MiscMods
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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.
MiscMods | |
---|---|
Basic Info | |
Mod name | MiscMocs |
Website | Website |
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."
Features
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.
Culture
- 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.
Religion
- 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.
Colonization
- 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.