1. Europa Universalis IV
  2. News

Europa Universalis IV News

EUIV: Official Displate store & giveaway!

Europa Universalis IV is turning 10 this month, and we’re celebrating with some small community activities! Please note that there will be no major gameplay updates, but you can expect some giveaways and other exciting things.

Today for instance, we want to announce that we now have an official EU IV Displate store! For those inclined towards some classy merch, these high quality metal posters featuring iconic EUIV art can now finally be yours. (is it truly a battle station without paintings of history’s most famous leaders?)

[h3]Check it out here: https://pdxint.at/3qbFXVG [/h3]

We are also giving away 9 free EUIV Displate posts across our Facebook, Twitter, and Instagram channels, so be sure to check that out too (entries strictly limited to one per person). Winners will be chosen & announced on August 9th.

Community Mod Spotlight - Ages Reformed

Hey all! Today's Mod Spotlight features pretty art and pretty numbers.

Ages Reformed adds a plethora of well-thought-out age objectives and abilities. And, it conveniently plays nice with other popular mods too! we're excited to have MDoulos share it with you.
[h3]---------------[/h3]

Hello Everyone,

I am MDoulos, the creator of Ages Reformed, a mod that completely overhauls and improves the age mechanic that was introduced in Mandate of Heaven. Welcome to the mod spotlight for the mod that adds several small but very meaningful mechanics to the ages feature. If you aren't already using Ages Reformed, I appreciate that you're giving me the opportunity to convince you to try. :)

In this mod spotlight, I’d like to talk about the important features which help improve your gameplay experience. I’ll also briefly mention some of the unimportant features which were created with love, just because they’re cool. So let’s go!


Painting: Ferdinand Pauwels, "Luther Posts His 95 Theses"

Let’s start with an outline of the things touched in Ages Reformed:
  • Selectable Abilities
  • Nation Specific Abilities
  • Age Objectives
  • UI and Artwork
  • Age Painting and Tooltip
  • Mod Compatibility




[h2]Selectable Abilities[/h2]
When I first started playing EU4, I was drawn to and inspired by Ages and Splendor Expanded. In my opinion, the default Ages feature was lacking in depth and I wanted to find a mod that improved it asap. It felt unfinished. I loved ASE, but had my own ideas about improvements that could be made to the age mechanics. So as a new modder (with prior experience in another game/genre), I am deeply appreciative of the blessing I received to use ASE as a base from Melvasul and LimonenZitrone. LZ was extremely helpful in answering my questions early on, and without the expanded mod team’s help, Ages Reformed wouldn’t exist.

One thing ASE did well was expand the number of selectable abilities. This is an obvious improvement over the default which features 7 or 8 broadly available abilities along with 3 or 4 nation-specific abilities. A crucial difference though is my strong distaste for nation-locking abilities and for scroll bars. So I fit as many abilities onto the UI as possible without a scroll bar, and removed the nation-specific element from all abilities.

This resulted in 18 selectable abilities per age. More than double the amount previously available to all nations. And without a scroll bar!

I will talk more about nation-specific abilities in the next section, but basically I made them on by default and reworked selectable abilities to be useful for all nations.
[h2]Permanent and Stacking Bonus Pathways[/h2]
I added two brand new mechanics to Ages: permanent bonuses and stacking bonuses (from age to age).

Many of the abilities you can choose for each age now offer a small permanent bonus that is relevant to the bonus you chose. For example, if you choose the ability called “Hardened Soldiers”, you will receive the primary buff of -25% Land Attrition until the end of the age, but you will also receive a permanent buff called “Endurance” which gives your nation +5% Fort Defense until the end of the game.


Not only does your nation receive a permanent buff, in subsequent ages, choosing a similar ability offers you the chance to improve the previously acquired permanent buff. For example, choosing “Hardened Soldiers” again in a later age, will give your nation +10% Fort Defense until the end of the game.

These stacking bonuses come in groups of three and cover a number of different ability and bonus types including: economy, espionage, religion, military, navy, diplomacy, and more. Choosing the third buff in a stack of three in the third or fourth age will give your nation a “History of “ bonus that drastically improves the nature of the buff. Therefore it can be said that the decisions your people make in the Age of Discovery have a lasting impact on their descendants in the Age of Revolutions!



[h2]Nation Specific Abilities[/h2]
The default age mechanic locks three or four selectable abilities to certain nations only. In Ages Reformed, these ability slots are freed up for all nations and the removed abilities that must have been chosen as the specific nation before are now granted to those nations by default. Example, the Ottomans no longer need to choose the Guns of Orban. They now start the game with the bonus.

In addition, some new nation specific abilities have been added. To see a list of the nation specific abilities present in the game, hover over the icon in the bottom right of the age painting. This list will show all nation specific abilities active from the start of the age. They expire at the end of the age.



[h2]Age Objectives[/h2]
One thing that I set out to “fix” with the objectives feature, was the idea that some of the objectives were not at all able to be accomplished by many nations. For example, in the Age of Discovery, the default mechanic gives landlocked mid-Asian countries the objective to “Discover America”, something severely out of reach for such nations. I looked for opportunities like this to create objectives which were more broadly accomplishable and took it a step further by introducing the concept of region specific objectives. Now it doesn’t matter where you play, you’re almost always guaranteed to see eight objectives per age that your nation can accomplish.



To build on top of this accessibility, some objectives which require getting or building x of thing, now define x differently for different nations. For example, while the objective “Build a Fleet” may require Ming or other large powers to have 10 Light Ships and at least 5 Heavy Ships or 20 Galleys, the same objective only requires 2 Light Ships and at least 1 Heavy Ships or 4 Galleys from tribal nations.

Build a Fleet - Larger fleet required to complete the objective for larger nations.


Build a Fleet - Smaller fleet required to complete the objective for smaller nations (Ex: Sub-Saharan Africa).


[h2]Age Objectives - Fulfilled[/h2]
When fulfilling age objectives, splendor is no longer the only reward. Now each objective fulfilled provides a buff to your country until the end of the age. This information is visible by hovering over the ribbon icon in the bottom right of the age painting. This provides new motivation to achieve certain objectives!



[h2]UI and Artwork[/h2]
As a professional graphic designer, I really put a lot of love into designing the UI for Ages Reformed and I think this is one area where the mod really shines.

Let’s start with the age frame itself. As mentioned previously, I really did not want to use scroll bars, and so my focus was zoomed in on presenting 18 age abilities, 8 age objectives, and 4 age icons (more for compatible mods) in a concise and compelling way.



I mimicked the art style used by Paradox and really strove to make sure the frame and background fit into the game and looked as if what I imagined the default would look like if they had created the same mechanics that I had.

This had me swapping the placement of the age icons, making the age abilities go vertical and increasing the size of the overall frame to accommodate the extra objective per age.

[h2]Region or Religion Specific Artwork[/h2]
One of the most defining characteristics of Ages Reformed is the region, religion, and culture specific objectives, highlighted by the unique artwork for each. Why use a picture of a Catholic cardinal for “Convert Provinces” when playing as an Islamic nation, when a picture of an Imam would add so much visual flavor?



These images were sourced from both historical painting, icons I found or made myself, and other images in the creative commons. To get the right look and to create images that have never existed before in the correct postures and art style, I also used Stable Diffusion (ai) to create or edit the foreground or background of many objective icons. Overall, half of the time developing Ages Reformed was invested in image sourcing online, in SD, and tons of editing and original work in Photoshop.

I spent a lot of time working on this particular feature of Ages Reformed, because removing the one image fits all default and seeing unique and relevant images for the nation you’re playing as adds a ton of flavor and visual interest in my opinion. It really helps immersion!



Take a look at how these age objective icons differ by region, religion, or culture. These examples don’t necessarily include all of the images shown in game for that objective.

Humiliate Rival - In this example, you’ll see this icon if your rival is likely to be (in order): Native, European, Muslim, African, Indian, Steppe (Mongol), Asian, and Aboriginal (Australian Native).


Regional Market Supply - Unique pictures for different cultures and regions.


Build a Fleet - Unique pictures for different cultures and regions.


Great Leader - Unique pictures for different cultures and regions.


Competent Court - Unique pictures for different cultures and regions.


Religious Unity - Unique pictures for each religious group and some individual religions in the game.


Convert Provinces - A unique picture of a missionary for each religion in the game.

And so much more not shown here! The screenshots above don’t necessarily include all icons for the objective.

[h2]Age Paintings and Tooltips[/h2]
I really endeavored to make sure the age paintings stood out. Each painting highlights something significant from each of the four ages. The realistic paintings have been touched up in Photoshop to highlight certain details.

Age of Discovery - Columbus Landing at Guanahani, John Vanderlyn, 1837



Age of Reformation - Luther at the Diet of Worms, by Anton von Werner, 1877



Age of Absolutism - Charles II, by John Michael Wright, 1676



Age of Revolutions - Washington Crossing the Delaware, Emanuel Leutze, 1851


You can hover over the question mark icon in the bottom right of the painting to reveal a tooltip that provides details about each painting.


Each of these three hover buttons provides useful information.
  • Nation Bonuses Listed
  • Objective Rewards Listed
  • Information about the Age Painting


[h2]Mod Compatibility[/h2]
Six compatibility patches were made to make Ages Reformed compatible with other popular mods like Ante Bellum, Anbennar, Victorum Universalis, Albert (AIM), 1356, and Lords of Universalis. In addition, Ages Reformed is confirmed to work with the Expanded Mod Family (it replaces ASE) and over a dozen other widely used mods.

When I made the compatibility patches, I was sure to add custom content that was relevant to the mods themselves. Check out the following screens and images from a few of the mods.

Great Leader (Anbennar) - Unique pictures for different popularly chosen mod-specific races: Elves, Humans, Orcs, Dwarves, Goblins, and Harimari.


Humiliate Rival (Anbennar) - Unique pictures for different mod-specific races: Elves, Humans, Orcs, Dwarves, Centaur, Goblins, Hobgoblins, Harimari.


Competent Court (Anbennar) - Unique pictures for different cultures and regions: Elves (Aelantir), Humans (Cannor), Elves (Cannor), Orcs, Dwarves, Harimari, Humans (Haless), Other.


Age of Feudalism (1356) - The Archoros City, Merl1ncz, 2007


Age of Industrialization (Ante Bellum, Victorum Universalis, Albert AIM) - BASF Werk

[h2]Conclusion[/h2]
Thank you for taking the time to read the mod spotlight, and I hope you enjoy Ages Reformed!

Ages Reformed has been reviewed on youtube.
[previewyoutube][/previewyoutube] (English)
[previewyoutube][/previewyoutube] (Spanish)

You can download the mod from the following links:
Steam Workshop Paradox Plaza

[h3]---------------[/h3]

Thank you MDoulos for this detailed spotlight on ages reformed!

This will be our last Mod Spotlight for a little while... that is until we return for Europa Universalis IV’s 10th Anniversary in August. For such a special occasion we'll be covering a mod long requested. Take your bets on what that is :p

Until then, we'll see you later!

Developer Diary - 1.35 Retrospective

Greetings, and welcome everyone to the last Dev Diary of the Domination cycle! We’ve been active in the forums and receiving your feedback about this expansion and the 1.35 ‘Ottomans’ update for almost 7 months, and now it is time to retire for a well-deserved Summer break. But before we do that, let’s have a retrospective of the past months.

First is first, on June 20th we released the 1.35.4 patch, and on June 27th and July 4th the 1.35.5 and 1.35.6 hotfixes. We think that the most important and urgent reported issues have been addressed, making this the final and stable version of the 1.35 update. Releasing them has been demanding for us, especially 1.35.6, as the Summer Break has already started in other regions, making releases more difficult; but we thought that fixing most of the reported CTDs would make for the better stability we were looking for, and therefore worth it.

Generally speaking, we’re very thankful for the reception of Domination. This expansion was an ambitious project, as we were working on and creating content for most of the Great Powers of the Modern Age at the same time, something never done before in Europa Universalis IV. This was challenging, as the polishing and balancing of the game were set to be the most difficult tackled by Paradox Tinto since our tenure of EUIV started. In this regard, our QA Team did an amazing job, and they deserve to be praised for it; for every bug that slipped through and was reported in the release version, at least 5 had already been internally reported and fixed. Unfortunately, sometimes things will still slip through the cracks - yes, the Chinese floods will haunt us for a while! This is just a sign that even as we we're confident with our QA processes, there's still room for improvement with every new release.

Speaking of the content, we also put a great effort into making the most possible for this expansion. There was also a great challenge regarding this, as most of the countries had already received content in previous DLCs. What we tried to do is to integrate as much as possible the previous systems, mechanics, and features with the new content, which was designed to expand the possibilities and gameplay options of some of the most-played countries of the game. That is, to create new experiences in a 10-year-old game. For some countries, we achieved this better than with others, I think; but we’ll keep working on improving their balance and polish, in order to make Domination a truly must-have DLC. Also, following this line of thought, we have increased the depth of the game, by adding the new, scriptable government system, more reforms and privileges, the new idea groups, etc., for an even deeper experience.

This is something that will make for some of our future plans: keep working on improving the base game and older DLCs as we work on new content. This is the design philosophy of PDX Tinto regarding EUIV’s development, and we’ll continue to work this way in the following months, going through the reports made in the Bug Reports subforum, and gathering the feedback we receive from the community. Coupled with this, we had the release of a new type of DLC, the History Lessons, which albeit not being a massive one, it’s a nice companion to Domination, already having generated interest in players desiring to know more about the History of China and Japan while they play.

Before I finish, I want to note that next month we will be celebrating something that I already mentioned: Europa Universalis IV’s 10th Anniversary! This is really great for Paradox as a whole, as this is the longest-lasting title ever published by the company, and it also makes our Team, led by the original Game Director Johan, to be quite proud of this achievement. Our Marketing Team is also working hard to celebrate with you the history of EUIV throughout the entire month of August, as well!

With nothing more to say to you than thank you for your support with Domination and during these 10 years, I say goodbye until Autumn, when we will talk again about new content for the game. Goodbye!

Patch 1.35.6 is Now Live!

Greetings one and all!

Today we released a hotfix patch to address some crashes that's been annoying us all for a while.

There shouldn't be any issues with 1.35.5 save files although we can never guarantee it.

Please report any bugs in our official bug report forum as we won't be able to collect bug reports from Steam. Thank you for understanding!

###################
# Bugfixes
###################
- Fixed CTD related to region effect filtering out all provinces due to triggers.
- Fixed CTD related to having trade centers as tributaries.
- Fixed CTD fix related to the zone of control tooltips.
- Fixed CTD related to tool tipping a subunit that doesn't belong to a unit.
- Fixed CTD when missing to specify a modifier for opinion effect.
- Fixed CTD related to removing countries from the war which would invalidate paths due to forts blocking.
- Fixed CTD related to declaring war and subjects not having a subject type.

Community Mod Spotlight - Land of the Free

Greetings everyone! And to anyone in the United States celebrating we wish you a happy 4th of July! (Shoutout to Canada day as well) For this USA themed spotlight we will be joined by the well-known Chewy/Chewyshoot who in addition to his content creation, has also dabbled in modding. With no further ado, we'll let Chewy take it away!

[h3]--------[/h3]

Hey y’all, Chewy here. Today I am happy to share my labor of love for the modding community, Land of the Free, a mod that completely overhauls the USA. Ryagi was kind enough to reach out and ask me to tell you a bit about my beloved mod on the Independence Day of my beloved country! So, to all my fellow Americans, happy 4th!

The mod adds a massive amount of content in North America, and a bit to England. The “new world” content includes (but is not limited to):

⦁ The USA with brand new national ideas, government reform, and unique mission tree including content up to and following a Civil War disaster.
⦁ The aforementioned American Civil War disaster, complete with Confederate separation and war.
⦁ A playable Confederate States with their own unique mission tree that addresses their history, culture, as well as the controversial topic of slavery within the nation. Of course, it’s hard to depict a nation such as this without addressing slavery, and I feel that it is presented in the most respectful, yet historically accurate way possible.
⦁ Alternate history paths for the USA as well as the CSA, allowing for post secession abolition and subsequent industrialization of post-bellum south.
⦁ Brand new religions that are mostly unique to North America including Methodism, Southern Baptist, and Latter-day Saints, otherwise known as Mormons.
⦁ New cultures as a part of a new culture group that covers the entirety of the continental USA.
⦁ Multiple bookmarks that allow you to start as early as 1444 to form the USA as England, or later starts in the game that allow you to play as a “newly independent USA” or an even later bookmark that allows you to play as the USA or CSA right as the Civil War has kicked off.



The mod requires the Domination DLC, and tweaks the English colonial mission tree a bit to allow for a natural formation of the Thirteen Colonies while following the flow of the mission tree. The goal is for someone playing to not know it was modded content unless they previously had played England and knew what to expect. The final mission of the branch, “Reorganize the Colonies” is the mission that transfers you to play as your colony on the American East Coast.



“something something no taxation without representation”

And upon finishing a small mission tree designated for the Thirteen Colonies, it’s time to go to war!
As it happened historically, various European nations will offer their help in the form of military leaders, ships, and manpower.


Once independent from the British there is plenty of flavorful events and missions that will lead you through the historical expansion and rise of the United States of America.


Of course, the institution of slavery that existed in the USA up until the 1860’s must be addressed, and this is what will lead to the inevitable Civil War.


However, upon finishing the disaster, the USA will unlock a VERY powerful portion of their mission tree. Without spoiling too much, you will be able to choose to make some major reformations within your government.


And the USA also has a government mechanic that was added alongside it’s 1.35 update to patch it for the Domination DLC. The mechanic is called “Government Trust” and just seems to fit.



There’s MUCH more content but I don’t want to spoil too much for you, and I encourage you to check out the mod yourself and give it a try. A lot of time and effort went into this project over about a year’s time, so I hope you enjoy!

[h3]--------[/h3]

We hope you enjoyed this quick look into Land of the Free. If you are feeling extra enthused to start spilling some tea into Boston the harbor, we encourage you to check out the mod on the steam workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=2677462796

In addition, if you want to hear more from Chewy you can check him out on youtube at both Chewyshoot and Chewbert

Until next time!