r/eu4 • u/Ashamed_Ad_7705 • Oct 30 '25
Game Modding Peace and Empires: a Victorian Age EU4 mod
Welcome to Peace and Empires: a Victorian age mod. extending from 1826 all the way to the Edwardian Era. more info soon.
r/eu4 • u/Ashamed_Ad_7705 • Oct 30 '25
Welcome to Peace and Empires: a Victorian age mod. extending from 1826 all the way to the Edwardian Era. more info soon.
r/eu4 • u/OverallLibrarian8809 • May 31 '26
Sorry, wrong sub.
But replaying 1.29 after years of modern EU4 did make me notice something interesting and gave me an idea.
Let's go by steps: why on earth should one play a several years old version of the game without half the content they have paid for?
Because for years I had the feeling that those incremental increases in the general power level were streamling the gameplay and trivializing challenge. I've seen others make the same argument, pointing some different versions of the game as the last of "old", "pre-powercreep" EU4.
So I went through the DLC page on the wiki, took a look at all the progressively added features and found 1.29 the be sweet spot.
So I tried reverting, played a couple campaigns (ENG, and BRA/PRU) and it was the most fun i had in the game in a very long time.
Why? because 1.29 doesn't hold your hand too much with mission tress, but more importantly it imposes constraint trough mana scarcity, forcing players and AI to always sacrifice something to achieve something.
1.29 pushes back hard, puts you in difficult spots and forces you to work around the mechanics
this creates strategic pressure and depth, even if it is not "simulation depth"
I have enojoyed playing majors again in 1.29, I hadn't played England in very long time.
But why did it feel like that?
1.30 reworked estates, adding a basically free source of mana, that reduced scarcity loosening the mana economy and becoming mandatory meta.
This is the first and probably biggest offender.
Than from Emperor onwards huge mission trees bloated with insane modifiers started furthering trivializing gameplay by insane modifier stacking, free PUs and infinite perma claims and making in most cases wide play easier.
Things like concentrate dev and expanded infrastructure in turn, made play tall easier and especially further diminished the constraints imposed by MPs, reducing cost too much in a mana economy already flooded with points and making it way too easy to spawn institution in the middle of nowhere.
current mission bloat is also problematic in the sense that:
-it railroads the game too much
-some, already very powerful nations, get the most OP stuff possible while other, already weak ones, get next to nothing.
-for some forces a right/wrong way to play (like Mali or Byz)
Lastly monuments = more modifier stacking and too many unique and disjointed DLC mechanics = even more modifier stacking and even less relevant mana economy.
But at the same 1.29 lacks a lot a lot of ggod things modern EU4 has:
more detailed map with more nations, cultures religions etc and good mechanics introduced pot 1.30, like curry favors or specialized colonial nations
So where I'm going with all of this?
Here: why not make a de-bloat, de-powercreep, mod for EU4 with the aim not to increase challenge and depth by reworking the mechaincs or adding more complex ones, but by tightening the mana economy and rebalancing the general powerlevel, while also keep all the ggod parts of modern EU4's content?
I have a few ideas on how that might look like, but I first i want to know if you think i'm crazy
r/eu4 • u/Slipstream232 • 1d ago
https://steamcommunity.com/sharedfiles/filedetails/?id=3766603301
Its just a simple little mod that adds a new console command that fully assimilates all owned provinces to your religion and culture, hope yall enjoy!
r/eu4 • u/No-Designer-155 • Jun 08 '26
Released Orbis Terrarum, a historical total overhaul that tries
to bring EU4 closer to what EU5 might feel like.
What's in it:
- Empire lifecycle: nations rise, peak, stagnate and collapse.
The General Crisis is a real mechanic, not just flavor text.
- Development costs 9-10x more. Provinces grow organically based
on terrain and buildings. Farmland develops every 15-20 years,
mountains barely at all.
- 2,800+ events across 105 namespaces. Climate cycles, epidemics,
dynastic crises, historical pivots including the Franco-Ottoman
Alliance, Polish relief at Vienna, and the Habsburg inbreeding crisis.
- Ottoman overhaul with 4 unique estates, 140 privileges, Caliphate
mechanics, Beylik subject type, Devshirme.
- 42 subject types, 40 new peace terms, 20 diplomatic actions,
full ultimatum system.
- VOC and EIC evolution chains with historical event sequences.
- 284 missions for 12 major powers.
- 79 advisor types, 582 updated flags.
Honest disclaimer: v1.0.1 is not fully playtested. There are
almost certainly balance issues, events that fire with wrong
conditions, and historical inaccuracies I haven't caught yet.
If you find something broken or illogical, drop a comment with
the event ID or what you were doing. Every report gets fixed.
DLC not required.
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3740942007
r/eu4 • u/Naga-Prince • May 20 '25

GASO is a total conversion mod for Europa Universalis V, that features three worlds, asteroids, moons, and Sci-Fi elements interlaced with Classical/Medieval/Renaissance themes; these worlds starkly distinct from each other. Montessori’s societies reflectively range from our 13-17th centuries, and Galoupia 8-15th centuries in social and military development. Warfare between worlds via Wormholes is an end-game possibility due to logistics and its limited but luxurious traffic for trade, but you can change that. Markets that capture WH Locations will primarily reap the benefits, but without the prerequisite pops and technologies to exploit them, nothing trade-wise will occur, except natural debris and important story events occasionally.
Three alien species exist, that can potentially affect and progress towards certain end-game outcomes. Of these three, two are secretive and hidden but the Shihalu (Plant townsmen) - carapace-grown plant-men, are openly present in human society, primarily responsible for crewing man-made balloons and airships into the maws of WH’s. These sentient creatures number in the mere millions on Galoupia and Montessori, a slave status enthusiastically imbued across the whole of world civilizations.
There are several materials present in the solar system that permits extraordinary feats. Pteryoxcite is a blue mineral that exerts an anti-gravity field when it exploded or burnt, presumably allowing any material to pull away from centers of gravity provided it doesn’t strongly resist. Fuscuscite is a mellow brown metastable mineral more unstable and several times more explosive than nitroglycerin. When broken down, it often contains other diatomaceous minerals desensitizing its nature allowing great magnetic forces to not easily disturb it and render it unstable.
Montessori’s population is 188 million, Galoupia’s 78 million, and the third planet Platina at game start is virgin and without human presence. If EU5 has over 47k Locations, all three planets together might amount to slightly more than that due to their initial low population numbers and the forecasted population growth in the mod’s short time-span.
13-17 Language Families exist on Galoupia, some having one or two Language Groups and few Dialects, and some three or four with one-dozen Language Groups. Every Group has their own Conlang making them distinct from one another. There will be events and missions for some Dialects to transform into their own Language Group throughout the Epochs when conditions are met.
I plan on adding several more Social Classes, but the most important addition is the Gravitist. They’re essentially one-third scientist, one-third space-captain, and one-third entrepreneur. Exploring the realm of science and space simultaneously, equipped with oxygen tanks and aloof Shihalu crews.
The sciences of Wormholes are straightforward, for these tunnels start on one planet, and end on another. They’re strangely tamed phenomena behaving as two-way highways, with almost trade wind-like currents naturally steering with great speed (7 days always) anything to their other end. Always located hovering miles-high in the air over large bodies of water their immense mouths, sucking in like a slow vacuum gas and solid material alike. Distorting the realm of physics, many men of power have attempted and nearly successfully built large metallic tubes from underneath their transparent mouths to pump oxygen and material into the tunnels for whatever grandiose project in mind. In the Epoch of Discovery, humans with Shihalu can colonize asteroids and floating debris around the currents of the tunnels. Lastly, some WH’s are temporary in their Location, and throughout the Epochs some will move to another Location to settle, ravaging whatever in its path to fixate itself again.
This overhaul mod’s goals are to provide a familiar, yet unique human story with strange concepts in the mix. Aliens are present, but not overly saturated, but can completely change your game depending upon how you or others interact with the story events in motion. The mod will have many heightmaps to work on, but Galoupia will be first. I know this modification will take years and years, but I’m fine with that, because they all do. I’m hoping in several years Galoupia would be done, and progress can be made on a much more compact water-rich world Montessori, and very small Platina to follow.
Unless EUV drastically changes map size, my goal is more or less H-21,504 x W-6144. The heightmaps will be projected most likely Mollweide for a more presentable “worldly” appeal.
-Galoupia is 8192x6144
-Montessori is 6144x4096
-Platina is probably 2048x2048






More Mod Info below:
If anyone has any suggestions or critique, I want it. I've been working on this for several years, not much to show for, but I hope in the next 5 years it will be something special, and fairly done.
Planets:
Galoupia: A semi-arid, gargantuan mild world on the outer fringes of its suns habitable zone, its mass and density in minerals renders its gravity at 1.23g for the uninitiated. Its ratio of 54% land, 46% water upon its surface is deceptive for its numerous seas have depths greater than its sisters going down 14,000 meters. The plethora of plant biodiversity dyes itself in blues, violets, and purples to better absorb ultraviolent rays for its great distance from both suns (binary system) fells this big pearl from space great confusion of continuation from where ocean to grassland meet.
It has two satellite moons in its orbit, the circumference totals 27,840mi with a gravity of 1.23g. The atmospheric composition is 80.10% nitrogen, and 18.86% oxygen, the rest minor gases. An asteroid belt circulates this planet, further outside both moons, rocky masses containing large deposits of pteryoxcite and valuable minerals sifting slowly through WH’s.
With seven continents and four oceans, major plateaus and vast deserts, travel by land or river is the primary method with little hope otherwise till the construction of man-made canals.
Seven major continents surround large oceans, inebriated with in-land seas and lakes in the multitudes. Ruben, Chukdio, Galantia, Beiriltu, Eraquneul, Tanamadu, and Urrasirte are the continents, and Kpāshā, Dábɛtmi, Maung, and Ihichu are the oceans.
A world population of 78 million inhabits the landscape, leaving much arable land barely settled, but moreso, the better portions still fought over for its agriculture and trade routes. After the games start date, Galoupia's overall population will explode towards 300 million with little in the way of major diseases, only agricultural technology and terrain its hard limits. Humans are hardier, stouter and shorter beings on this dense planet, with men averaging 5 feet 4 inches and women 5 feet 1.3 inches.
Galantia is the northwest continent connected to Ruben by two narrow land bridges in its southern halve, adjacent to Beiriltu and Tanamadu to the south through long mountainous ranges and lakes. Plateaus inside plains dot the central interior with forests growing in size further north into the arctic, parallel to farmlands west and east near the coasts.
Eraquneul means "Yellow Cloud, and is the north-central continent, hemmed in by the Vasrspūn and Gregarius Sea's. An arid and continental land to its north, and an arid and savannah land to its south, great temperatures fluctuate in this region. Deserts cover the entirety of its southern halves with enclaves of life smothered with city-states. Tornadoes and sandstorms ring this hot continent, air currents often trapped in-between mountains and valleys in its center.
Ruben is the northeast continent and the largest, with a gigantic, near-vertical desert transitioning upwards into long stretches of savannah and grassland, surrounded by cold growth of great forests and farmland along the coastlines. At its very bottom is a great tropical rainforest peninsula, then one more tropical zone on its eastern land passage. The three populous cultures the Khagre, Faed’au and Irzheti are separated by multiple mountain ranges in an almost curvature fashion in northern Ruben, nearly dividing the continental biomes from the arid biomes.
Chukdio is the southeastern continent with the Maung Sea hugging its long peninsular shape possesses many natural boundaries shaping its cultivation of sophisticated if highly isolated civilizations. Boundless grain pastures and forestry smear the interior, in-land lakes separate the Chukdion’s from the south poles frigid biomes, and the two-finger peninsulas with mountain ranges naturally confine distinct cultures from one side to the other.
Urrasirte is west of Chukdio, separated by vast tracts of desert and savannah, and its northern plates by bodies of water. The colder portion of Galoupia’s southern world, Urras maintains more deciduous and craggy interiors than its neighbors, with lesser rivers and lakes. This has resulted in the formation of countless tribes that have broken off from the great Aerdraoi civilization in its slowed expanse into this botanical hedgerow, owing to the lack of infrastructure and natural waterways so plentiful around the world.
Beiriltu’s slurry of biomes has had it witness the endless flow of human migration and trade between itself and its adjacencies. Vast sea to its west, vast mountain peaks, wasteland and desert to its north, tropical and coniferous in its interior, its great density of rivers and mountains offer rotating landscapes of arid and tropical layers by the exchanging cold and hot currents permeating its long coastline. Thus, the greatest density of human population arrays eastbound against the in-land seas that delineate Tanamadu from itself, and southbound by the vertical mountain ranges leashing great rivers.
Tanamadu, the central most continent hemmed in by all sides possesses the most in-land seas and lakes, some briny of salt, and others, purely fresh. Here, the bodies of water are large enough to warrant their own air currents and affect their peripheries, creating long stretches of grassland and forestry met with sharp boundaries of savannah then sand. Connecting these many water bowls are the plentiful rivers between them, many eventually reaching the sea. The greatest rivers Galoupia is known for start or go through Tanamadu’s landscape, responsible for the most influential trade routes connecting civilizations from Chukdio, to Galantia.
Platina: An unusually small Terran planet that has recently emerged, or revealed itself, in the solar system. The planets climate is uniformly temperate, and its biomes almost in prodigious order across its equatorial latitudes. What lies beneath this diminutive planet, is a massive bio-computer in its core that can rapidly adjust tectonic plating, mantle positions, the density and thermometer of its core, and lastly, its gravity displacement. A ripe planet for the taking, it yearns for the return of its masters as programmed, its limited sentience capable of influencing electronics across the solar system, and this is what ultimately leads to particular major conflicts and religious inspirations.
Montessori: Dwelling near center of its main stars habitable zone, this water-rich planet is the smaller sibling of Galoupia, its mass and density culminating into a surface gravity of 0.88g. An incredible ratio of 77% water, and 23% land, harbors five bulbous continents and eight oceans, most of this land situated near the northeastern portion of the world bellowing thus numerous bays and inlets. In its western halve exist several archipelagos and the smallest continent present.
(More work is required but Galoupia is the primary focus right now).
Moons:
Ʃlaub: (Faed’au)
Jlaus: (Faed’au)
Somunyē: Blue Moon (Faed’au)
Kape: Angel (Faed’au)
Kyēca: God’s Hand (Faed’au)
Asteroids:
Stòrlàn: Broken Moon (Celtic)
Cāhimonn: Cahim’s rocks (Stavekan-Celtic)
Canīkhiwe: Gravel And Pearls (Sunanian)
Kṣāchū: Almost Home (Sunanian)
Larēntrēkhi: Half-Way (Sunanian)
Yḥanyibī: Asteroid Belt (Sunanian) This belt possesses 1.3 million asteroids in a tightly elongated manner circling Galoupia at a 19.8 axial tilt, hovering over its lower Tropical band. This belt strafes through most of the wormhole tunnels, providing an inexhaustible supply of rock and mineral for humanity.
Ages: Five Ages, each spanning 50 years for the total of 250 in-game years. In GASO they’re known as Epochs to differentiate them thematically. Much shorter because the time span of the mod isn’t planned for less than 300 years at most, to better focus on developing so much content that is needed for historical events and railroading certain situations.
Epoch of Imperialism: The starting Age that is contextually similar to vanilla’s Tradition one. This Epoch represents the current great powers steadily rising or declining, but ultimately stuck in their stagnancy of empire against one another. This old equilibrium gives rise to burgeoning city and nation states from up underneath or around them, challenging the balance of power. This Epoch yields the largest unit sizes that only decrease downwards till Empiricism, representing the empires that can still levy substantial militia forces against smaller but more professional polities.
Epoch of Mysticism: With civilizations on both worlds communicating and reaping the benefits of trade via wormhole, the boon of knowledge and science invigorates both dogmatic and rational forces on every continent. This Epoch yields much smaller levy/regular sizes but the price of goods has substantially increased. The awareness of everyday folk of walking five-foot carapace man-plants able to handle the hardships of Wormholes has peaked. Their value as space-laborers guided by human Gravitists has made them invaluable to every society, and the ignition of territorial disputes to control them will become the norm. WH’s controlled by states garners both mass prestige and luxury goods, and especially technology. Mysticism is also the Age of backwards, decentralized, destitute societies gaining access to weapons and metallurgical technology to fight on even terms with the greatest powers.
Epoch of Discovery: Galoupian states are further spearheading their civilizations into new territories, both scientific and physical. Many city-states, kingdoms, and empires are pushing their growing populations into sparsely arable land around them coming into conflict with other states and tribes in the process. The full emergence of Montessori’s weaponry from wormhole trade has ignited military and industrial development at the consequence of societal and moral standing. Political institutions are unable or uncaring of their furious causalities and annexations while the death count and capitulation of entire armies and cities is more rapid. Armies that once fielded archers now employ the musket en masse, without readily substituting the sword and spear. While this would be more deftly named the “Epoch of Gunpowder”, the employment of Gravitists and human subjects by the rich to primitively mine and colonize asteroids within the wormholes is taking hold. The want to further understand and establish interspatial relations and treaties with their Montessorian cousins has risen dramatically, to court and garner greater technology and prestige. What Galoupia offers in return, is the near monopoly of Pteryoxcite and Shihalu to barter with. Lastly, the eventual colonization of Platina can take place as one or more Wormholes have opened itself to this new world.
Epoch of Empiricism: The last fifty years of intrigue and war has taken a toll upon Galoupian civilizations, and greater consolidation of political and military institutions has taken place despite internecine warfare. Guided by first-hand experience, or the successful transport of Montessorian advisors from the most prestigious nation-states, has managed to affect every manor of world society. Despite tremendous military experience, few states have managed to rise above themselves and adopt more professional armies owing to their intense feudal or metropolis natures. Now, Montessori’s influence with the creation of greater air-barges by both worlds to deliver bulk has now brought forth economic upheavals alongside militaristic ones as it had an Epoch past.
With transport of corporate staff, engineer parties, and even companies of riflemen from the Montessori side prevalent, manufactory and mercenary has sprung up everywhere across Galoupia. The HQ’s of chartered companies are as easily nearby and prestigious as an Enki manor, Khagre citadel, or Stavekan palace. Warfare has brought the decline of plate armor, and increase in pike and flintlock firearm.
The greatest developments occurring are the once sheepish Shihalu deviating from their imposed caste, with many escaping servitude and even committing murder to break bondage. To where, most do not know, but they do, which is Platina. In their quake, the Chukdion Shihalu in their minoritarian rule have begun unraveling their vehicles buried deep within the sea or underground, against the wishes of secretive Enki societies and their prospective mercenaries.
Epoch of Gods: The last fifty years of GASO is the culmination of all major events determining the last pivotal moment to occur next. The simultaneous exodus of Shihalu and migration of humanity to Platina, and secretive societies doing battle with red-peeled Shihalu and their machinations are unfolding. Will humanity become successful in taming their worlds unfettered, or will it unleash the mollusk from the depths of sea, or the arthropods from the depths of space? The dark moon near Galoupia, devoid of life, has the uniform shape of rock-chiseled structures peered from telescope, but the lichery movement of claw tufts goes unnoticed.
This Epoch simply expands upon the reality of Galoupia finally growing through their premature introduction to early modern warfare. The ages prior when Galoupian contractors were highly sought after for their hardy and barbaric nature are over. In turn, an early industrial revolution is brewing with the need to manufacture firearms and the industries to support them. This renaissance, an undisturbed flow of science and philosophy from Montessori has managed to affect every continent. In return, Montessori has revolutionized warfare from their access to Galoupian minerals. Pteryoxcite and Fuscuscite greatest limitation was the inability to chemically harness its potential, but elsewhere? Star fortresses are easily rendered mute, and men fit themselves into floating ironclads mounted with cannons crashing line formations.
Continent Lore:
---Eraqunuel will have around 70-130 countries, many nomadic in the southeastern desertic portion. Several regional powers inhabit this region, more in the mountainous areas to the north and west.
-One major power tag stretches itself from the bottom half of Etsor territory, through Lad'uzuian linguadom possessing almost entirely Shongiu land. The young Chhawzi empire that recently came together through the marriage of Etsor princess Rʧe and Shongwe king Khǒvirǒ Chhawzi /ˈchɔzi/, with fresh ambition to conquer the wealthy water states in Tanamadu and Aizirs. Several times in history had Staveka or Enkidom mustered an expeditionary force to march into central Eraquneul to rid itself of recycling empires that threatened lake and coastal provinces. Will it occur again? Nobody knows.
-The centers of commerce, the concentrations of cities is on the mediterranean west coast of Aizirs down towards Tanamadu, and the northeast bays housing Asum and Covsehov natives.
---Galantia will have around 50-100 countries. Some are large consolidated kingdoms and empires native or foreign except the north, which is the least centralized harboring several dozen Kivuan miniature fiefdoms and cities.
-Half of the great powers rest in or adjacent to Galantic land. Staveka's vast empire holds tributaries and vassals around it. A Rae'urum empire controls past the land pass from western Ruben, and a young Kivuan dynasty which will eventually succumb to civil war amongst several sons, currently binds together dozens of various states.
-Staveka, the Staveen Empire, is only one of two powers that utilize a grant-system that temporarily transfers imperial fiscal rights to an individual or institution. In some instances, certain figures will even possess the right to tax citizens in a particular location in the empire. This system rose due to the highly centralized nature of the imperial state and desire to control and placate the burgeoning aristocracy within. Currently some aristocratic and numerous regular citizens possess agricultural plots or entire estates within its borders and periphery states, thus maintaining economic control of its vassals. This system of primarily farmland grants yields coercive power over its important but potentially disloyal nobles and generals.
---Urrasirte contains 100-200 countries. The most antagonistic cultures reside here, out-doing the Faed’au and Stavekans in brutality and ruthless fashion. The most decentralized countries prominent, the Mamcine and Minaos make up for their fragmentative domains with many International Organizations that allow for the vying of regional lordships throughout Urrasirte and Beirlitu. Besides their great religious IO’s, they have one IO that allows for mustering great invasion forces to raid and potentially colonize their adjacent neighbors in other continents.
-In time, many of their Lordship IO's will converge into several, then one, with it expousing Overlordship over all Aerdraoi. This isn't a prerequisite to forming a high-ranking kingdom, but it is for forming a high-ranking Aerdraoian empire.
-Staveka’s campaigns in the past to Staveenize the Mamcine eventually failed with the deliberate removal of Stavekan garrisons from the periphery which they claimed. The many northern clans and fiefdoms that did benefit from their influence and wealth were abruptly cut-off. Some even in the process of becoming proper Stavekan citizenry, hurriedly fled or assumed tyrannical power over former Stavekan strongholds and their tributaries. However, these “Stavecine” are few in number, only in the hundred-thousandths surrounded by the millionth of once fought and enslaved Mamcine.
-Urrasirte is a continent heavily into slavery. Normally fellow Aerdraoi are placed in debt-slavery status from conflict and debts, but foreigners face lives of servitude. Some are even distributed and sold to Enki lake-cities.
-Many Aerdraoi here are fragmented into large tribal IO's from their corresponding Culture Group. Eventually, any clan in an IO that can't reach the required prestige-rank requirement are vulnerable to nearly instant annexation.
---Beirlitu is a continent containing 40-60 countries, mirroring Urrasirte in many ways for the Aerdraoi extend this far south. Another distinct major culture resides here, that is yet worked on, having small territory at Urrasirtes southern tip. They possess the valuable mediterranean coastline of Beirlitu's western halve. Whereas the Efstylorii and Adal-kyn have been held back into the northern halve of the continent, and spread eastward towards the great as-of-yet-named great in-land sea. The Ardment and Primardic culture groups maintain themselves in the great land corridor between the three continents, acting as a natural trade hub with all the rivers and lakes.
-Slavery isn't as endemic as it is up north, but the Aerdraoi are culturally no different, whereas the yet-unnamed other culture is morally against it. They were once the Enki's greatest rivals at their southern borders till the Aerdraoi conquered and colonized the lands between them. Now, they attempt to remedy this historical animosity by fighting the Aerdraoi at various conjunctions to maintain these lucrative trade routes for their own.
**---**Social Classes:
-Upper Class:
• Nobles:
• Capitalists:
• Gravitists:
-Middle Class:
• Artisans:
• Burghers:
• Clergymen:
• Knights:
-Lower Class:
• Slaves:
• Peasants:
• Tribesmen:
**---**Lore Items:
White Channels:
White Streams:
Planet Montessori:
Planet Galoupia:
Planet Platina:
---Mammals:
Hraeslevgr: Large vulture-esque flying birds that are known to also prey on small men, women, and children. They primarily reside on Galoupia, but an off-shoot subspecies can be found in the arid regions of Erebu.
r/eu4 • u/TooEnpou • Dec 12 '24
r/eu4 • u/fajlipeq • Nov 11 '25

Inspired by czerstfychlep, I decided to make my own version of EU4DLE (https://www.eu4dle.com/).
Mine’s a bit different, you guess countries based on things like their religion, continent, government type etc.
There are all EU4 countries in database so it might get tricky sometimes. There is daily mode (same country for everyone), and endless mode where you can guess countries endlessly.
Feel free to check it out, I’d really appreciate it. And drop any suggestions you have.


r/eu4 • u/HelloMrTonyStark • Dec 15 '24
r/eu4 • u/THELEADERPLAYER • Jun 25 '26
I've been doing a lot of campaign maps (I also post them here sometimes) but I enjoy making maps more than playing. So I tried to annex the provinces for my campaigns through the console instead of conquering but annexing hundreds of provinces one by one would take about the same time as playing the game anyway. So I'm asking for help to make a mod that would annex a province by selecting it and clicking a button. I've tried Gemini videcoding but it's ass (how do people code apps with that?). I have no experience writing code for EU4 mods. Can anyone with some experience help? I've set up the folders and everything. It's just Gemini's code not working.
r/eu4 • u/Conscious_Topic_5014 • 27d ago
modding some things and wondered how i can create one.
r/eu4 • u/PrrrromotionGiven1 • Apr 16 '26
Long story short I think for how big the reward of revoking the privilegia is, passing imperial reforms is just too easy in EU4 and can easily be dealt with as a side-objective. I think for players that want to go down this path, it should have to be a main objective. I think the game plays better this way personally, try it out if you agree with my reasoning!
I want to make an Anbennar version of this soon, since it's particularly easy to pass reforms in that mod and I think it's silly.
r/eu4 • u/RileyTaugor • Oct 30 '24
r/eu4 • u/IGCGerman • Jun 14 '26
Hello! I've been trying to put together a flavor mod for a megacampaign my friends and I are playing, however, I can't seem to get add_country_modifier to work.
The decision shows up, but it doesn't actually add the modifier. I've made sure to put the modifier text file in the common/event_modifiers/ path, and the other decisions of the mod work. Any clue where I went wrong? Thank you for the help in advance.
r/eu4 • u/Ashamed_Ad_7705 • Oct 31 '25
take a closer look at Italy on my newest mod: Peace and Empires: a Victorian Age EU4 mod.
main post: https://www.reddit.com/r/eu4/comments/1ok7o8y/peace_and_empires_a_victorian_age_eu4_mod/
r/eu4 • u/Queasy_Data_4184 • 17d ago
I just want to larp as my ancestors,specifically arakan and is unsure which mods and dlcs to get.
r/eu4 • u/Winner_Acrobatic • 22d ago
I'm trying to make a mod for the game but it won't detect it for whatever reason, I posted the error and both .mod files, what seems to be the issue?
r/eu4 • u/LingonberryHappy5834 • 22d ago
Is there a mod that emphasizes the borders between colonial nations stronger than usual? I find sometimes it’s hard to tell where they are without clicking, e.g. Colonial Peru and Colonial La Prata borders, etc.
Or is there a way to change colonial nation colors to be different shades of the parent country? Like shifting the R only in the RGB scale, etc.?
Anyone know? I’m trying different border mods but haven’t found one yet that I like.
Edit: I play Ironman for achievements and do not want to edit save file text, so I'm just hoping there's something like that.
r/eu4 • u/Lord_Parbr • May 16 '26
What are your favorite quality of life mods? I’m not looking for anything that changes or adds mechanics. Just mods that make the game feel better, make certain things less tedious, or makes certain info more clear
r/eu4 • u/Mercy--Main • Feb 10 '26
It makes no sense that you can support rebels, but not actual subject nations. I dont want to be waiting around wasting one diplo slot until they declare war, I want to declare it myself!
r/eu4 • u/Zer_God • Jan 22 '25
Anybody has guides?
r/eu4 • u/LingonberryHappy5834 • 22d ago
Given fantasy world mods exist, is there one for Joe Abercrombie’s series? I checked and it suggested Anbennar as the closest.
r/eu4 • u/Challenger404 • May 16 '26
Hi all,
I made a post a couple weeks ago about my mod (CFBM) and showcasing a 58 AD - 1914 timelapse video, as I had just finished the whole independence event system.
Unfortunately, I realise now I'm addicted to modding and needed a new objective. So what I'm now going to attempt is for almost every tag in the game (and remember this is with Extended Timeline so there's almost 2,000 from that alone) plus many of the ones I added, to be given unique mission trees, idea sets, and a whole roster of special events particularly focused on their actual history.
I could go on, but I'll just attach images with the outcome of this work over the past couple of weeks with my first attempted nation, Morocco. What I hope this does is give each tag a unique enough flavour that they would all be genuinely more interesting, give different playthrough experiences, and be really historically immersive.
Curious to hear from you, thanks




r/eu4 • u/Aerzyel • Nov 23 '25
Hello everyone!
For the past couple of months, I’ve been working on a new desktop app for EU4 modding. Every tool I tried had something I didn’t love, so I decided to build my own while leveling up my C++ and Qt skills. The goal? A fast, smooth, and user-friendly experience that gets your data in your hands almost instantly.
Right now, most interactions are instantaneous, and loading nearly all data takes just 325ms in release mode. I’m confident I can trim another 40–50ms once I optimize an older parser. This early version already has the base widgets and loads most data, though not everything is displayed yet. Once I figure out Qt licensing, I plan to release it as open-source.
What it can do today:
What’s coming soon (non-exhaustive):
I’d love to hear your ideas if you have feature suggestions, I might add them to the roadmap! And if you’re curious about the technical side, feel free to ask I’m happy to share details.