< >
Showing 1-15 of 28 comments
Per page: 1530 50