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Community Mod Spotlight - Mesoamerican Expansion

Embark on a Fascinating Journey: Discovering Mesoamerica's Rich History through the Mesoamerican Expansion Mod Created as part of the 2023 EU4 Modathon!

Hello Everyone,

I am Minnator, one of the creators of the Mesoamerican Expansion, a mod that completely overhauls the Central American region also known as Mesoamerica.
I am happy to welcome you to a mod that was created during the 2023 Modathon and thus created in a very strict time frame of two weeks. Even though time was scarce the mod is filled with secrets, flavor and a very interesting story to its creation.

In this mod spotlight I not only want to show you around the content we have done, but also showcase how we did it during the Modathon and how you can take part in the next Modathon yourself. But more about that later.


[h3]Let’s start with a rough overview of what we have for you today:[/h3]
  • How the mod came to be
  • Map changes
  • Reworked Nahuatl religion
  • New government reforms
  • New generic mission tree
  • New Aztec mission tree
  • New buildings
  • New government mechanics
  • New disaster
  • New estate privileges
  • Three new music tracks
  • The next Modathon


How the mod came to be

A few years ago a close friend of mine found himself playing the natives in the new world, but since they seriously lacked content, we decided to sit down and make a mod to enrich the area with gameplay mechanics we thought could make this type of gameplay more interesting, and better yet, more fun to play.
This summer, Khyler messaged me about the upcoming Modathon, and the choice to participate was easily made. After some thought, we decided to revisit the concept that had once introduced us to the EU4 modding community in the first place; New World Natives. This coincided nicely with the idea of another Modder by the name of Varaan, who was searching for contributors to a Meso-American mod. And just like that, the concept and team for our mod were set, ready for the 2023 Modathon.

During our team meeting, we each took on roles that played to our strengths: Varaan focused on missions, Khyler on the soundtrack, I handled map edits, government mechanics, disasters, and other smaller tasks, and Verinity Void provided historical text whenever necessary.

Our aim with the mod was to give immersive, yet challenging, gameplay to the Aztec nation as well as the countries surrounding them. There were also plans to do the same for the Maya, but sadly time ran out and we had to cut it from the finished mod.

[h2]Map Changes[/h2]
Regarding the vanilla Map in the Mesoamerican region we quickly noticed that there were too few provinces to ensure an entertaining gameplay until the colonizers arrived. Thus we decided to add a total of 17 new provinces to the map. As there is not a lot of documentation on how this region was split up in the 15th century we decided to settle on a relatively accurate map that displayed part of the region and added provinces named and located after cities and settlements from said map.
All in the image highlighted provinces where added


[h2]Reworked Nahuatl religion[/h2]
In vanilla the Nahuatl faith is represented using religious reforms which are accompanied by the Doom mechanic. This usually makes for a tedious and one-dimensional gameplay forcing the player to continuously keep an eye on their doom, losing all vassals five times until the religion can be reformed.
We wanted a completely different system that enhanced the existing Doom, removed the religious reforms and added fun and entertaining ways to manage the Doom. We used the now moddable government mechanics to display and visualize doom while the options to handle it are spread across the entire mod.



But that's not all. To further enhance the experience we decided to use the Religious Schools system that is found in the Muslim religion group in vanilla EU4.



[h3]Tezcatlipoca[/h3]
Tezcatlipoca was one of the major gods in the Aztec religion, playing a significant role in their cosmology and mythology. Often referred to as the "Smoking Mirror", Tezcatlipoca was associated with various aspects including creation, destruction, destiny, sorcery, and change. He held a complex and dual nature, embodying both light and darkness, creation and destruction.


[h3]Tlaloc[/h3]
Tlaloc was the Aztec god of rain, fertility, and agriculture. He was often portrayed with goggle-like eyes and fangs. Tlaloc was crucial to agricultural success, as rain was essential for crop growth. Offerings and ceremonies were made to appease Tlaloc and secure his favor, especially during the rainy season.


[h3]Quetzacoatl[/h3]
Quetzalcoatl, known as the "Feathered Serpent", was a prominent Aztec deity associated with wisdom, creation, and wind. He was depicted as a feathered serpent or a human figure with a bearded face. Quetzalcoatl was often seen as a bringer of civilization and culture, associated with arts, learning, and rulership. His rivalry with Tezcatlipoca was central to Aztec mythology, representing the balance of opposing forces in the world



[h3]Huitzilopochtli[/h3]
Huitzilopochtli was the Aztec god of war and the sun, often depicted as a hummingbird or an eagle. He was a central figure in Aztec mythology and society, associated with military prowess and protection. Human sacrifices were dedicated to him to ensure victory in battle and the continuation of the sun's journey across the sky



[h2]New government reforms[/h2]
With the aim to represent the culture, politics and diplomatic situation of the Mesoamerican realm back in 1444 and the following centuries until their downfall to the colonizers we created several unique government reforms. Almost all of the added reforms are deeply intertwined with our government mechanics such as the Doom, Colonial Influence and the Power Struggle. Further down in the Spotlight we will see that a disaster is also controlled and set by a government reform. Here I will present to you a few of my personal favorites:



But there is one Diplomatic relation you might have heard of: The Triple Alliance. We also tried to show it as accurately as possible by our own interpretation of it:



[h3]New generic mission tree[/h3]
As this mod was made during the Modathon 2023 we had a very limited timeframe of 14 days to accomplish our goals. This means that extensive mission trees for multiple countries was just not in the budget, so we decided to instead create an engaging 38 missions long generic mission tree that is accessible to all Nahuatl nations in the mesoamerican region.

This generic mission tree is different from most vanilla generic missions. It not only has some basic conquest and some simple build up mission. It hosts options to improve your already existing realm, battle the colonizers, do a sunset invasion and is even going as far as to give you the chance to take revenge for what the colonizers did to you and your people by sacrificing the pope or the emperor of China.





[h3]New Aztec mission tree[/h3]
Given our very limited time of only 14(!) days to produce a fully functional mod, we decided that we could only focus on one country’s unique mission tree, and with their rich history our choice obviously was to create said mission tree for the Aztecs. When Varaan proposed to make a 54-mission tree for the Aztecs in this short time I thought he was crazy! However, he surprised us all by not only delivering on that promise but also completing the additional generic mission tree within that time. This was possible only due to modding tools created by the community but more on that later.
So let’s dive into the Aztec Mission tree and see what it has to offer!



With EU4 only having the mesoamerican region colonized at the start of the game and the surrounding regions only populated by migratory tribes, we wanted to offer the player an option to properly expand past the borders of Mesoamerica. As we deemed colonists unfitting, we settled on giving access to the Siberian frontier mechanic for a limited timeframe that could be regained, for a price.


In the next part of the mission tree we will focus on the development of infrastructure.
Instead of giving static and repetitive rewards we focused on giving bonuses to already existing modifiers and mechanics or giving the player a choice by completing missions in different ways.
Here a few highlights:

The next portion focuses on historic structures of Aztec Importance, as well as the historic production of goods.
We also expanded on an alternate path Aztec history could have taken.

This is just a preview of what is waiting for you!

The finishing touch to the mission tree obviously is how to handle the colonizers. There not only is a disaster as shown further in the Spotlight, but also a bunch of alternative timeline missions such as enforcing your rule on the Christianity, the Emperor of China and even the Shogunate of Japan!
But all of these targets are far over the sea so that means we need to tame the oceans first before we can bring the fight to the colonizers themselves.
This struggle over supremacy on the seas is displayed extensively as well.
Instead of spoiling everything we have created for you I will just give you a small highlight of what is to come:


[h3]New Buildings[/h3]
As we reshaped the gameplay for the mesoamerican region we had the idea to introduce new buildings and modify existing ones to better fit our scope. Marked in red I highlighted the buildings we added and I also have a preview of what to expect:



[h3]Government Mechanics[/h3]
When the Modathon took place and we were creating our mod the beloved government mechanics had become moddable in the then latest patch. As they are a powerful and amazing tool to represent and manage historic values of a country or disasters we promptly used them for both.

[h3]Doom[/h3]

When thinking of the Mesoamerican region in EU4 the first thing that comes to mind is the painful doom mechanic that poses a significant challenge. We set our aim to increase the experience in the region so we definitely had to do something about it.
So we converted it to a government mechanic, gave it some new textures and adapted all vanilla ways to handle doom to fit our representation of it.
Let's dive a bit more into how it works:

Doom represents how satisfied the gods are with you, and historically the Aztecs tried to calm their gods by sacrificing humans and their blood to worship them.
So we made it possible to sacrifice your ruler, pay people to sacrifice them, raid your neighbors to gather prisoners of war to sacrifice them, sacrifice your subjects ruler and heirs and finally, your heir, if your ruler is cruel.
There are also some special events and cases depending on your ruler that can cause either the gain of Doom or the loss.



Using the Sacrificial Raids casus belli, which can be obtained via one of the interactions in the Doom mechanic, will enable a special peace treaty:


[h3]Colonial Influence[/h3]

But Doom will not be the only stepping stone on your way to supremacy. There also is the so-called Colonial Influence.
Colonial Influence will become available once you have reformed your religion and the first colonizing nation has a colony on your border.
This will slowly make the bar load up and if it reaches 100% it will trigger the disaster Struggle for Power, which I will address in a second, and destroy the gold price for several years as your mines are being looted by the colonizers.
There are two interactions to try and handle Colonial Influence. Both of them focus on actively reducing government power. Of course, there are also a ton of events that will follow you and your way taking care of this threat.


As you are inevitably bound to succumb to the Colonial Influence, the Disaster “Struggle for Power” will start and show the last government mechanic I have for you today.

[h3]Struggle for Power[/h3]
The Power struggle will be announced by several events leading up to it.


On the left is the disaster itself and on the right is the government mechanic
The Disaster itself has two possible outcomes which makes it unique.
As Shown in the tooltip you can either win or lose. And which case will happen is determined by the so-called Scales Weighing. The last Government mechanic I added.
The disaster is short but hurtful but if you are up for a challenge, you can decide to make it even harder so that it might yield a better reward upon ending.

Over the course of the next few months several events will fire until your scales weighing either reaches -100 or 100. Depending on what you reach will you either lose or win which will affect the “reward” you will be given.
Here are some examples what the events will look like:

[h3]Estate Privileges[/h3]
I also have some new estate privileges for you that are meant to intertwine with the other mechanics we introduced and give them some more depth.
Some of these privileges will be locked upon game start but will become available once certain requirements or missions are fulfilled.


[h2]Music Tracks[/h2]
So, Hello there, Kyhler here (The Music guy). To top off the experience and to stand out amongst the other mods, we decided to make 3 completely new music tracks, which was a challenge in the timespan of two weeks. Something that made it harder than it was just being two weeks was that I started the creation later, since we had mentioned the idea before the project, but never really decided on if we should do the music part of it. But I decided to just do it a day or two in.

[h3]The tracks in general[/h3]
I won’t bore you all with the notation and theory side of it, but instead talk about how I was able to create the Mesoamerican feel and make them fit EU4 as well. To start off with all of them use ocarinas as the main instrument, all in different pitches. This was done since it after all was an instrument that the Aztecs and surrounding people had access to, but as all will notice brass and string instruments also accompany the pieces to give them a broader and more epic sort of sound. But time to take a closer look at each of the 3 pieces.


[h3]The City on The Lake[/h3]
“The City on the Lake” is what I see as the main theme of the mod. It starts off slow and calm but begins to pick to give the feel of your nation moving forward. Going from “simple” tribes to something more, a nation. A nation that has to compete with the rest of the world. Another way this is shown is in the use of instruments, so the western instruments are first introduced in the latter part of the piece where it picks up and is “introduced to the world”.

[h3]The Sixth Cradle[/h3]
This piece is the more percussion heavy one of the bunch, where the percussion plays a role to sound like the busy people of the Mesoamerican cradle, as in one would be able to hear them work and live there, as after all it is a birthplace of a civilisation just like Mesopotamia is. There are also a lot of different parts moving throughout the piece which really helps to drive home the “busy” feeling of a civilisation.

[h3]Enemies at our Shores[/h3]
Last but not least “Enemies at our Shores”. As the name suggests, this is the war piece, the one to signal war, but not just any war, a war for survival against the Europeans which is why the horns and violins take a more central role in the piece as a whole. It brims of war all the way through it really, since the start of it is a bass ocarina (made play impossible low for real world performance) with a single pitch sounding like a warning signal and then followed by a bass drum to sound like the beginnings of a march. And then after all of that we have the horns and contrabass/cellos on a half depressing melody but gives the feel of “we have to fight” when the horns get a few higher pitch notes off.

But that was all she wrote for the music and all that I had to say, hope you enjoyed the music (and the mod as a whole).

The Next Modathon

Now I want to end this Mod Spotlight with an announcement. It has been almost half a year since the last Modathon, and seeing the success it had, I am happy to announce that the next one will take place in February. More information can be found on the Discord server!

The point of a modathon is that participants are allotted a certain time window to create a mod for one of the various categories that teams can sign up for, create teasers for them, and in the end, showcase your mod to everyone!
After the modding is complete the community votes to decide which mods they like per each category, as well as various overall awards (including an overall winner this time around)!

If you are interested in getting into EU4 modding and/or are looking for some tools to ease the process of it, feel free to join the Modathon Discord Server

Now I hope you are as thrilled to either play the Mesoamerican Expansion or join the next Modathon!

If you are interested in checking out the Mesoamerican Expansion live, do so by downloading the mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=3017621495

Pdx Plaza Link

If you have any questions for us feel free to ask then in the comment section of the Mod or on the Modathon Discord server!

Have a good Day!
Minnator

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!



#############################################################
######################## 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 ###########################
#############################################################

###################
# Interface
###################

# 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.

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# Bugfixes
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- 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.


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