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2

Help Needed to Modify "Colony Merging" Mod

Hi everyone,

I downloaded the mod named "Colony Merging" by Velho e bom Joe.
Steam Workshop Link

This mod allows you to merge your colonial nations via a new Diplomatic Action.

How the Mod Works:

  1. First, you choose the first colonial nation and select the new diplomatic action "Merge Colonial Government."
  2. Then, you choose the second colonial nation and select the new diplomatic action "Consolidate Colonial Governments."

Once you select "Consolidate Colonial Governments," the first nation is annexed by the second nation.

What I Need Help With:

I would like to modify this mod so that:

  1. When the first nation is annexed by the second nation, the following elements from the first nation are also transferred:
    • Claims and permanent claims.
    • Cores.
    • Money.
    • Debt.
  2. The overlord must use 100 diplomatic power to execute this action.
  3. Second nation’s liberty desire decrease by 5 at the end of the action.
  4. The overlord and the two colonial nations do not have truce to be able to execute this action.

Mod Structure:

The mod consists of the following files:

└── common/

└── new_diplomatic_actions/

└── CMdiplomatic_actions.txt

└── localization/

└── merge_colony_decisions_l_english.yml

└── descriptor.mod

I can provide the content of CMdiplomatic_actions.txt, merge_colony_decisions_l_english.yml, and descriptor.mod if necessary. Or you can download from my drive here.

Thanks in advance for your help!

 

1 Comment
2024/12/18
17:16 UTC

1

What is the largest size a province can be?

I feel like I might be kind of annoying making another post so soon after my last one but I just want some help here. My total conversion mod has been crashing at initializing maplogic since I started and at this point I'm pretty sure the issue is that my provinces are too big. I previously had a few tiny provinces and one covering the whole map as well as one covering the whole ocean and all the lakes. I'm just worried that now that I break apart these provinces into smaller ones I'm still gonna end up making provinces that are too big so if anyone knows the answer to this question, I thank you in advance

3 Comments
2024/12/17
21:51 UTC

1

[ADVANCED] How to mod and override state income values?

Hello fellow EU4 modders!

I am currently working on a large economy overhaul mod that manually adds extra income calculations in every province every month. I have stumbled on a problem that I do not know the answer to:

State Income and Maintenance View

The issue here is that the values of state income are the old vanilla values which I need to override, while keeping state maintenance as is. Naturally, there are three solutions I thought of:

  1. Find which variable is used to calculate the final monthly income per province (presented here) and override it in my monthly trigger. This would be ideal as it would require no changes to the state view itself. However, I do not know if this is possible and how to override such a variable. Does anyone know if and how this could be accomplished?
  2. Completely hide the existing instantTextBoxType named "income_value" and replace it with custom made scripted textBox showing my own values. However, I do not know how to access the vanilla State Maintenance calculations. Is there a variable assigned to a province that I can use to present it in my custom textBox?
  3. Find the corresponding text in localisation and try to replace the values of income with my own variables, keeping the maintenance half of the text bubble as is. However, the localisation text looks like this:

STATE_INCOME_LABEL:0 "State Income (@$OWNER$):"
STATE_INCOME_IRO:0 "$WHO$ Income from $STATE$ is based upon."
STATE_INCOME_DEDUCTIONS:0 "...and the following deductions for state maintenance:"

As you can see, there are no variables included after the labels. I suspect that the actual values are somehow hardcoded to follow these lines as I could not find any text in localisation that corresponds to them. Does anyone know if they exist anywhere in available localisation files?

----------------------------

Any of these solutions could work for me, as long as they can also apply to the macro builder screen to replace the Income value:

Macro Builder State Income

If anyone has any knowledge on this topic an can help, I would greatly appreciate it!

0 Comments
2024/12/16
16:07 UTC

1

How to fix the unknown color for provincedef issue

I'm working on a completely new map and (while I'm sure it isn't the only thing causing the game to crash) the main error left in the error log reads: [map.cpp.2294] Unknown color for provincedef at (coordinate in province.bmp) | color is: (color code). I've tried to check those areas to see if somehow they have a color that isn't in definitions.csv but the colors are correct so I have no clue what the issue is. Also I made a sea and province area and an error is also coming up saying they have no name. I put them in the area localization file (hopefully) correctly so I don't know what I'm missing but I'm sure it's obvious. Any help would be greatly appreciated.

5 Comments
2024/12/15
03:07 UTC

12

Elder Scrolls Universalis - Reachmen Authority

1 Comment
2024/12/15
02:40 UTC

3

Want to find a mod that can extend the timeline of an existing game (Overhaul?)

I’ve got a game currently going on vanilla with no mods or expansions and I want to continue it past the 1820 deadline. Is there a mod that you know that can be added to an existing running game file without destroying or messing with it? The future timeline doesn’t need to have too much flavour, I just don’t want to stop conquering

2 Comments
2024/12/09
19:04 UTC

1

Can't update Development Expanded

I have tried various methods I've read about for solving this problem, but can't really solve it.

When I subscribe to Development Expanded it gives me the 1.35 version, but I read that there is an updated version. I'm not sure if I just misunderstood the author on the steam comments page, but on the 3rd of December someone asked them and they answered it was updated.

For that reason I believe the problem is on my end, but don't know what it is. Any help?

3 Comments
2024/12/09
10:24 UTC

16

Defiance of Rhotalon: Development Diary #1

https://preview.redd.it/dryhjxj1wf5e1.png?width=4000&format=png&auto=webp&s=f897b9a7e3c2cbbaf674af1a5df44630dcf708dc

Mod Discord link: https://discord.gg/7BC3zmKB4h

Hey everyone!

I’m posting here to show off the progress on our upcoming fantasy total conversion mod Defiance of Rhotalon. It’s set in an original setting in the world of Annea. You can find a lot of things you’d expect to find in a fantasy world here, such as orcs, elves and dwarves, magic, and fantastical creatures. We’ve put our own twists on these fantasy concepts as well as adding some things that are more rare in fantasy settings, such as races like beaverfolk, owlfolk, and Kairouleans, a race inspired by the Na’vi from the Avatar movies. If you’d like to read a basic summary, I recommend you read our primer here: https://docs.google.com/presentation/d/1pQA_gJZNywIdPz7XWhs-bpiZ-YHyRBUt4pkA-q6-Feg/edit?usp=drive_link

This development diary will (hopefully) be the first of many, but for this first one we’d like to show how we are implementing the map and what that process looks like, followed by an overview of the larger regions and what their themes are like. In future development diaries, we’ll go into further details about these, as well as cover topics such as what the religion and gods of this world are like, and our design philosophies and how we plan to make this world fun to play in. But first, let’s head into the cartographer's office!Hello-hullo, Gilgamyr here! I am one of DoR’s cartographers—more specifically, I’m the one laying down the base elevation, rivers, and terrain in preparation for the provinces. So, what does my work process look like?

https://preview.redd.it/esdyw7fqwf5e1.png?width=3693&format=png&auto=webp&s=888ed4a95e4ac5a73dfc339a87f567a09bac9811

It all begins with the Inkarnate map, the foundation of our leads’ vision. Unfortunately, to fit the default dimensions of EU4, it had to undergo what we call “The Stretchening”. Pretty distorted, huh? It has led to a number of regions being larger than expected, but hey, that just means more room to add new ideas!

No, Amanda, we cannot put bananas in Toremu, despite the “Indonesia vibes” the archipelago has!

As the first person to handle turning ideation into production, I also deal with turning fantasy into something a bit more grounded. When Apani and Amanda provide the vibes, I provide the reality-check, delineating how climate and geography would work without magical interference—which makes it all the more special when something does. And when that clashes with their ideas, we discuss it until we come to a resolution we can all be content with.

It… kinda looks like a centaur itself, I suppose.

That has led to a number of “happy little accidents”. Take Kentauria and Phalantis: based on my climate map, the westerly winds sweeping from Lake Nostos would not be enough to water the riparian lands of Phalantis, making it closer climatically to Ukraine than Flanders. But with the Stretchening, I proposed an inland sea that could plausibly add enough humidity to make Phalantis less of a steppe and more of the grassy lowlands originally envisioned. With approval, the Sentirio Sea was born, and with it, far more ideas were proposed for Gouphian colonies and new tags.

Cartography is like an onion: it has many layers and makes you cry.

If you are more interested in the actual hands-on process, then look no further. For this dev diary, I will use mock-ups of the region I am currently working on, Hyperparetos. I use an image-editing program to overlay all of my references: the Inkarnate map and the climate map to start. I do my actual work on a separate layer; note that I specifically name this layer as “elevation” since the height map is the basis for all following geography.

The first step to success is planning and sketching!

As you can see, the Inkarnate map is rather vague when it comes to actual features. As a result, I have to extrapolate mountain and hill ridges, river valleys, and more. To make it more natural-looking, I sketch out rough shapes and lines to delineate where these features appear, trying to make sure they bend and buckle like real mountain chains do. The rivers factor in as well, cutting in through ridges and forming natural mountain passes for province connectivity. Marking off where you intend to have wastelands is important for the later stages of mapping.

The older highlands of the north and the newer mountains of the south.

Once my sketch has been approved, then I get to the nitty-gritty and tedious work of shaping these by hand. I do have some shortcuts, but to get the detail that I’m adding, I essentially work with a 1-pixel brush when possible, using the paintbucket tool to fill in large shapes. The Hyperkara Range is one of the tallest mountain ranges in Pan-Nos (if not the tallest), and that means that they are geographically young; the ridges to the north, however, are exposed to the aeolian processes of the Eregaptic deserts and thus show more erosion. Like the actual geographic processes, I build from the lowest elevation upward for newer and taller geography and erase from the tallest downward when chipping away at eroded, older landforms.

While Hyperparetos isn’t quite ready yet, here’s a picture of a different region in the final stages. Even the final product needs some extra adjustments to make it usable.

With this process complete (and another round of approval), I hop into GIMP and convert this base map into the height map, the normal map, the rivers map, and the terrain map. I even delineate where the geography is 100% complete and thus ready for province creation. At this point, I pass it on to another member of the cartography team, who do the other steps: province creation, color mapping, and adjusting the terrain textures. Phew! Cartography is tough, but it pays to do it well. That’s all for now! Gilg, signing off!

The currently implemented Superregions. Eupathras, Natoulia and Phalantis are fully implemented, while Kentauria and Lousartes each have sizable parts of their full extent needing to be added.

So, we have all this beautiful terrain, but what’s going on there? Let’s go on a small tour, starting with the region that contains the namesake of our mod, Natoulia. This region is largely defined by two things: The Empire of Rhotalon + Its breakaway states, and the trade republics and city states of Gouphia.

Natoulia highlighted. In the south, Rhotalon and its successor states can be seen, while the central bay in the inland sea is surrounded by the 5 trade cities of Gouphia.

The Empire of Rhotalon has seen better days. Once owning essentially all of the superregions of Natoulia, Phalantis and Eupathras, it is a slim shadow of its former self. Repeated invasions, incompetent emperors, corrupt bureaucrats, and self-serving generals have brought it to the brink of collapse. The current emperor, Alerksos Lytromnenos, is a young hobgoblin who seized power violently, just like his predecessor. In the civil wars that have plagued the last few decades, many governors and generals have split off from imperial control, some violently, and some have simply realised that the emperor has no armies to stop them from declaring independence. We’ll cover the empire in more detail in a later dev diary!

While the Empire seems to be dying, the Gouphian states are thriving. This area is dominated by rich mercantile states, with networks that span both continents. Their markets are flooded with exotic goods both through boats as well as enormous caravans that cross the Kentaurian steppe. Of these states, the most relevant are Ebamenthia, Genizi, Krevitoi, Pingas, Sarzantos and Aulbino. Aulbino maintains a network of loyal vassals in the southern valley, while the former five have more naval interests, with most having at least some form of trade colonies or interests outside of Gouphia.

Kentauria Highlighted. A vast steppe land in which nomadic groups of primarily centaurs, humans, and lizardfolk vie for power, and through which many trade arteries feed the populous cities that surround it on all sides.

The part of Kentauria that is on the map now has 4 major players. The Silver Horde sees itself as the overlord of the West, including the city states of Gouphia. It has formed an alliance with Genizi, making use of their fleet in exchange for supporting their interests in the central sea of Kentauria, and as a result you can see many Genizite colonies there. Humantes in the south have recently arrived to the lush valley of Charcadia, which although part of Kentauria is largely separated by hills from the rest of it. They stand at a crossroads: will they settle in this new home and become sedentary, or retain their nomad heritage?

In the north, two powers are at conflict: the nations of Khalpestria and Sauromatia, ruled by centaurs and lizardfolk respectively, vie for dominance and only one can survive. The hills in the east are one of the few places in central Kentauria that aren’t rolling plains of steppeland, and have become a place of sanctuary for various refugees and escaped slaves.

Eupathras (And some adjacent regions) highlighted. In the north, Eregaptis – an egyptian inspired realm populated by elves and dwarves – can be seen. In the middle, the Golden Heptarchy of Partimus stands poised to conquer Paretos, while in the south, the remnants of the titanic clash between the Exelphic Federation and Rhotalon can be seen in Karadopsas.

Whereas the eastern part of Rhotalon was lost to rebellious internal elements, Karadopsas in the west has been a battleground between Rhotalon and the Exelphic Federation, a large federation of elves that once conquered much of the west, but has splintered after their ruler was assassinated. Rhotalon has been chipped away at for decades, and now they only control a sliver of land on the Rhodon River. Melitessa, ruled by a stubborn Rhotalonic general, and the Isaurians, a Rhotalonic people with a hill culture and many lizardfolk are the only successor states here. The rest is ruled by various elven warlords, the biggest of which is the son of the now-dead ruler of the Exelphic Federation, as well as some small realms ruled by locals.

Songs for a New Aeon

South of the Paretos River, in the periphery of the Empire, Lorinnai bards tentatively enjoy their traditional lifestyles. Making the best of dangerous circumstances and encroaching assimilation, they still give voice to music beyond forgotten time. Much of their homeland is not under their control and the collapse of Rhotalon never brought the peace many independent nobles hoped. Instead, they find themselves amidst warlords and religious fanatics. The Wild Men of northern Throas, once broken into compliance by their rival on the Rhodon, have passed through their age of infernal trials and are ready to be born anew - worthy of their ancient might. Arrivals from Tynia across the sea, the coastal Kratinoi, grew dominant in the vacuum and commanded trade on Lake Nostos. They never quite supplanted the locals, however, and in recent times the Gouphian republics have established unparalleled control of the markets. Poorer principalities began to lose ground up and down the Krátenos region. Whether endangered from resurgent Throas or the in-turn displaced clans of Bakalia, they were left with no choice but to subordinate themselves to their competitors... for now.

The Shadow of Two Suns

The Sfar people gather around community hearths. Long divided, they now listen in unity to the Diviners speak. Peering into wild-burning Pale Fire, the priests hear the whispers of what they believe to be Allai'zi, the primordial Sun Goddess and true Queen of All Countries. She urges them to redeem their ancient failings in this era of great opportunity, to bring her Light to the world. Meanwhile the lands of Great Eregaptis find the High Temple of Armones, the Self-Made Sun, in shambles. Caring little for southern goings-on, fully certain Allai'zi died long ago when their patron eclipsed her on his celestial path, there are far more pressing woes: the Dynasty are refugees in their own country.

Spirited away to safety, loyal eunuchs tend to the newly-crowned grandchild holding the Sceptre behind imposing walls. The charred dead body of the once eternal Pháron Élaios II abandoned to the lost capital. Where the regime sought to burn them, victorious insurgents instead toppled all markers of the old order, the end of chains, of the High Temple. On that day, from ardent hopes and struggles, the goddess Nayyira came to be. A new celestial Light, held warmly in the hearts of her multiplying believers – set on freeing all subjects of the world. In Upper Eregaptis local nobility see the sudden downfall as their chance for a new dynasty under a native Firûn. In the delta of Lower Eregaptis, fractious owners of vast slave estates secure their holdings by independent arms against stirring trouble. But there is no calm to be found along the Elos River; only chaos. A chaos soon to find its way south to envelop all bringers of Light, as ever-growing masses find her to be the Hearth in truth.

Phalantis highlighted. Along the middle from east to west many rivers flow turning much of the region into fertile floodplains. In the coast, these rivers are dominated by beaverfolk woodpunk republics, while landward the plains are ruled by halfling-dominated city states. In the north, Ouristis was once a mighty kingdom now in a succession crisis. The southern coast has a maritime culture thanks to the ancient colonization of minotaurs from Ketnar. Elydes in the east is a newcomer, and bound to stir things up!

Phalantis is where Halflings – called Hoppitoi in our setting – first evolved from humans, and they along with beaverfolk dominate much of this region. In the western parts of the region, beaverfolk republics have taken to shape the rivers to their wills, building dams, waterwheels and irrigation systems (think of Timberborn, and you have a pretty decent image), while the halfling-dominated city states in the north saw the blossoming of colourful traditions, such as elections largely defined by which candidate has spent the most on charity and funding the local sports more than anything. Unlike Rhotalon and other areas, where standing armies or levies are the norm, Phalantis’ conflicts are fought by mercenaries, some as small as a dozen people, others professional companies larger than a Rhotalonic legion.

In the east, we find a few Rhotalonic successor states, clinging to the memory of an empire none of them have been to in centuries, as well as Elydes, a realm of Nekrodai (sentient undead, ranging in appearance from skeletons to ghouls) that have fled the underground continent and spread a message of charity and unity.

The Feudal Lands of Lousartes. Centaur knights, orcish adventurers, a kingless throne, and much more. A heresy has shaken the faith of much of the region, and the crusade that followed has thrown whatever established order there was into chaos.

If Phalantis is a realm where republicanism is thriving, then Lousartes is the opposite: feudalism has taken root here in ways that the large realms elsewhere prevented so far. At game start, Lousartes is reeling from the effects of a heresy rising up in what was previously a rather homogenous region. A crusade was called on them, and the heretics invited an orcish ruler from the Miegjorn realm in the southern islands and made him king in exchange for his protection. Miegjorn has been winning so far, scoring victories against both Escudan, the shield of the west ruled by a martial class of feudal centaur knights, and Rhostanie, a realm on the central river that has had a century long regency due to a curse that stated the next king of its beaverfolk dynasty would become possessed by demons.

That’s all for today! We’ll go into more detail of each region in future diaries, but for now this should give you a taste of what’s to come. Feel free to let us know what you’d be interested in knowing more about for future diaries. If you’d like to chat about the mod with us, or try it out for yourself you can join our discord here! If you’d like to assist us with bringing this mod to life further, you can also find an application form to join the team in the discord.

3 Comments
2024/12/07
14:52 UTC

1

Making a nation

Making my first mod, created a nation so that it appeared on the map, but notitle _government, and similar with rulers, appear and government reforms won't be open, if clicked the game crashes so I feel I may have missed a step or two, any help? I'm lost and new to this.

3 Comments
2024/12/06
14:30 UTC

3

How to Get rid of this bug and i don't know why it's happening

3 Comments
2024/12/06
13:05 UTC

2

Modding Ideas Problem

Hi, I hope someone can help an idiot newbie.

I'm trying to edit the ideas in a mod (literally just copy-pasting a modifier from the vanilla ideas into the mod), and when I do all the ideas in each group in that file (in this case all the mil ideas) show up twice. This is not just a graphical bug just showing the icons twice, but every idea is there twice. For example I can pick Quality ideas, pick all 7 ideas in order as normal, then pick them all again. The bonuses do show up twice as well,

This problem persists when I go back to the unedited backup file, so I'm not sure how that's even happening. Shouldn't that remove the cause, and therefore the problem?

1 Comment
2024/12/02
16:41 UTC

3

Custom Map Modding - Terrain

I created a custom province map that doesn't crash but the moment I add a terrain map it crashes when 'creating trees'? I made sure it was indexed and using the correct color values and I am still unsure what to do.

2 Comments
2024/12/02
12:10 UTC

5

Elder Scrolls Universalis - Iliac Deities

1 Comment
2024/12/01
12:21 UTC

1

is there a proper mod that allows you to change unit model routinely like in Hoi4?

One thing I like in Hoi4 is to customize the model of my division.

However I cannot seem to do that in EU4, and I really like the early Samurai Models of Japan, the one with the masks and heavy armour set, is there anyway I can change that?

0 Comments
2024/12/01
09:22 UTC

1

Another religion with Protestant Aspects

How do you create another religion with Protestant mechanic without "removing" one from base game? Everything i tried causes the game to crash whenever i try to pick aspect

1 Comment
2024/11/25
20:18 UTC

1

How do i change advisor portraits?

I want to make it so my mod country would have a specific set of advisor portraits only available to them? Where are advisor portraits located at and how do you assign them to nations?

2 Comments
2024/11/25
05:22 UTC

1

How do I add new cultures to extended timeline

So I was using this mod and wanted to add a new culture to it. There's a mod called better colonialism that I have used before and has cultures I think are cool, but doesn't work with extended timeline. Plus, don't think it's up to date anymore. I tried putting it into the cultures.txt, and making a new localisation since I didn't know which to put it in, and that didn't work. How do I make this work?

8 Comments
2024/11/24
00:19 UTC

8

Weird black borders for modded provinces

https://preview.redd.it/jbtoo1btrp2e1.png?width=375&format=png&auto=webp&s=f8c2e6c684ecac3f12f9c48ac43c98fa5554da4e

I am trying to make a little map mod for practice and for some goddamn reason all my modded provinces have black borders around them. I have edited the seasonal colour file, the heightmap, and the terrain map too but nothing changes.

1 Comment
2024/11/23
21:57 UTC

1

Which Mod Sets Make for a more challenging experience?

Played EU4 enough that it's easy - the only difference between countries (and inbuilt skill levels) is how long it takes to get over "the hump" where you snowball over the AI.

I love the game though and don't want to give it up.

I would love to get suggestions of mods that are compatible with the last release (and ideally with each other) that make the game more challenging.

Context:

* I have Anbennar and like it. But this is for when I want a real-world feel.
* I've heard of Xorme AI and looked at it and it looks great, but some of the feedback that it makes the AI hyper-aggressive or unrealistically so puts me off. I don't want my desire for a challenge to mean "a couple of AI empires will blob crazily at the beginning". I like as "realistic" as possible.
* I also like quality of life and flavor and anything else that improves the game.
* I started with MEIOU 3.0, but my friend with whom I play can't get it to work on his computer (we like to play multiplayer but in different areas of the world so we can chat about the game but not interact too much)

My Christmas Wish List would be a set of mods:

A) in the order in which they should be added
B) that provides more challenging gameplay
C) in a way that isn't just "make the initial 'hump' higher"
D) in a way that isn't wildly ahistorical
E) in a way that minimizes 'house rules'
F) for bonus points, including other non-difficult-based mods but ones that add more flavor or options or QoL or whatever and are compatible

---

Thank you community so much!

0 Comments
2024/11/23
21:23 UTC

1

How to change colonial maintenance cost?

I'm just starting with EU4 modding and I want to change the base cost of colonial maintenace but I can't find where in the files I can change it. I would appreciate any help.

2 Comments
2024/11/19
21:11 UTC

3

Any mod for getting permanent claims all over the world?

Hi, I just created a custom nation and now I have to fabricate claims everywhere and wait 3 years to declare any war. Is there a mod that grants claims all over world or any piece of code that I can insert into the files?

1 Comment
2024/11/18
12:46 UTC

1

Modded Mission Tree breaks when loading save

Hi yall, I'm pretty new to this, but I've been trying to mod a mission tree for Orleans and I keep running into this issue where the tree loads fine when starting a game, but if I try to save and reload, then the tree breaks, and some missions don't show up at all while others show up multiple times. I uploaded the files to GitHub here for reference.

I'm hoping this is just some stupid typo or something, because I haven't been able to find anyone else with this problem, but I can provide any additional information if somebody is willing to help me here.

The only idea I have is that it might stem from this other issue I have been having, where the paradox launcher warns me that the mod is for the wrong game version, despite the version in the .mod file lining up exactly with the game version in the launcher.

3 Comments
2024/11/17
17:31 UTC

4

Population demographic for the upcoming mod wasteland

3 Comments
2024/11/17
14:36 UTC

1

Game Crash on Overlord of Custom Subject Type Annex

Hello!

I've added a custom subject type similar to an appange (full code in the comments). However, whenever the overlord of this subject is fully annexed, the game crashes. Below is the exceptions.txt data.

Any ideas?

    2   ???                                 0x0000000000000041 0x0 + 65
  3   eu4                                 0x000000010093719f _ZN11CDependency9OnDisableEbb + 179
  4   eu4                                 0x000000010093705d _ZN11CDependency8TransferE11CCountryTagS0_ + 37
  5   eu4                                 0x00000001002b8970 _ZN8CCountry14ClearRelationsE11CCountryTag + 2520
  6   eu4                                 0x00000001002b9e6e _ZN8CCountry22NotifyLostLastProvinceE11CCountryTag + 2660
  7   eu4                                 0x00000001008e14ce _ZN9CProvince8SetOwnerERKNS_19SSetOwnerParametersE + 4802
  8   eu4                                 0x00000001008ee21d _ZN9CProvince7ConquerE11CCountryTagRK8CEU3DatePKcbRK14SConquerParams + 633
  9   eu4                                 0x0000000100248950 _ZN8CCountry5AnnexE11CCountryTagbbbbbb + 2828
  10  eu4                                 0x000000010085560e _ZN11CPeaceOffer13Execute_AnnexER6CArrayINSt3__14pairI11CCountryTagS3_EEE + 1404
  11  eu4                                 0x0000000100850694 _ZN11CPeaceOffer7ExecuteEv + 6052
  12  eu4                                 0x00000001004ca04d _ZNK19CRequestPeaceAction14ExecuteDerivedEv + 5411
7 Comments
2024/11/17
05:48 UTC

5

[MOD RELEASE] Hi everyone, this is my first mod: Capital & Monuments Plundered!

Hey folks! 👋 This is my first mod, so be kind!

Capital & Monuments Plundered makes Monuments a bigger part of your gameplay. You can plunder enemy Monuments during sieges, protect and upgrade your own, or even exploit them for short-term gains.

Key features:

  • Plunder or Protect: Loot Monuments for resources or safeguard them for bonuses.
  • Unique Siege Options: Choose to exploit, downgrade, or celebrate Monuments you capture.
  • Monument Surveyors: Specialists to help you manage upgrades and reduce plundering impacts.
  • AI Adaptability: The AI makes Monument-related decisions based on ruler traits.

Requirements: Leviathan & Cradle of Civilization DLC.
Let me know what you think – feedback is welcome! 🎮

https://preview.redd.it/1d3npg1b891e1.png?width=1112&format=png&auto=webp&s=6c938211b09b2a3bdcbf308fa5c22e31b57f41e3

https://preview.redd.it/orq3ohsd891e1.png?width=1108&format=png&auto=webp&s=bd8e925a3d9a2522ec5b75f3f4f46ea982fd8cd6

https://preview.redd.it/3xg2ufte891e1.png?width=1098&format=png&auto=webp&s=5b010ce787fc451347d6ae2dc1de70b92e63c093

Steam workshop link

Paradox link

2 Comments
2024/11/16
12:09 UTC

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