Two weeks ago, we interviewed Paradox Development Studio on the new converter DLC that lets you import your version of medieval Europe from Crusader Kings II into Europa Univesalis IV . Now that the DLC is out, we went hunting for some of the less than historically accurate groups and nations that can be carried over. From Viking holy orders to a restored Roman Empire, here's how they pan out in EU4.
The Jomsvikings
A Norse Pagan warrior brotherhood that functions as a Holy Order in CK2, the Jomsvikings become a playable Warrior Cult (basically identical to a theocracy) if they survive with landed titles into EU4. In addition to the Land and Naval Forcelimit modifiers they gain from importing the Reformed Norse faith, they also have a unique idea group:
The Jomsvikings Code: Morale of Armies +0.10
The Legend of Jomsborg: Land Forcelimit +15%, Naval Forcelimit +5%
For the Glory of the Allfather: Manpower Recovery Speed +10%
By Thor's Name: Permanent cassus belli against all non-pagans
Adopt Feudal System: Production Efficiency +10%
Implement the Högting: Stability Cost -10%
Valhalla Awaits: Yearly Prestige +1
Their traditions grant a bonus to Leader Shock and Discipline, and completing the tree grants a +10% to Infantry Combat Ability. So, war. And more war. Especially in the early game (when Shock is more important than Fire), they are likely to have one of the scariest armies in the world. I recommend the Quality ideas in the Military group, which will make your soldiers truly peerless.
The Roman Empire
If you managed to restore the Roman Empire as Byzantium using CK2's Legacy of Rome DLC, they will be imported into EU4 as an Empire with a unique idea group:
Pax Romana: National Revolt Risk -1
Legacy of Rome: Diplomatic Reputation +5
S.P.Q.R.: Stability Cost -20%
The Roman Legions: Land Forcelimit +15%, Infantry Combat Ability +10%
Roman Architecture: Production Efficiency +20%
Imperial Bureaucracy: National Tax Modifier +10%
Imperium Sine Fine: Core Creation Cost -20%
Their traditions grant +10% Discipline and +1 Yearly Legitimacy, while completing the track gives you an insane +33% Manpower. This seems more than a little overpowered, based on the other idea groups in the game. But hey, restoring Rome in CK2 isn't easy, so being rewarded with all the tools to become an intercontinental superpower is probably appropriate. In contrast to the Jomsvikings, Rome pairs well with the Quantity military ideas, which should swell your ranks to the point that globally-based legions are barely a tax on your resources.
The High American Tech Group
If your CK2 game was running the Sunset Invasion DLC when you exported it, the Europeans will find a very different version of the Americas when they arrive in EU4. All of the Native American Nations will be lifted up from the New World tech group (200% tech cost, -2 Monarch Power) to a fictional 'High American' tech group, which is identical to the Western tech group (100% tech cost, no monarch power modifiers.)
Central America is blanketed by the Aztec Empire, while their rivals, the Incans (who, if you payed attention to CK2's Aztec Invasion Events, actually invented gunpowder infantry in this universe) dominate South America. Contrary to what I was told in the interview, the other North American states from Vanilla EU4 still exist as independent nations, and they have High American technology. The Creek, Shawnee, and Huron are Feudal Monarchies. the Cherokee have a Theocracy, and the Mayans and Iroquois are.. Merchant Republics, for some reason. All follow the Aztec Religion, save the Incans, and the Shamanist Huron.
The new Aztec and Incan relgions are both considered part of the Pagan religious group. The Aztec Religion grants -1 National Revolt Risk and +0.5 Morale of Armies. The Incan Religion grants +10% Tax Modifier, and +1 Tolerance of the True Faith.
The Aztecs and Incans also get unique idea groups, while the rest of the North Americans use the generic ones.
Aztec ideas are mostly focused on warfare and forcibly colonizing the Old World:
Build the Tepochicalli and the Calmecac: Technology Cost -5%
Enact the Flower Wars: National Revolt Risk -1
Invade the Whiteskins: Naval Attrition -10%, enables Conquistadors and Explorers even if you haven't unlocked the prerequisite tech
State Administration Reform: National Tax Modifier +5%
Found the Imperial Cities: Production Efficiency +5%
Found the Imperial Jaguars and Eagles: Discipline +10%
The Imperial Road Network: Global Tariffs +10%
Aztec traditions grant +5% Infantry Combat Ability and -5% Advisor Cost. Completing the track grants +0.1 Morale of Armies.
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Incan ideas focus more on economy and infrastructure.
Census Record Quipo: National Manpower Modifier +5%
Enforce Quechua: Stability Cost -5%
The Written Word: Technology Cost -10%
Official Axe-monies: National Trade Income +10%
Imperial Gold Trading: Merchants +1
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State Administration Reform: National Tax Modifier +5%
The Imperial Road Network: Global Tariffs +10%
Incan traditions grant +20% Fort Defense and -5% Advisor Cost.Completing the track grants +10% Land Forcelimit.
Eu4 Random New World Seeds
If you haven't yet, check out our review of Europa Universalis IV .
Posted by4 years ago
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Hi,
I recently grabbed all the older extensions from Humblebundle and tried them out. With the Conquest of Paradise mod, I had the problem that I had to deactivate some of my mods to be able to use Random New World. Those mods are usually ironman compatible (they are Bigger Peace/Diplo View, German translation correction and TBARW/transparent map).
When I saved the game and loaded it again, I noticed that it is possible to play with mods on once the world is created. The disadvantage was that the saves I did with mods turned on again are broken, it doesn't seem to save the new world anymore - the provinces I discovered and colonialized are now all over America.
Did anyome else encounter this problem and is there a fix to this?
Eu4 Random New World Models
7 comments
Because generally speaking that's kind of how it worked out historically, and EU is for lack of better description a historical fiction game. Like it or not the game actively tries to steer towards what happened in reality through it's rules and gameplay, and looking at that period of history is a long stream of European nations wandering the world fighting people far more than it is the other way around.
Heck, this is Britain alone:
The nations in white are the ones Britain hasn't fought at one point or another, a good chunk of which took place during the time period in which EU4 is set.
But then half the fun of EU is that if you want you can try to prevent that from having happened. To use your China example playing as the Ming, Zhou, or Qing isn't even very hard. They're big and powerful enough that with the foresight it's only a matter of time before the Europeans arrive you're easily capable of building up your defenses and preparing adequately. The real challenge is trying to survive as one of the smaller cultures, perhaps the islanders or one of the smaller North American peoples, they're pretty tricky to succeed with once the Europeans stomp into town as they inevitably will. Believe me, I've tried.
Eu4 Random New World Mod Sims 4
So in summary you're more than welcome in EU4 to change history. Go for it. Just don't expect it to be easy.
Incidentally it's worth mentioning that Paradox have actually revamped the tech trees in the past, though I forget exactly when and with which expansion they did it. When the game first launched it was damned near impossible to survive as some of the smaller or more isolated cultures, now it's merely really hard. New events are also being added in for different cultures regularly.
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