I mean sure you maybe can adjust your overall strategy a bit (e.g. Go for the ottomans last in a mare nostrum campaign because western tech is bad in early game and good in late game), but that's it. You simply cant change your tech group and there are even more important factors than unit pips anyway. Shock/fire multiplier). For building nothing but military.:D The builds, in text form: THE NAPOLEON: 45% MORALE, 30% INF COMBAT, 105% DISCIPLINE (Quality, Innovative, Religious, Quantity.
Trade changes
Trade flow–
Europa Universalis IV: Third Rome is the first immersion pack for Europa Universalis IV, and builds on the incredible depth of the best-selling historical strategy game. From June 10-12 a team of four heroic content creators, backed by the wider Hearts of Iron community, will do battle with a team of four of the most dastardly devs around. Mar 07, 2018 One thing to note about EU is the choice of ideas is not just what you need but when you need it plus what ideas will you get in your national ideas. You should time your idea choices on when do you expect to need them, plan ahead. Dec 09, 2016 For building nothing but military.:D The builds, in text form: THE NAPOLEON: 45% MORALE, 30% INF COMBAT, 105% DISCIPLINE (Quality, Innovative, Religious, Quantity.
Reworked some trade flows around India and Africa this patch
Biggest change was connecting the Coromandel node to Cape. This means that all that spice trade from Indonesia and the riches of India can flow directly to Cape. And you don’t need to control all of Arabia or Zanzibar trade area.
Significant impact on how colonizers should play early game
Centers of Trade (CoTs)–
Lot more CoTs now
Can be upgraded to level 2 and level 3 CoT, for more trade power among other bonuses. Upgrades cost 200 and 1000 ducats respectively.
Charter company–
Can now buy a province from any nation in a trade company region.
Not cheap; prices scale depending on the province and country development and opinion modifiers.
Trade company–
Can build extra buildings in these trade companies to boost goods, production efficiency, trade power, trade steering and other things.
Expensive, but worth the investment if done right
Colonization changes–
New policies synergize well with ideas groups related to colonization.
Exploration-Expansion policy gives settler increase and -50% native uprising. Which can be combined with Native trading policy giving +50% native assimilation (ass) with no native uprising.
First policies are free, so you can get that perk for no cost.
Use your colonizer to upgrade development in your provinces, although I don’t see much use coming from it honestly. (more testing needed)
Now that we have reviewed all trade and colonization changes in the new patch and DLC. Lets start with our opening moves for Portugal.
Opening moves–
Take scripted discount advisors at the start. So take the level 2 admin and level 3 diplo guy. And any level 1 mil guy.
Set Morocco and Granada as rivals. Set Tunis as your third rival in December, this is to make sure all your rivals don’t band together.
Bring army maintenance to zero.
Mothball all forts and delete the fort in evora
Set 4 light ships to protect trade in sevilla. Set 1 heavy to hunt pirates there. And set the other 2 heavy and 1 light ship to explore west africa. Portugal starts with an explorer even though you don’t have the exploration idea yet. The idea is to explore just west africa soon, as you never know when your explorer might die. This is save you time and diplo points later, as you don’t have to wait for an explorer to start colonizing when you get exploration ideas. Once you are done exploring West Africa, get your explorer to help with protecting trade in Sevilla.
Build light ships to force limit. This will satisfy a mission. Once the mission is done, you can sell your transport if you want, but I prefer to keep mine as shuttling armies to from Ceuta is easier that way.
Ally and RM Castile. Break your alliance with England. You don’t want to fight France early game. Or ever actually.
Now you will be losing money and you will take few loans for the first couple of decades. Just keep paying loans whenever possible. You will be fine. The higher cost advisors are going to die soon as the scripted ones are in their 40s and 50s. After which you can get level 1 advisors which helps with finances a bit.
Early conquests
Regency until 1447.
Start building spy network in morocco for Tangiers.
Granada is a good target for humiliate CB, but you have truce with them will 1448. Unfortunately, Castile’s truce with them expires earlier than yours. So if they go for reconquista, you can’t do much about it.
Ideally, you would want Granada to ally just morocco. And for Castile to join the war with a promise of land. But this doesn’t always happen. You will have to figure out the best time to fight them based on the alliance web in north africa.
Conquest of Tangiers
Your navy is strong enough to have naval dominance over Morocco and Granada. But if they ally Tunis, you can’t take them on your own. Usually there is one alliance between morocco, tlemcen and tunis. So try to ally the third wheel here as they will help you out with promise of land.
Take Tangiers. Humiliate, if possible.
Conquest of Granada
If Granada joins the war against Morocco, humiliate them and peace out. Give a province or two to Castile, if they helped you out.
Try to get humiliate early to get splendor generation going soon, as you have a settler increase perk in the first age. Crucial to establishing the early colonies.
If you ever find Granada all alone without any allies, declare with humiliate rival CB immediately. You can peace out either with humiliate rival or show strength. Humiliate rival needs 40% warscore gives you 30PP and satisfies the age objective. Show strength needs 100% warscore gives you 30pp, 100 monarch points each but it doesn’t satisfy the age objective, which in my opinion is an oversight by devs (hope it gets fixed soon)
Colonization
Beeline to admin tech 5 then get the first colonist ASAP
Colonize Arguin.
In the older patch, it was beneficial to start colonizing the new world next as that gave you more money quicker and it also guaranteed your colonial dominance over the new world.
For the new patch, top priority here is to get full dominance of the cape node as that’s where most of the money is going to come from (India and Indonesia trade ducats)
Colonize West Africa -> Kongo -> Cape.
As soon as you see any other colonizer starting to colonize the new world, you should spare a colonist to start colonization there too. You will have the settler growth advantage, so you should be able to beat them to the first colony which means you get the benefit of Treaty of Tordesillas.
Prioritize colonizing CoTs first then fill in the rest of provinces.
Africa
Colonize West Africa -> Kongo -> Cape -> East Africa.
Start taking provinces from African nations as well.
Focus on taking, coastal CoTs -> all provinces in the trade company areas -> inland CoTs -> gold mines.
Don’t need a big army to conquer these provinces, in fact you don’t need to have a big army until late game.
Naval dominance is key though. Invest heavily on your navy.
Always give your conquered provinces to trade companies. I don’t even bother converting religion first as that gives more unrest and I would rather not deal with rebels when I have a small army and small manpower pool. The religious unity hurts a bit, but we can fix that later with humanist idea group.
Before approaching East Africa, try to get a province from Kilwa as a charter company. They will sell you Sofala which is a CoT and it gives you a foothold for conquests later. Do this before you get a colony there, as the adjacency negative modifier will deter any country from selling you provinces.
New world
Take your time building colonies here, but don’t completely ignore it.
Get the Caribbeans colony going faster for more income and trade power.
Get Mexico colony faster by attacking one the countries there. The Mexican countries might attack your colony later, just enforce peace and join the war. These wars are not difficult as long as you have naval dominance and enough transports to ferry your army.
South East Asia
Start your colonies in SE Asia as soon as you can.
Some seriously rich provinces there which will give you a lot of trade power. Fabricate and attack countries with weak allies. Again as long as you have naval dominance, these wars will be easy.
Provinces here will give you a launching base for future wars in India and China.
Trade Network
High trade income by early to mid game.
Build new trade company buildings.
Company Garrison (local defensiveness and supply limit)- Not worth investment.
Harbor (trade power and local production efficiency)- Prioritize in CoTs. Great investment.
Local Ventures (production efficiency and goods produced)- Prioritize in areas with high value goods, such as, slaves or spices. Very good investments.
Foreign Influence (Tax and local dev cost)- Build if you have money after the above two buildings.
Special investments (limited to 1 per trade company)-
Officers’ Mess and Admiralty (land and naval force limits)- Not worth 1000 ducats.
Property Appraiser (trade steering) and Township (trade value, army tradition)- Great investments, even at 1000 ducats each.
All these trade company building don’t require any build time, which I think might change in future patches. Right now they seem really overpowered.
Upgrade CoTs as soon as you get enough ducats
Start by upgrading the ones in Sevilla node first. Sevilla node isn’t an end node and you need to make sure the outgoing money is minimal. Again the upgrading of CoTs doesn’t take any time, so as soon as you have the money click the button.
Upgrade restrictions-
Cannot upgrade when at war
Cannot have more than 1 level 3 CoT in the same area.
Can only upgrade a CoT if its in a state or a trade company.
Number of level 3 CoTs = Number of merchants.
Upgrade all CoTs from Sevilla -> Ivory coast -> Cape -> Zanzibar -> India -> SE Asia to at least level 2 as soon as you have the ducats.
Europe?
Be opportunistic when it comes to getting some provinces in Europe
Operation Backstab Spain- Need to get more trade power in Sevilla. Get the CoTs with help from France.
France is your long term ally now.
PUs can also give you large areas of land in Europe. Keep an eye on the disputed succession tab.
North Africa
Take control of Safi trade node and taking over morocco is not that hard.
If they are allied to Ottomans just wait till they are busy in another war.
Make sure you release subjects here as Berber provinces have 50% increased coring costs.
Late game conquests
By 1700 you should have complete dominance over African and SE Asia trade nodes. Now you will swimming in money and although you don’t have the strongest army, you can just throw mercs against whoever is strongest in India and Ming. Late game objective is to get all those trade company provinces if you are keen on it.
Ideas
Exploration- For early colonization boost
Expansion- Continue colonization dominance
Offensive/Defensive- Time to buff up your army
Humanist- By this time your religious unity will be suffering, so you need to go humanist. Humanist also has some good policies.
Naval- For the new patch, I recommend going naval next as having the naval dominance is key. And naval ideas and some policies associated with it makes it easier.
Next is up to you. I would go diplo for the extra diplomat and PU possibilities. Then Quality for some army buffs and even more overpowered navy. And finish it up with either another military idea if you feel you need more firepower. Or go trade, to get more merchants which means more level 3 CoTs, just to see how much money you can make!
Change your native policy to native trading and still get no native uprising while having a small boost to good produced
Along with a lot of native assimilation pop up events
Exploration – Naval policy-
OP navy with extra 20% naval engagement
Humanist – Exploration policy-
Settler increase along with an extra 50% native ass. That means with the earlier policy you get 100% native ass. That is a significant boost to economy.
Expansion – Naval policy-
Reduced LD in subjects which is helpful as you will have a lot of subjects.
Later you can get more policies from trade ideas group for more trade power and steering. Not that you will need to make more money.
Institutions
If RNGesus blesses your game, you can spawn Colonialism, Manufactories and Enlightenment.
Spawning Global trade also possible, but a bit harder as Sevilla is not an end node and making it highest value trade node by 1600 is tough.
Develop institutions as you can afford level 5 advisors giving you more monarch points.
Build Manufactories and Universities everywhere for faster institution spread. A
Missions and Events
Follow Portugal mission tree for amazing perks and claims
Good events such as Vasco de Gama event from a mission. Gives you the province of Goa for free.
I’m having a lot of fun playing Portugal and going full colonizer/Trade. It’s a refreshing change from taking all provinces for yourself in most games. The new changes in 1.26/Dharma DLC are great for playing as a colonizer or trade focus. Hope this guide helps out players looking to try their hand at the new and improved Portugal!
Here is a video tutorial if that makes it easier to understand.
With over four thousand mods, the top one hundred of which having between 10K – 300K subscribers, trying to tweak your Europa Universalis IV game can be intimidating. Thankfully, it's hard to go wrong with the quality of the modding community for EUIV as they've made the game almost infinitely replayable.
So instead of gawking at the sheer quantity and quality of mods, let's look at how easy it is to enhance the vanilla game via four key categories to get any megalomaniac started on a fuller EUIV experience.
HOW TO MOD EU4
Getting mods for EUIV, if you have Steam, has become as easy as shopping on Amazon Prime. Simply go to the Steam Workshop for EUIV and any mods you subscribe to will automatically be downloaded onto the launcher. It's there that you can choose to activate or de-activate mods.
Here are some notes to help the first timer:
Check if the mod is up to date with the most recent patch. Once a new expansion comes out you may have to wait a few days, weeks, or even months for bigger mods, until the mod is updated. Thankfully, EUIV will give you a warning if you're about to load a mod that isn't up to date. Also, each mod will tell you on the side menu if it requires certain DLC.
Hey, still want to play that favourite mod of yours but EUIV's latest update ruins your save game? You can always roll back your version to continue your campaign. Check the mod pages on Steam or the Paradox forums on how to do this since it might be different for each mod and version of the game. If all else fails, ask in the comments threads for instructions!
Check if the mods you've selected are compatible with the other mods you've downloaded. This information is usually found on each mod's page as they usually list which mods they are able to run with.
Remember that most mods are Ironman incompatible as they necessarily change balance. If you're achievement hunting, you'll need to find those mods that will tell you on their descriptions that they're Ironman compatible.
Finally, sometimes it takes a while for the interface to properly load the mod's latest version. Check if you have auto-updates enabled for mods and then, if you're unsure, simply relaunch the EUIV launcher to check if all of the mods are present and up to date.
Free cakewalk z3ta vst programs for mac. There are some mods that are too large for Steam Workshop. They will have separate instructions on their respective pages on the Paradox Forum.
The Best EU4 Mods (June 2020)
Extended Timeline
Graphical Map Improvements
A Song of Ice and fire: Game of Thrones
Imperium Universalis
Theatrum Orbis Terrarum (Carthoge Reloaded)
Veritat et Fortitudo
Ranked by number of subscribers on Steam.
EU4 TOTAL CONVERSION MODS
Total Conversion Mods are giant behemoth mods that tweak almost everything about the game. With these, you rarely need any other mods as they are a complete holistic package with a singular vision.
Imperium Universalis
Take a step back in time to the ancient world where the legacy of Alexander the Great still lives and a dream of universal empire looms on the horizon. Imperium Universalis is the Gold Standard of total conversion mods bringing to life the world of 612BC in stunning and meticulously researched detail.
This total suite has everything from map changes to period and nation appropriate events. Take on the role of any of the hundreds of budding empires (or establish one through decisions) vying to make their mark to bring civilization to the world in this magnum opus of a mod. The graphics are beyond compare and the detailing so deep that one might think one is playing Imperator: Romeinstead.
At the time of writing, it is unknown if this mod is still being supported or whether it will be updated to Version 1.30. You may need to roll back your game version and use an older version of EU4 to play.
MEIOU and Taxes
Everything from provinces to government to religion and culture is tweaked, changed, or outright enhanced. Meiou & Taxes even has Pop mechanics and economic simulation which aren't included in the base game (think Victoria). Calling itself the “quintessential” EUIV overhaul mod is no understatement as its added complexity and clarity to the game mechanics is a modding miracle comparable to the jump from SD to HD graphics. You'll find yourself managing parts of empire building you never thought could be experienced. It's the gold standard in uplifting your EUIV experience to the next level.
At the time of writing, this mod is currently only comptable up to Version 1.29.x - rumour has it that M&T 3.0 is in the works.
Veritas et Fortitudo
The other flagship total conversion mod. The impressive technical complexity of Veritas et Fortitudo is just as impressive as M&T but also takes on the ethos of immersing the player in deep event lines and flavour. Once again, everything is changed from graphic interface to ideas to even how vassal integration works. Playing VeF and any other Total Conversion mod is like experiencing a whole new game. VeF makes the vanilla version of EUIV feel like the alpha build and VeF is the finished product.
Currently only compatible with version 1.29.x - a 1.30 version is in the works, but there is no time-frame on when it will be completed because a lot of core systems have been changed. Iron man game for mac.
A Song of Ice and Fire: Game of Thrones - Reboot
This titan of a mod reaches complexity and immersion on par with M&T and VeF but takes it in a totally “non-EUIV” direction: into the realm of Westeros and the lands beyond the Narrow Sea. While not as appropriate for Game of Thrones as its counterpart in the Crusader Kings II Modding scene, this mod still provides an entirely new gaming experience and is one example of where mods can take the game engine. If Westeros is not your scene, let this mod at least be a sign that you can search for any fictional universe to satisfy your cravings to rewrite fictional as well as real history. You can grab it here.
This mod was 'relaunched' in December 2019 and is currently compatible with Version 1.29.x. A 1.30 version is in the works, but no timetable as of yet.
EU4 CREATIVE MODS
Mods are capable of not only enhancing the game engine but can actually co-opt it into a whole new experience. Here are some mods that can push the engine to its very limits.
Better Nation Designer and unlimited points
A previous entry on this list featured the 'Nation Designer Extender: Unlimited' mod, however since it hasn't been updated since late 2018 and is now largely incompatible with modern versions, we've finally replaced it with a new one. Better Nation Designer is a similar mod that aims to roughly give the same functionality as our previous nomination did - giving more options in the nation designer, as well as expanding the available amount of points so you don't feel restricted.
It is currently compatible up to Version 1.29.x and requires the El Dorado DLC.
Missions Expanded
Sometimes finding something else to do with the game doesn't need to be a world-shattering mod, but a simple addition of something missing. In this case, Missions Expanded takes those often-neglected nations such as Oda and Georgia and gives them their own unique and immersive Mission Tree. The Missions Expanded Team has already completed giving all of Europe added flavour and it's only a matter of time before they take on the whole world. While EUIV promises that every nation is playable, sometimes the blandness makes this a chimera. Missions Expanded helps to fix this disparity of quality.
This mod is only compatible up to Version 1.29.x for the moment.
EU4 MECHANICS MODS
Sometimes all you need is a simple game mechanic fix either to address an imbalance or make the game that much more enjoyable. Here's a few that really do the trick.
Extended Timeline Mod
Simple yet incredibly ambitious: this mod allows the player to play from The Second Year of Our Lord to the year 9999. Unlike infinite time mods, this mod actually creates all new mechanics to reflect this extended timeframe. Technologies are tweaked to match the long spread and every single date is filled with researched polities and nations making it an eerily accurate depiction of time from Rome onward (except for the future of course!). Just be wary of the rather bland mechanics as the mod sputters out when you reach modern times. Available here.
Compatible up to Version 1.30.
The Idea Variation
A must have for any EUIV game. This mod creates a thoroughly new Idea and Policy selection which deepens the game and adds nuance to player decisions. Not only can the ideas truly reflect where the player wants to take his or her nation, but also adds supporting elements in policies and buildings that complement these changes. The Idea Variation also increases the number of ideas a nation can take (while lowering the bonuses to preserve balance) allowing for a more incremental but a highly more customized experienced.
Updated to work with Version 1.30.
EU4 COSMETIC MODS
While effects are important, sometimes aesthetics can bring about a totally unforgettable EUIV experience.
Graphical Map Improvements
This is a graphics mod that, instead of going for a new visual style instead tries to enhance the existing one. It features new HD terrain textures, better-looking seasons, better water gfxs, thicker font for country and province names and easier-to-see country, province and state borders. It is compatible up to Version 1.30, and also has several sub-mod variants that can combine with other mods or expand different feature sets.
Theatrum Orbis Terrarum
How to reset casio calculator. TOT is a gorgeous map mod that thrills the senses and pulls the player straight into the aesthetics of the period. This is a mod that needs to be seen and not just described. Still, even with all of these graphical tweaks, this mod crazily improves performance rather than overburdens our GPUs with its better graphics. A miracle and masterpiece, it's like being in front of a truemap of this game world.
The original mod is only compatible up to Version 1.28, however someone else has created a 1.30 compatible version, although it might have a few bugs.
Top EU4 Music Mods
From sight to sound, don't underestimate just how more immersive it is to play EUIV with period or culture appropriate music. While Paradox has done an outstanding job in creating a soundtrack for the game, it's honestly just an emulation of period music. It's as if Hollywood wrote the soundtrack to history. Not anymore! You can get your hands on the actual deal and feel like that victorious yet cultured conqueror.
---------
These mods are presented merely as standing examples of the routes one can take to look for a new EUIV experience. Whether it's enhancement or something totally new — a complete overhaul or small mechanical or cosmetic change, the modding community presents a whole plethora of well-crafted offerings.
There are many great EU4 mods out there so feel free to share your favorites in the comments!
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