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This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.

Basic Info
Mod name MiscMocs
Website Website

Paradoxplaza Thread

Mod version 0.799, December 16, 2011
Game version Divine Wind 5.1
Status On hiatus
Mod Type
Mod extent Content Expansion
Mod focus Alternate history scenarios, content and balance

"More STUFF. More nations, more religions, more unification decisions and events. There's even a couple alternate-history scenarios. All this without doing too much to upset the basic gameplay. Historical accuracy/plausibility is nice but this is a mod that tries to keep the sandbox aspects intact."


Government and State

  • Imperial governments have three levels of progression. The final version is called "Napoleonic Empire" and grants the imperialism cb.
  • Constitutional monarchies also gain the imperialism cb. See British Empire for justification.
  • Holy war cbs have been reworked. Some religions, such as Hinduism, gain limited versions while others, such as Protestantism, give up their holy wars.
  • Demanding provinces in peace agreements is slightly more expensive in terms of warscore while other wargoals, such as enforcing trade leagues, are slightly cheaper.
  • Westernization has been reworked and renamed to the slightly more generic modernization, requirements slowly lower over time.
  • Military modernization has been removed. Units are balanced across all tech groups. The Ottomans have access to some unique artillery.
  • New world nations have new government types. Either tribal nomads or tributary empires.
  • New world nations earn less money, but they also spend less money so it evens out. This means less money for European bullies to demand in peace deals.
  • Conquering vast tracts of land may enable you to release unified client-states. If you conquer Castile and Aragon for example, you will have the option to release a unified Spain for a permanent bonus.


  • African and Pacific colonies will revert to their native cultures. This makes those areas much less lucrative. Several post-colonial nations will gain cores as well. Take that Castile!
  • The Japanese islands are separated into their own culture group. The nation of Japan is the cultural union. Keeps them from meddling in mainland affairs.
  • New union nations for Gaelic, Turko-Semitic, East Asian, Hindustani, Eastern Aryan, Western Aryan and Dravidian. Something fun to shoot for!
  • Alternate union tags for British and Iberian cultures. Cultural flavor!
  • France is no longer the union of French cultures, at least not at game start. They can redeem this quality during the game.


  • Eastern religions have been divided into Taoist and Dharmic categories. This prevents China and India from intermingling.
  • New holy sites scattered around the world. Some, such as the Meenakshi Amman, must be reconstructed before they grants the usual bonuses. If you pay the cash to build a holy site make sure you don't lose it!
  • Enacting the Ecumenism national idea will promptly end any religious turmoil you may be experiencing. Still not a very good National Idea.
  • Catharism only appears in alternate scenarios or very early in the game from Christian heretic rebels.
  • Hussism appears via event chain beginning in 1414. Once enabled it can appear from Christian heretic rebels.
  • Anglicanism may or may not appear after 1465, but only if someone in the British Isles is having a succession crisis.
  • Sikhism appears via event chain starting around 1500. Once enabled it can appear from Hindu heretic rebels.
  • Sufism and Khariji appear in alternate scenarios or from Muslim heretic rebels.
  • Judaism can appear (rarely) just about anywhere in the world!
  • Great Spirit, Teotl, Inca. New religions for new world nations.
  • Druidism appears in an alternate history scenario.


  • New world colonies are dynamic! Except in one of the alternate scenarios.
  • Provinces will flip culture to align themselves with potential colonial nations, based on the culture or religion of their parent nation.
  • Colonial settlers may sabotage your province improvements or spread revolt risk.
  • Newly formed colonial nations come out swinging with big bonuses to their war effort. May cause neighboring provinces to spontaneously defect.
  • Releasing a colonial nation as a vassal is not recommended as they sabotage your trade efforts and otherwise annoy you.
  • Revolutions will not be forced upon stable, happy nations. Your colonies will not be forcibly taken away from you.