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Europa Universalis IV

Luzur

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so, any news on the EU mod front?
 

Grinolf

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so, any news on the EU mod front?

There are a three overhaul mods: Veritas et Fortitudo, MEIOU and Taxes and Mundus Non Sufficit. Each currently in the beta stage i.e. pretty playable but hardly feel complete and properly balanced. The first one currently have the most features and I like their map much more. But a start date there was unneedlessly pushed at the start of XIV century, that created problems with integrating Dei Gratia, so religions there are lacking much more, than in other two.
 

Luzur

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so, any news on the EU mod front?

There are a three overhaul mods: Veritas et Fortitudo, MEIOU and Taxes and Mundus Non Sufficit. Each currently in the beta stage i.e. pretty playable but hardly feel complete and properly balanced. The first one currently have the most features and I like their map much more. But a start date there was unneedlessly pushed at the start of XIV century, that created problems with integrating Dei Gratia, so religions there are lacking much more, than in other two.

so in other words, no not yet.
 
Joined
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Haven't found anything new myself, but if you haven't tried Meow and Taxes, I highly recommend it. I've been playing it for a while now, and the more I play the more nice touches I find here and there.
It's a bit heavy performance-wise, but it's been worth it for me, so far: better religions (both conversion mechanics and decisions/events/modifiers); more provinces + rebalanced CB generation makes countries more stable, expansion more gradual and the world a bit less of a random clusterfuck; and trade map seems more sensible to me.
It's still EU4 underneath, though. I'd be playing CK2 instead, but I'm waiting for Pdox to fix the shit they've broken with RoI (and also on Trash's modpack).
 
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Vaarna_Aarne

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Pdox modders tend to have a fetish for making far too grandiose additions without any regard for functionality or feasibility.
 

Malakal

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Well they added hundreds of new provinces and tags, who knows how many events (thousands?) not to mention pimped out visuals. Considering the game runs on a province basis and there are many checks per province it puts a great strain on the game speed.

Of course if Paradox could code for shit it wouldnt be an issue in 2014. But then again we have a MP lobby that crashes after about 200 lines of chat every time so yeah... competent.
 

Grinolf

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It is even more affected by the additional trade nodes, which are a very resourse heavy part of the game. Still last time, when I checked, 5 speed was something like 3 speed in vanilla, that is perfectly playable.
 

Space Satan

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Dev Diary: Religion

Reformed
First up is the Reformed Religion, the Calvinist faith that was particularly embraced by the Dutch in this time frame. We figured that doing something for the Dutch would be an appropriate thing for our trade themed expansion. It is a distinct religion in EU4 and has an increasing chance of spawning in a European province that has been Protestant for a long time. It also has an increased chance of appearing in nations that have selected more innovative ideas.

For Wealth of Nations Reformed nations can direct the industriousness of their people via a new concept called Fervor. The player will get a base value of 2 Fervor points per month if the nation is at peace and 1 per month if it is at war. Like most things in EU, this rate is also infuenced by things like prestige and stability. If its not used it’s stored. So how do you use it? Reformed nations have 3 place to focus their Fervor: Trade (Global Trade Power and Trade Steering bonus), War (Morale of Armies and Morale of Navies) and Stability (National Revolt Risk and Diplomatic Reputation). The player can activate one or more of these but each will cost 5 Fervor each month, which means that your nations needs to be fairly stable and at peace the be able to run one permanently - but you can also save up so run several at once for a power boost in times of crisis or expansion. We have also changed one of the Reformed religions regular modifiers from +10% trade efficiency to +2 tolerance for heretics, instead.

Hindus
Since we are adding East India Companies to Asia and Africa, we wanted to see if we could add something more to make it more interesting to play in India as a local and not just as a European conqueror. For one thing, we have added about 50 new events for Hindu rulers that deal with the Hindu religion (and we’ve added some nice new art for ambience). We have also added a personal deity system.

If you have the WoN expansion, Hinduism will lose its regular modifiers. Instead you get to pick a deity to follow. You can choose from Shiva, Ganesha, Surya, Ganga, Shakti and Vishnu. Each god has its own bonuses (and also specific interesting events as mentioned earlier). The ruler picks a deity for life, but when the ruler dies you get to pick a new one (though there is also a rare event that lets you change while the monarch lives). This is going to add an interesting new dimension as you build your Hindu empire in an interesting part of the world that we might revisit in the future in another expansion or add-on.

Papacy
And finally, as a little extra to those who buy Wealth of Nations, you will now be able to automate cardinal influence, by using a checkbox next to each cardinal. With that checked the game will automatically assign enough influence to selected cardinals to keep your guy ahead in the competition. This is mostly to avoid the busy work of fighting to add +5 here and there to keep France out of the Throne of Peter.

That’s it for this week. Next week, we will talk a bit about the diplomatic additions that come with Wealth of Nations.
 

Tytus

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I've been playing Veritas et Fortitudo and it's hard for me to back to the Vanilla experience. True that some changes are weird and it has a lot of nast bugs. However the amount of new options at my disposal is awesome. There is finally something to do other than go to war and it makes the game a lot more fun. When the Wealth of Nations come out I hope VeF will make a new version for the mod to include the new features.
 

Malakal

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Literally nothing added again.

Hey, at least cardinals are less tedious. But other than that...

Yea how about some fucking NEW FEATURES instead of cosmetic changes that modders could add in 5 min.

How about a better naval warfare system? Re balancing of monarch points? Reworking non European nations? Adding a real Papacy and Curia? Domestic policies or just anything to do while at peace?

Its another in the series of DLC I dont feel the least need to buy.
 

Chef_Hathaway

King of the Juice
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Divinity: Original Sin BattleTech
That's why I always think of the EU series as the weakest of the Pdox games, tries to do too much and succeeds at none of it. HoI has better combat, Vic has better peace time, and CK is just CK and fun.
 

Kane

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PC RPG Website of the Year, 2015
Literally nothing added again.

Hey, at least cardinals are less tedious. But other than that...

Yea how about some fucking NEW FEATURES instead of cosmetic changes that modders could add in 5 min.

How about a better naval warfare system? Re balancing of monarch points? Reworking non European nations? Adding a real Papacy and Curia? Domestic policies or just anything to do while at peace?

Its another in the series of DLC I dont feel the least need to buy.
The first two DLCs so far have been completely useless. Not even worthless, but useless.
 

Tytus

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Literally nothing added again.

Hey, at least cardinals are less tedious. But other than that...

Yea how about some fucking NEW FEATURES instead of cosmetic changes that modders could add in 5 min.

How about a better naval warfare system? Re balancing of monarch points? Reworking non European nations? Adding a real Papacy and Curia? Domestic policies or just anything to do while at peace?

Its another in the series of DLC I dont feel the least need to buy.
The first two DLCs so far have been completely useless. Not even worthless, but useless.

Don't agree. As much as they didn't change much, they added the colonial areas system which was important. Finally there is no situation when I completely defeated a country in Europe but because it has colonies it doesn't really matter. And the country exists like nothing happened.
 

Vaarna_Aarne

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Yea, colonial nations was a very good addition, both in terms of warscore balance but also in terms of reducing excess micro.

The migration and other stuff they did for Native Americans could prove a handy thing in the long run as well, if it were expanded upon and not treated as just a phase.
 

Malakal

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I agree on the colonial nations, the single thing they added that makes sense. Now they should add a nomadic system, Japanese system, China system, Catholic system for investiture and Curia and rework colonization itself so its no longer sending colonists until the colony hits 1k. But I'm quite sure they wont add shit.
 

Grinolf

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Not sure about the first one, but the rest of the EU series were pretty bland games with great opportunities for modders. In that regard it is quite similiar to TES series. So nothing new there. In fact EU4 is far less bland than EU3 and I could still play this game after tasting some mods, compared to vanilla EU3, which is completely unplayable for me now.
What Paradox should concentrating on is to making all their new features as less hardcoded as possible.
 

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