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1.36.2 Patch is now LIVE!

Hello everyone! Here is the changelog for version 1.36.2 - our final update of 2023, with 84 fixes in total.

As always, please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems. And be mindful that while these changes shouldn't affect 1.36.0 save games too profoundly, this is something we're not able to fully guarantee.

See you in 2024!



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######################## 1.36.2.0 ###########################
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# Usermodding
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# Other
- Added the custom_desc trait for estates which works exactly like custom_names, but shows the custom description for the estate instead.

###################
# Script
###################
# Achievements
- "Legacy of Saint George" is now doable with either England OR Great Britain.
- "Legacy of Saint George" now accounts for countries reforming into others as well.
- Improved the description of the "Basileus" achievement so it is clear that the Eastern Roman Empire's borders are meant.
- The achievement "Norwegian Wood" is no longer blocked when you form Scandinavia.
- "This Is Persia" now can be completed if you are Eranshahr.

# Decisions
- Restoring the Byzantine Empire will now make you into a monarchy and grant you the Byzantine Autocracy government reform.
- The decision to form Rûm will now rename you to the Seljuk Empire if you do it as AQ or QQ. Atop of this, you will now keep your AQ / QQ missions when you have formed into the Seljuk Empire.
- Fixed a decimal error for the "Contribute Warriors" Estate Decision.

# Events
- The event "Parsi Sanctuary in Sanjan" now no longer locked behind having an advisor who has the Parsi culture.
- MEE_Byzantine_Events.33 about the Ottomans building a castle that would no longer fire if Byzantium won a war against them.
- Fixed a bug where the event "Ottoman Troops Haul Ships" had the wrong event option text.
- The event "The Tripolitanian Rebellion" will now correctly trigger with Tripoli as the revolter tag, not Trier.
- Fixed a small typo for the Teutonic event effects which explains the mission paths.
- Removed reference to 'nodynasty' in the event consort_events.56's description.

#Government
- Enabled the government reform "Karimi Merchants" for King of Kings DLC, as originally intended.
- The government reform "Persian Government" is now available to Zoroastrian Custom Nations.
- The "Legacy of the Safavid" government reform is now linked to the Feudal Theocracy Mechanic. This means gaining the Caliphate will no longer automatically remove the Safavid reform.
- The government reform "Reform the Pronoia System" is now only available to you if you have King of Kings, as intended; the modifiers do not make sense otherwise.
- The government reform "Reform the Pronoia System" is now exclusively available to those who have the Pronoia Mechanic active.
- The government reform "Reform the Pronoia" is available to Roman countries too.
- Fixed missing localization for when you hover over the Pronoia icon to see what effects they have.

# Ideas
- Fixed a typo for the Eranshahr ideas which mentioned a "Zoro" and his infamous religion of "Zoroastrian".

# Missions
- Mamluk's "Center of the Islamic World" mission now takes colonial subjects into account when measuring cultural unification.
- Mamluks no longer receive ex machina cash by canceling the Suez Canal.
- The "Highway of an Empire" Mamluk mission now checks for control and siege.
- The Mamluk Mission "Highway of an Empire" now requires at least 5 buildings in the Sharqiya province and no free building slots.
- Fixed a bug for the Persian "Restore the Avesta" mission where the core was not correctly applied to the province of Daman.
- The Persian mission "Restore the Avesta" will no longer block you from converting your own heretic/heathen provinces to the true faith via Trade Policies.
- Fixed the province highlighting of "A New Eranshahr" / "Indomitable Lion".
- The Persian mission "Protect the West Iranian" now requires 8 Kurdish provinces instead of 10. It also has a fallback in case there are no more Kurdish provinces in the world.
- The second option of the mission reward event "Future of the Pronoia System" will now only trigger the Crownland gain from inheritances every 5 years.
- The estate privilege unlocked by the Byzantine mission "Recover Authority" is no longer locked behind the Byzantine tag.
- Reduced the number of province requirements for the mission geo_catholicos_patriarch.
- Reduced the Patriarch Authority gain per advisor level from the geo_cathedral_living_pillar mission.
- The Byzantine mission "Church in Distress" now requires 20% Patriarch Authority instead of 2000.
- Completing the 'Reorganize the State' mission as Aq Qoyunlu no longer removes the 'Tribal Unity' government reform.
- The AQ and QQ mission "Repopulate Iran" now only requires 500 instead of 600 total development in Persia and only 5 instead of 10 provinces with 15 dev.
- The AQ and QQ mission "Turco-Persian Architecture" now requires you to have 15 Temples, 15 Workshops and 5 Market Places instead of 20 of each.
- The AQ and QQ mission "Legacy of the Seljuk" now only requires you to own 10 provinces in the Khorasan region instead of the whole region.
- The AQ and QQ missions "Break Timur's Bloodline" no longer require you to own Herat. Instead, they will now require you that the Timurids have no provinces in the Persia region.
- Fixed a bug for the Yemen mission "Expel the Sunni" which showed the wrong number of wars to win.
- Added a fallback requirement for the mission "Uniting the Tribes" for NA natives.
- Fixed an issue that prevented Dakota's mission 'Village to the End' from being completed.
- Added a helpful tip in Pegu's mission "Reconquer Dvaravati" to indicate possible rewards if AYU is a subject.
- Fixed an error with the Hungarian and Bohemian missions for Poland.
- Fixed a bug with removing Ming's "Monopoly on Horses" when a subject no longer controls Lhasa.
- Simplified the mission rewards of the EoC mission "Examination System".
- The EoC mission "Examination System" now highlights Xi'An.
- Lubeck's "Organize Hanseatic Diets" mission should now scope to trade league members and subjects in the requirements.
- Crusader missions will now require the tag to be independent or a subject of another Catholic nation.
- Fixed a tooltip bug for the Swedish mission "The German Coastline" where it promises -15% CCR instead of -10%.
- Fixed the missing modifier "Germanic Alliance" for the Swedish mission "The German Coastline".
- Added a helpful tip for the reward of the Restore Hariphunchai mission for Pegu.
- The event Diplomacy with the Emperor of China now correctly appears for the owner of Kyoto.

# Setup
- Fixed a small typo for the startup screen for Byzantium.
- Renamed the Georgian Culture of the Byzantine Culture Group into "Greco-Georgian".
- As a native, you can no longer get the "Push Back the Colonizers" CB against other natives or their tribal land.
- Shirvan no longer starts with a Shia school as a Sunni country.
- Fixed a dynasty typo for Shirvan. Now their rulers are of the dynasty Derbendi instead of the Derbendid.

# Other
- Eyalets, Sphere of Cultural Influence subjects and Pronoias get turned into vassals if their overlord gets annexed by a country that cannot support these subject types.
- Fixed the missing number of Zoroastrian Invitations in the UI if you have no invitations set yet.
- Fixed missing localization for the description of the Zoroastrian Holy Sites.
- Adjusted the localization for the "Supremacy over the Aristocracy" privilege if you are Zoroastrian as Persia.
- The Qizilbash estate has now an Aswaran description should you become Zoroastrian. Also replaced some Qizilbash mentions with the dynamic Aswaran name in case you are Zoroastrian. Note: the unit name is static and cannot be adjusted...
- Fixed the weird adjective for Eranshahr to Iranian.
- The naval doctrine "Tactica" is now available to countries of the Roman primary culture too.
- Releasing Sapmi via Return Province will now spawn them as Catholics instead of Fetishists (they are not Animist to avoid making the Norse events easier to get).
- The estate privilege "Promote Single Market" now benefits from Court Ideas' absolutism penalty reduction.
- The peace treaty "Claim the Norwegian Throne" will no longer mention that Denmark becomes a subject.
- Fixed missing localization for the Ahmudan System once you are attacked/attacking somebody.

###################
# Bugfixes
###################
- Landing a Pronoia no longer clears accumulated liberty desire effects.
- Ottoman decadence no longer influenced by yearly government power modifier.
- Fixed the issue where you would get 25 karma per enemy when honoring a call to arms.
- Fixed an issue where special units would require double manpower to reinforce.
- Fixed issue for custom nation ideas modifiers missing labels.
- Fixed issue with the "For The Glory" achievement.
- Fixed issue with "End Latin Favouritism" decision checking monthly trade income.
- Fixed crashes related to technology specifying unit types that don't have files specified for them.
- Fixed crash related to modifiers for subunits not belonging to a unit.
- Fixed crash related to assigning holy orders while changing UI.
- Fixed a CTD related to the carpet siege army mission.
- Fixed CTDs related to threading if one of the tasks takes too long.


Old 1.36 changelogs: 1.36 1.36.1

Grandest LAN livestreaming event!

Grandest Lan 2023 is here!

Since 2017, EUIV The Grandest Lan Party events have introduced completely new ways of playing EUIV. Together, almost 100 LAN participants will forge their great stories all under one roof.
This Lan consists of multiple nations lead by a team of 2-3 people, these players will work together to gather espionage and enact diplomacy with other teams, keep their nations running smoothly, and work towards their goals. This is not a competitive event! There will be no losers or winners.

And for those who couldn't make it, this event will be streamed live to the world! In addition to the PDX livestream, we'll also be updating our forum post here as well as our Newsfeed on Discord with the latest LAN developments. We hope you enjoy!

Watch the Lan live now on Twitch: twitch.tv/paradoxinteractive

Want more info on the event itself? You can find our Grandest Lan 2023 webpage here!

1.36.1 Hotfix is now LIVE!

Greetings all - today we release the first hotfix for 1.36, with approximately 75 changes in total!

Please report any issues in our bug report forum or submit a support ticket; this is the fastest way for us to see and address any problems. And be mindful that while these changes shouldn't affect 1.36.0 save games too profoundly, this is something we're not able to fully guarantee.


#############################################################
######################## 1.36.1.0 ###########################
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###################
# Interface
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# Other
- Fixed a typo for the Themata event.
- Added special unit modifiers to the country modifier list.

###################
# Script
###################
# Achievements
- Fixed a bug that prevented the achievement "King of Kings" from being earned when you chose the Zoroastrian path.
- The achievements "This is Persia", "The Zoro-Austrians" and "Shahanshah" are now achievable when you form Eranshahr instead of Persia.
- The achievements "The Zoro-Austrians", "Breadbasket of the World" and "Desert Power" now only show up if you have King of Kings enabled as they are not possible to achieve otherwise.
- Fixed the highlighting for "Mehmet's Ambition" so it properly shows the needed provinces.
- The achievement "Around the world in 80 years" now properly requires San Francisco.

# Events
- Fixed the modifier for the ‘Grand Vizier: Inquisitor’ from the event ‘Appointment of the State Minister’, triggered by the Persian decision ‘Select Grand Vizier’. Now it increases instead of reducing the Warscore from Battles.
- The Zoroastrian event chain for Persia now puts a bigger punch against you as there will be significantly more rebels during the event chain.
- Reduced the art progress penalties for the Art Promotion events. The rule of thumb is now that around after 10 events the art is done.
- The event "Parsi Sanctuary in Sanjan" now only fires once per country, but has now a higher chance to trigger.
- The event "A Questions of Faith" will no longer fire for Persia while it is going through the Zoroastrian religion event chain.
- The event "Imereti Declares Independence" will now only trigger during the disaster and when you are not a vassal.
- Fixed a rare bug where pretender rebels can trigger the 10 Imperial Authority event if they enforce their demands.
- The Event "Refusal to Pay Taxes" now has a go-to button.
- Added go-to buttons to several events about Company Investments.
- Added custom tooltips for the event “The Valladolid Debate”.

# Missions
- The Persian mission "Caucasian Conquest" no longer requires you to own direct control over provinces.
- The Persian mission "Expand our Influence" now considers accepted cultures and cultures within your group.
- Fixed a bug that removed the counter of provinces you have culturally converted for the Persian "Language of Poetry" mission.
- Completing the Georgian mission ‘Throne of the Romans’ no longer removes Armenian as an accepted culture. Atop of this, you won't have Georgian as both an accepted and as the primary culture at the same time.
- The Georgian mission ‘Vakhtang's Succession’ can no longer be completed before accepting the starting event.
- The Georgian mission ‘Preventing the Collapse’ now gives the correct reward relating to Estate Loyalty.
- Changed the mission icon for the Armenian mission "The Office of Sparapet".
- Added legitimacy equivalent requirements for Aq Qoyunlu and Qara Qoyunlu missions.
- King of Kings and base-game Aq Qoyunlu missions no longer intersect if Domination is not active.
- Qara Qoyunlu's mission 'Break Timur's Bloodline' now correctly grants the PP reward.
- Added alternative for Ardabil’s 'Establish the Safaviyya' mission in case Golden Century is not active.
- Fixed a trigger for Egypt that prevented the 'Center of the Islamic World' requirement from counting Westernization.
- Mamluks' ‘The Northern Territories’ mission now only gives claims on key states across Anatolia instead of the whole region.
- Adjusted the icons of the default Timurid missions to remove repetition.
- Mission rewards which give an accepted culture and a culture slot alongside it will now mention that you gain +100 Dip points when you have the culture accepted already.
- Added the GUI for more flexible previews, allowing you to preview up to 3 batches of branching missions at the same time.
- The branching missions of Songhai, Sweden, Denmark, Norway, the Ottomans, Ming, Qing, the France missions related to the HRE, and the Japanese missions related to the military have now preview buttons. The branching missions of Mali, Kongo, Poland, Gotland, the religious branch of Japan, the Italian branch of France, and the mission tree of England/GB/Angevin will continue without them for a while due to their mission tree structures, which need a deeper future fix.
- The Aragonese mission ‘Consulate of the Sea’ can now be completed with any trade building.
- Taking the Mandate of Heaven will no longer reset missions in certain outliner cases.
- The Kongo mission "A proper Kingdom" now has its legitimacy requirement only when they are a monarchy.
- Removed a duplicate permanent claim from the Songhai "Conquer Timbuktu" mission.
- Maori mission "Perform a Haka" no longer requires the mission "Gain Mana" for Custom Nations compatibility.
- Enabled Franconian missions for Coburg.
- The Chinese Kingdom mission "Fall of the Great Ming" now properly grants the +1 Tech increase.

# Setup

- The Narikala Fortress monument will now have no culture requirements.
- Syria now has a proper starting ruler.
- The decision to declare the Hanseatic League no longer depends on having fewer than 20 provinces.

# Other
- Aq Qoyunlu can now form Persia without the King of Kings DLC.
- Fixed some mission titles not appearing correctly in the German and Spanish translations.
- The Persian Age Ability is now available for Eranshahr.
- The Qizilbash agenda "Win a Glorious Battle" now scales in its conditions and Army Tradition rewards with age.
- Fixed unit description typos for Stratioti cavalry.
- The Pronoiar Monarchy is now only available to custom nations that pick it in the first place.
- The Byzantine Tier 3 government reform 'Restore the Master of Offices' now provides the proper Global Autonomy Reduction scaling with your Statesman's skills.
- The estate privilege "Development of Temples" for the Brahmins now properly applies the modifier whenever a tax building is built.
- Subjects of the Cultural Sphere of Influence type now count as autonomous subjects (in other words: triggers like "is_subject_other_than_tributary_trigger" and "is_free_or_tributary_trigger" now contain this new subject type too).
- Added fallback for Local Organizations and Holy Orders in King of Kings and Domination, for players who do not own Golden Century.
- The White House monument is now available to all former colonial subjects and countries with their capital in North or South America.

###################
# Bugfixes
###################
- Fixed crash when shift right-clicking multiple alerts.
- Fixed crash related to 0 size navies.
- Fixed overextension impact modifier to scale the effect of overextension.
- Fixed flickering confirmation when attempting to remove subject buildings you haven't built.
- Tooltips saying an advisor is -100% cheaper now say it's 100% more expensive.
- Modifier icons and collected/transferred value text are no longer shown when selecting merchants in the trade node view.
- Fixed a missing modifier icon for the influence_to_vassal_elevation_cost modifier.
- Fixed the icon for the "has_marines" modifier.
- Fixed a privilege icon where the legitimacy icon is way too low.

Europa Universalis 4 is suddenly free to play, but you don't have long

Europa Universalis 4 is a giant. A historically dedicated, sweeping grand strategy sim from Crusader Kings and Cities Skylines 2 creator Paradox, ten years since launch, it remains one of the most in-depth and detailed 4X experiences available on PC. Dozens of different civilizations, four centuries of engrossing, fact-based drama, and - perhaps - more intricacy and depth than Age of Empires and Civ 6 combined - EU4 is now suddenly free to play. But if you want to try it out, you don't have long.


Read the rest of the story...


RELATED LINKS:

Europa Universalis 4 is about to get a big new expansion

Grand strategy giant Europa Universalis 4 gets big Middle East update

The best EU4 mods

Community Mod Spotlight - Europa Expanded. UI and Quality of life.

Hey all! Community Ambassador Ryagi here to bring you the return of mod spotlights! As you might imagine, King of Kings being released kept us busy. But you can expect regularly scheduled mod spotlights starting with this one. And it's a juicy one, especially if you are a UI nerd like me.

Today one of EUIV's most impressive mods makes a return into the light, Europa Expanded. Europa Expanded has had plenty of room to grow with the new modding tools added by 1.36. Join as Stiopa, Lia and LordVarangian share their most recent work on User Interface and quality-of-life updates to the mod. Enjoy!

[h2]------------------[/h2]

Hello again, Europa Universalis Enthusiasts!

Since our first Mod Spotlight for Europa Expanded, 8 months have passed and a lot of new modding changes have happened, and so did Europa Expanded accordingly!

That is why today we’re very excited to present our brand new 1.12.1 “UI” update, and all the fancy UIs and mechanics that came with it! From a complete rework of the “Caliphate” originally introduced in our 1.12 “Caliphate” update, to automatic Advisor re-hiring, a Mission Preview System and more! We will both present these features, as well as talk about the process behind creating them for those who are eager to learn!
So, without further ado, let’s get started!

[h2]Court of Advisors[/h2]

To start off with a very simple but very useful mechanic, we’re delving into our “Court of Advisors” menu, which you can toggle on or off in order to hire a specific level 3 advisor of your faith and culture at a 100% hiring cost markup, rather than having to wait for the right one to appear in the advisor pool! In the future, we also plan to expand on this using government reforms or mission rewards.


Furthermore, you now have the ability to automatically re-hire advisors based on their profession and skill; meaning if your level 1 Natural Scientist dies, the game will automatically hire a new level 1 Natural Scientist!


[h2]Mission Tree Previews[/h2]
Something that long-time fans of Europa Expanded know is that our old system of choosing a mission tree through an event that fires 1 day after game start was rather…imperfect.

In order to make the whole thing not only easier to understand for new players, but also to make it more streamlined and enjoyable to use overall, we’ve developed a system that allows for previewing the entire mission tree before choosing whether you’d like to play with the EE or the PDX one!



Of course, while in this preview mode you will not be able to redeem any rewards, but the requirements and rewards of each mission will still be visible to you; how we accomplished this is explained in the UI Creation section down below~!



[h2]Expanded Vanilla Menus[/h2]
With scripted UI finally giving us the opportunity to tweak mechanics that were previously rather hardcoded, we’ve decided to give some vanilla menus a new coat of paint; and sometimes even intertwined them with mechanics from previous EE updates!

The first of these reworks is that of the Government Screen;
The window for Government Mechanics has doubled in size (assuming sufficient screen space is available for it) to make using multiple mechanics concurrently more comfortable, and Absolutism has received its own dedicated window, similar to the Disasters window!


Ever since the introduction of Absolutism, we’ve felt that there was never any interactions created specifically for it. It has been inserted into Increase Stability, Harsh Treatment, Strengthen Government and Decrease Autonomy, all 4 of which you can exhaust if you have a stable and prosperous country. As such we have decided to add Conduct Public Executions, allowing you to always expend a portion of your military power at a competitive, albeit quickly-increasing price. Another interaction we have added is Appoint Absolutist Ministers inspired by ministers like Richelieu, Buckingham and Pombal. This toggle has two use-cases: a source of Max Absolutism for nations with Max Absolutism above 100 and a source of Yearly Absolutism with Statesman advisor for rich nations looking for a source of passive increase.
Lastly, nations that are willing to conduct many executions (a rather risky enterprise!) in a short period of time may enter into period of Reign of Terror, a state in which they may benefit from extra Harsh Treatment Cost and Max Absolutism, though entering the state may be difficult without the L’etat c’est moi Government Reform that reduces the threshold.

Absolutism isn’t the only such example of a gameplay element we’d like to further expand.
In similar fashion, we’d like to add & rework interactions for economy, and we have plans here underway, concerning Inflation & Mercantilism.



The second rework we’ve done is that of the decentralized HRE;
The release of the “Emperor” DLC added some much needed choices within the Holy Roman Empire, allowing you to either Centralize or Decentralize. The former however had always been the strongest choice, with the latter not offering much in terms of internal management and roleplaying ability. This is a problem, as the entire mechanic should not be something you forget after you pass all reforms.
In our update of Austria, it was possible for the Austrians to unlock special imperial titles in case of fully decentralizing the HRE, which could be handed out to princes in order to provide them with strong benefits.
Now, we have turned it into a universal mechanic included in the “Reichskrieg” reform of the HRE, and gave it a wonderful UI for it as well!



These Imperial Titles can either be assigned by the Emperor through a Diplomatic Action, or be requested by a member clicking one of the unoccupied positions if they match the needed criteria, and each title provides buffs relevant to their focus - Economy, Military or Religion!






Let’s say that you’re Austria, and you have a very strong Prussian ally that has been fighting wars against Poland and been successful, granting them the “Imperial Marshal” title would not only benefit them to win harder, but also grant you Imperial Authority per battle Prussia wins.


Imperial Princes themselves may wish to request some of these titles for themselves, as they grant really strong bonuses should you be granted one of them. Whilst not implemented yet, bribing or using favors against the Emperor to claim these would give the player even more reasons to stay in friendly relations, besides worrying about Unlawful Territory and sometimes using their armies for your own wars.

Freedom is the core tenet of our design philosophy, which is why in the future we plan to make it so the Emperor can claim all of these titles if they so wish, but at the cost of significant support from the Princes and the Electors. Allowing the player the choice to do that would also add a risky yet rewarding way to use this feature, gaining strong bonuses at the cost of your Emperorship if you do not find a way to justify your unjust actions, either through bribery or maintaining a high opinion and diplomatic reputation.
[h2]The Caliphate Window[/h2]
But the above uses do not yet showcase the full potential of the scripted UI introduced with 1.36!
Behold! The Caliphate Window, a highly requested feature by many, finally made possible, a testament of what is possible.




Now, any muslim country may claim and seize the title of the Caliph, gaining access to Fatwas - religious rulings granting bonuses to the Caliph and all muslims of their denomination!
We wanted these Fatwas to be different than for example EoC decrees, in that they shouldn’t only benefit a select group, but the entire faith - additionally, we wanted them to be somewhat based on historical precedents, such as “Permit Taqiyya” for example being based on the Oran Fatwa that permitted the muslims in post-reconquista iberia to preach their religion in secret to save them from prosecution!
And to keep it balanced, they carry a cost of 20 Authority with them, meaning that while you gain the benefits of the Fatwa, it’s not a no-brainer “get buffs” button, as in the process you lose the benefits of having a high Authority.
Unify Islam” is also no longer a decision that Muslim nations can take, but rather is now a button within the Caliphate Window, with multiple ways you can become the uncontested leader of Islam! You may either simply collect all the Holy Sites of Islam like it was required of the vanilla decision, or you can maximize your Authority to get away with only owning most of them.
This especially allows for much better roleplay, since as an Ottoman Caliph you will no longer have to blob all the way into central asia or Yemen in order to Unite Islam, and can instead stay within the boundaries of the Roman Empire!



And this new Caliphate Window doesn’t just show these glimpses, but it also offers:
  • genuine Authority mechanics with scaling modifiers
  • Jihad targets just like a Crusade target

With some additional information on how we created it down in the UI Creation section!

[h2]QoL Improvements[/h2]
But folks, that is STILL not everything! In our quest to improve the game even further, we’ve decided to visit some of our EU4 pet-peeves and create Quality of Life solutions for them!
So let’s not beat around the bush for long, and get started right with the likely most popular one; Automatic Colonization!



This window, opened through a “Colonial Policy” button next to the Native Policies, allows you to assign a set number of autonomous colonists to any available region.
We designed the Region list to resemble the Trade Interface, with Regions instead of Trade Nodes, as we felt that this was a good match, trade and colonization being intertwined and all, with the Autonomous Colonists field being based on the Autonomous Missionaries field!

Since there is no effect to send a colonist, we chose to simply establish 10 settler colonies as if you sent a colonist and immediately recalled them.
You can assign any number of them, even above your colonist limit, which is a design decision we made due to successful colonizers often being able to afford the cost penalty of having more colonies than colonists, even if it does technically allow a player to quickly bankrupt themselves by establishing 50 colonies at once!
This also means that once you assign the number of colonies you want to maintain at any given time, the micromanagement part will cease as the colonists will keep colonizing until there is nothing left, while you will be able to engage in more involved gameplay!

Furthermore, without changing too much of the inherent functionality of the vanilla versions, we’ve also reworked estate decisions into being part of the Estates Window.



To fit into the Estate Window as a natural element, we’ve chosen to make it look similar to the individual estates with their privileges, representing each Estate Interaction with the icon used in the privilege that unlocks it!
The most difficult part in creating this wasn’t the design process itself, either, but rather processing all the estate privileges, decisions and localization from their original form into these scripted buttons.

We’ve even ended up creating a script in Python that automatically parses the game files into this form, because doing it by hand is simply very tedious; manually defining the matching privilege icons for each estate decision, putting the triggers and effects into the buttons as dozens of if-elses for each estate, figuring out which estate should be jumped to upon pressing the “next” or “previous” buttons, result in thousands of lines total, after all!

And we’ve added a Macrobuilder for Trade Company Investments within the Trade Node Window!



There is not much here to explain regarding design; we’ve simply taken the click-based vanilla TC Investment macrobuilder window, and added it here, with each click building as much as possible!

Lastly, here’s a few more buttons we’ve added you think you should see, including a button to request control of a province from an ally! We’ve also added a button to toggle colorization of your subjects, something we know many players would like as a core feature!



But, as this is not a Dev Diary, now we’re getting to the really juicy part!

UI Creation

[h3]Part 1: Court of Advisors[/h3]
For the Court of Advisors, we needed to fit every kind of advisor into the same approximate space that is usually used to show maybe 4 advisors simultaneously at best; so we had to shrink down all the information about an advisor down into much smaller area:

During this design process, we still had to make sure that it captured the vanilla essence as well, so we retained all the same elements in the same style; just smaller! Luckily, since our advisors would all be created with a random name, at a random age (usually around 30), and be technically from the capital, we were able to leave out the age and birthplace information, and substituted the name field for the profession!

Now, for the re-hiring toggle, we simply used the vanilla promotion button as a base, added a refresh symbol to it and positioned it below the firing button; this way it fit perfectly into the vanilla aesthetic without seeming out of place.
[h3]Part 2: Mission Previews[/h3]
In the vanilla branching mission preview system, redeeming rewards is blocked by the mission requirements themselves, but of course this was not an option for previewing entire trees; we would have had to modify every single mission tree extensively, making compatibility and maintenance extremely difficult.
Thus, we came up with a little trick based on EU4s transparency handling:


The buttons we use for the preview choices themselves are also based directly on the branching mission preview system from vanilla in order to feel natural and not stand out.
[h3]Part 3: The Caliphate[/h3]
For our Caliphate Window, we used inspirations from several different Windows present in vanilla; the Papacy, the HRE, the Coptic Holy Sites, and even the Empire of China!
We wanted to make sure that despite being new and unique, nothing feels foreign, so a lot of the elements are based on what these other Windows already employed!



That is where we’ll conclude today’s Spotlight. Showcasing our new shiny content, as well as explaining the design and creation process behind them was really fun, as we hope that in the future other modders will be able to utilize this UI to the extent we did for 1.12.1!

Now, we hope you are as thrilled about the mod as we are!
If you are interested in checking the UI out live, do so by downloading the mod:

If you have any questions for us, join us on our Discord Server.
Have a cheery Friday!