Eu4 Custom Nations Ideas
Europa Universalis IV Commands ListEU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac).Type the name of a console command into the search box to instantly search 227 EU4 commands. Hover over a cheat code to view detailed argument explanation. Click on the name of a command to visit its command page for more help and examples.The Europa Universalis IV console can be opened by pressing one of the following keyboard hotkeys: `, , SHIFT + 2. Type a command into the text box and hit ENTER to send it. If those hotkeys aren't working for you, or need more help with using the console, see our. Command NameSyntaxDescriptionage game ageThis command can be used to change the age of the game to Age of Exploration, Age of Reformation, Age of Absolutism or Age of Revolution.
Apr 29, 2018 Using this new exploit you can give interesting nations (represented by the shields at the bottom of the select screen) any custom nation ideas you want, any religion, any culture, any tech group. Feb 20, 2017 - great example in custom nation in the prussian region with prussian culture but in the size of 1/2 poland and 1/2 lith shity ideas and then the.
See argument information for the game IDs (0-3). DLC: Mandate of Heavenageheir age country tagThis command changes the age of the heir of your current country.
If you specify a country tag, the age of the heir of that country will be changed.addbacker province idThis command makes the province with the specified ID become a backer (in support) of the current issue that is running in parliament. DLC: Common Senseaddbaseunrest province id amountThis command adds the specified amount to the specified province's base unrest. Specify a negative amount to remove base unrest.addcardinalThis command adds one cardinal to your current nation (provided it is catholic).addcb casus belli id country tag country tagThis command adds the specified Casus Belli against the country with the specified tag.
Specify a second country tag to send the Casus Belli from that country, rather than from the country you are currently playing as.addclaim province id country tagThis command claims the province with the specified ID for either your current country, or the country with the specified country tag (if you specify a country tag).addcolonist country tagThis command adds a colonist to the country with the specified country tag. NOTE: If the country already has at least one colonist, this command may reset existing colonist stats/values.addconsort country tag country tagThis cheat adds a consort to your current country. If you specify a country tag, the consort will be added to that country. If you specify a second country tag, the consort will be of that nationality.
Addcb casus belli id country tag country tagThis command adds the specified Casus Belli against the country with the specified tag. Specify a second country tag to send the Casus Belli from that country, rather than from the country you are currently playing as. Casus Belli IDThe ID of the casus belli you wish to add.Country TagThe country tag of the country you wish to add the casus belli to.Country TagOptional. If you specify a country tag here, the casus belli will come from this country, rather than the one you are playing as. Addclaim province id country tagThis command claims the province with the specified ID for either your current country, or the country with the specified country tag (if you specify a country tag). Province IDThe ID of the province you wish to claim for your current country (or another country if you specify a country tag after).Country TagOptional. If specified, the specified province will be claimed for the country with this tag.
If not specified, the province will be claimed for your current country. Addnatives province id amountThis command adds natives to the province with the specified ID. The amount added is equal to the number specified multiplied by 100: an amount of 1 would add 100 natives. Province IDThe ID of the province you wish to add natives to.AmountThe amount of natives you wish to add to the aforementioned province. This amount is multiplied by 100, so entering 1 here would add 100 natives (not just 1).
Specify a negative number to remove natives (-1 would remove 100 natives). Admiral fire shock maneuver siege country tagThis command creates an admiral with the specified shock, fire, maneuver and siege rating. If a country tag is specified, the newly created admiral will be added to that country, if not, the admiral will be added to the country you are playing as.
FireThe admiral's Fire rating, a number from 0-6.ShockThe admiral's Shock rating, a number from 0-6.ManeuverThe admiral's Maneuver rating, a number from 0-6.SiegeThe admiral's Siege rating, a number from 0-6.Country TagOptional. The country tag you wish to add the admiral to. If not specified, the admiral will be added to the country you are currently playing as. Control province id country tagThis command sets the controller of a specified province to the specified country tag (if no country tag is specified, the country that you're playing as will become the controller). Province IDThe ID of the province you wish to change the controller of.Country TagOptional. The country tag of the country you wish to make the controller of the specified province. If a country tag is not specified, the country you are currently playing as will become the controller of the specified province.
Corrupt corruption value country tagThis command will change the corruption of a specified country to the specified amount. Note that this does not add the specified amount of corruption to a country - it sets the corruption to the number entered. Corruption ValueThe amount of corruption you wish to set for the target country - note that this will set the country's corruption to this value, not add this to the existing amount.Country TagOptional.
The tag of the country you wish to change the amount of corruption within. If this is not specified, the country you are currently playing as will be affected. Declarewar country tag country tag call alliesThis cheat makes two specified nations (countries) declare war on each other - no casus belli is required. Country TagThe tag of the country you wish to be the aggressor (start the war).Country TagThe tag of the country you wish for war to be declared upon (the defender).Call AlliesSpecify 'yes' here to call allies of the countries that are willing to get involved in the war, specify 'no' here to not involve allies of the countries in the war. Embrace province id institution idThis command will embrace a specified institution within a specified province. If you do not specify an institution, all institutions within the province will be embraced.
Eu4 Custom Nation Mod
Province IDThe ID of the province you wish to embrace an institution(s) within.Institution IDOptional. The ID of the institution you wish to embrace. If not specified, all institutions within the province will be embraced. Institution IDs:. feudalism (Feudalism).
renaissance (Renaissance). newworldi (Colonialism). printingpress (Printing Press). globaltrade (Global Trade). manufactories (Manufactories).
enlightenment (Enlightenment). Leader fire shock maneuver siege country tagThis command creates a general (military leader) with the specified fire, shock, maneuver and siege characteristics for the specified country. FireThe leader's Fire rating, a number from 0-6.ShockThe leader's Shock rating, a number from 0-6.ManeuverThe leader's Maneuver rating, a number from 0-6.SiegeThe leader's Siege rating, a number from 0-6.Country TagThe country tag of the country you wish to spawn the leader for. If not specified, the leader will be spawned into your current country's military.
Eu4 Custom Nation Mod
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Eu4 Custom Nations Ideas List
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BANNED TOPICS:.Content that breaks the spirit of these rules may be removed at moderator discretion. Coring cost reduction obviously, a requirement regardless of everything else, need to go -15 to -20% depending on point total.If you have 800 points, Land leader siege is amazing. Depends on what you want to be, a colonizer (in europe/africa or even america?), a trader (again, where?) or a total unstoppable militairy force (and yet here again, where?). Personally monthly autonomic change is damn good IMO, if you are at war often. Core reduction cost is a must for every nation that wants to expand anyhow. Moral, discipline or infantary combat ability is neat though, aswell as land leader shock +2. Reduced AE can be good if you start in the HRE or anywhere near it, though DR might get you a bit further than the reduction on AE.
I recently did a game where I started in the Australian province of Eora as an Ingerman (an unused Culture) Norse (Unused Religion) Ambrosian Republic (rarely used government type). Took a colonist as one of the starting ideas, and made it a goal to reconquer Ingermanland and the Scandinavian peninsula.I've also wanted to do a tall game on the RNW tile with the Volcanic Island (it's got five provinces that are cordoned off except for one, which acts as a gate), and go High American and see if I can build up a cool Tall game till the Europeans arrive, and then Sunset Invade.
Honestly, some ideas and attributes are just so superior to all others that, beyond a certain few, it doesn't matter what you take.Core cost reduction is the obvious one. Aggressive expansion reduction is another for most scenarios. Siege ability/leader siege also help quicken expansion, which begets further expansion.In my opinion, these are the three most useful for most playthroughs. You can always seize colonies in war; you can get autonomy reduction from government rank and form; and you can simply outnumber tough opponents when trade starts to come online.
The speed and resource advantages that these three ideas give can't be matched, though.Beyond these, Discipline/infantry combat ability are useful. Applies applies to all units and will basically never be wasted; infantry ability applies to most of your units. Both can help conserve manpower in the earlier portions of a game when you don't have an endless supply of mercs. Morale is not as important when you have numbers, and neither these nor any other ideas compare with core cost/AE reduction/siege bonuses and the speed advantages that they provide.Extra missionaries + strength rarely go to waste, though this will vary depending on what religion you play as. You will be taking tons of land later on and will inevitably fall behind in conversions. You get extra from certain conquests if you're not a pagan, so the need is lessened if you aren't one. I mentioned these because most playthroughs will take religious over humanism, if for the CB only.After this, it barely matters.
You will have the resources and ability to stabilize your realm and crush rebels-you won't need less revolt risk or separatism. You can afford all the light ships in the world, and can dominate trade without extra idea.War exhaustion reduction might be nice, but it is by no means mandatory. You can get tons of merchants with El Dorado-no need there. Less yearly inflation is probably a good idea to have. Dip rep is pretty useful for some important tasks in-game. It tapers off of a lot-pick for flavor at this point I would say. Go trade efficiency.
Superior military? Morale/arty combat ability/leader fire.Frankly, becoming a ) Dutch Republic with b) Western Tech is probably more useful than any ideas barring the first two that I mentioned. Dutch Republic's mechanics are quite awesome, and I personally believe that it generates better rulers than other government forms typically do. I tend to always have infantry combat ability as a starting idea, and somewhere down the line also cannon combat ability.Plus development cost if I am going to be stuck in a hard to expand place, or if not, coring cost.Discipline and morale.And army tradition.And since Norse is my go to region when I want to play 'alone versus the world' religiously, missionary strength. (Do any of the other unused in vanilla religions have cool mechanics like the norse parthenon? I know Jewish sucks).
There's a reason that Coring Cost Reduction carries the Administrative idea group. I kinda enjoy playing Gyros (It's on EZ mode though)Western - Orthodox - Empire - Cores: Greek + Pontic + Gothic + Turkish CulturesCapital: ConstantinopleGyrosi IdeasCore Creation Cost & Aggressive Expansion Impact: -20%Missionary Strength +2.0%Culture Conversion Cost -20%Discipline +10%Morale of Navies +20%Siege Ability +20%Infantry Combat Ability +20%National Tax Modifier +20%Ambition: Goods Produced Modifier +20%Note: All your Emperors shall be Named Justinian JustinianRP aspect: You are the Greek Kebab and you're out for revenge!.