Eu4 best culture for custom nation

Posted on 20.03.2021 Comments

History: Viking foraging parties had sailed westward sometime ago to gather resources, establishing a colony near what was in another history called Plymouth. Slowly but surely they established an outpost apart from the old world on the eastern coast of America; inadvertently salvaging their way of life. When it became clear to the local chief that their homeland was being corrupted by the tireless force of Christendom, it was decided that they would solely dedicate themselves to conquering this new land.

History: Through convoluted alternate history stuff, the Papacy in the years leading up to accumulated worldly power and influence unrivaled in its history. Will He unite Christendom or will it unite against what they may condemn as a gilded tyrannical affront to God?

History: Nearly worse than Rome during its collapse, the Holy Roman Empire was in a sorry divided state. After reinvigorating the assassination industry and stoking the pride of the German people, the dusty old nobles were buried or wisely fled.

With a most wise and respected hero of Germany accepting the new Imperial Throne, they yet had hope and to continue to grasp at it they would have to draw the support of those looking to the future rather than those grasping at the past.

History: Where some say Iberia was the first to note what lies west across the great sea with interest, these free men of England say otherwise. Many who sought to truly live free, or at least as free as it gets, made their way to what was called Cuba in another version of history.

eu4 best culture for custom nation

History: Nobody knows much about their history, not even the very inhabitants of this place seem to. All that is known of them is that their advanced technology does not originate from either Asia or Europe and that their most benevolent president wears a fancy suit. History: For no good apparent reason, Eskimos in this version of history got uppity and attempted to take over the world. Who knows if they won. They—without delay—began to set fire to everything and stir revolution, in short order creating a Soviet state.

History: The slow decline of England towards democracy was a constant and ever-growing threat. Noblemen were petrified by this seemingly inevitable problem and chose to preemptively overhaul the nation. Naturally, this involved a lot of swords and very little talking.

Even some beyond England considered taking up the cause.

Europa Universalis IV - Rome Custom Nation - Part 18 - Culture Converting

History: For unknown reasons, there was a great migration of Prussians into Venice. They eventually took over and founded The Republic, because reasons. History: Deep in the wilds of Africa, a tribe among the many began to exhibit odd behavior truly befitting of savages. Their numbers seemingly would come from nowhere and would be withstood by a sparing few.

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Yet still, no one beyond had a clue as to what brewed there and about as many treated the silence from the region like a campfire story. History: As time trundled onward, states looking upon each other in suspicion worried as whispers of distant heathens gathered power. The Holy See agreed with the concerns of the most influential of nations, founding an organization independent of all parties but God himself.Home Discussions Workshop Market Broadcasts.

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Alternative HistoryGameplay. File Size. Required DLC. Vawser Offline. See all collections some may be hidden. You need DLC to use this item. Subscribe to download Nation Designer Extender: Unlimited. This item has been added to your Subscriptions. Some games will require you to relaunch them before the item will be downloaded. Greatly improves the capabilities of the Nation Designer by adding missing religions, cultures and sprites All modifiers available ingame are represented via the pickable ideas, with both positive and negative versions.

All ideas cost no points, as this is the unlimited variant of the mod.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Arqade is a question and answer site for passionate videogamers on all platforms. It only takes a minute to sign up. I have been attempting to unite the world under one tag in EU4 with moderate success, doing a few test runs recreating the Roman Empire as an orthodox Ottomans and getting the Mare Nostrum achievement.

But as much as the world trembles before the awesome culture and religion shifting powers of the Great Green Blob, they don't exactly have the optimal set of national ideas to undertake global dominion. Aside from making a custom nation, which country in the game would have the best possible shot in terms of total development and national ideas at creating a worldwide government, be it formable or otherwise? The easiest is catholic Ottoman. Become Emperor of the HRE and get a vassal swarm to conquer the world for you.

I don't understand, why you would say the Ottomans are not a good choice for world conquest. Ever since the game was released, they've been the 1 choice.

While going for catholic makes it easiest an orthodox or even sunni Ottoman is still very much capable of world conquest. Between increased manpower-recovery, reduced core creation cost and massive force limit, they have a very good set of national ideas. Their position is uniquely suited to keep conquering all the time. Thanks to the reduced core creation cost you can afford coring and they are able to alternate wars between Europe, Russia, Arabia and Asia without obtaining enough aggressive expansion to trigger coalitions.

Easiest of the three is Austria. Catholic Ottoman should be good, Coptic Ottoman is also a good option more CCR if you are not opposed to a little exploit to start the game with the Westphalia peace. To convert Ottoman, you can check FlorryWorry videos for more detail, but basically, you take some provinces the religion you want to convert, give them to the Dhimmi, then you piss off the Dhimmi and remove the provinces from them, generating religious rebels.

Let the Rebels roam free stopping paying for your fortswhile you are at war with an opm, they will convert all your provinces for free. Once they occupy enough provinces, break to them. Being at war with an Opm prevent them to force break your country before they finished converting.

France is another very good choice, especially if you can quickly force pu over Aragon or Castille. That's a huge help to a WC. You can use the put relation on the throne on every HRE member after you revoke the privilege, it should help you to expend your dynasty.

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PUs are another reason why Catholics country are better for your first WC. Ming is weird. It gets a very easy start, but it can be very difficult to manage WC with the mandate. You don't really have to worry about the Colonization part.Tweaks, fantastical overhauls, graphics improvements — modders have given the game plenty of love. All mods are compatible with the most recent version of the game 1. Ruling over provinces also costs Governance Capacity, generated by the primary culture, but reforms can allow you to give more authority to other cultures, embracing diversity.

Though still in development, the mod already boasts hundreds of playable nations from antiquity, mechanics like Senate debates and historical events like that time Kirk Douglas kicked off a slave rebellion.

In antiquity, people had to worry about this thing called food. What a strange time the past was. Imperium Universalis simulates this with a food system. Provinces and armies all need food for development and consumption, while certain provinces with the food trade good produce it every summer, allowing it to either be exported or used to feed your hungry population.

Along with grub, the mod also introduces slaves that can be taken from battles, but you can be less of a dick by abolishing it entirely. Ideas, buildings and religion have all been reworked to suit the lands of Westeros and beyond, while nations have been replaced by Houses — minor, great and royal — along with Free Cities and clans.

Plenty of bookmarks mean that you can play a lot of historical starts, but only as one of the Great Houses, like Stark. Crave Orcs and demonic invasions instead of White Walkers? Then the Warcraft mod might tickle your fancy.

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With its huge, intricate map it covers both Azeroth and Outland, letting you take control of any power from Stormwind to the Burning Legion. It starts with the rise of the Horde and goes right up to Mists of Pandaria.

So far, the large team has added a great deal of custom icons taken from WoW, new governments, fel and holy religions, magic, and even the weird technology of the Gnomes and Goblins. New features include a more elaborate development system that takes into account everything from policies to buildings, extra idea groups, war dynamism and totally reworked autonomy and westernisation mechanics.

EU4 Custom Nation Web Designer v1.5

Shattered Europa takes the alternate history conceit of EU4 and cranks it up to Every country that has a core is playable, splitting the world up into tiny, squabbling states. Along with the Shattered Europa start, the mod also throws in a few different alternate bookmarks for good measure, letting you try to construct France or unite Europe against the might of the angry Ottomans.

Impressively, start dates comes with appropriate leaders, cultures, religions, buildings and territory, and the mod adds a whopping new countries to the game and hundreds of historical decisions and events. You can start in present day, the final bookmark, and try to wrest this runaway train back onto the tracks. Alternatively, begin your journey at the height of the Roman Empire and try to keep it going for as long as possible.Home Discussions Workshop Market Broadcasts.

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Best Europa Universalis 4 mods

Store Page. Global Achievements. I am trying to think of some good custom nations for a multiplayer games! Pitch ideas here! Showing 1 - 13 of 13 comments. I like the idea of setting up your own Scandinavian country Also, HRE states are good.

And I always add some native tribes here and there before beginning the game so I can conquer bases there quick but also to have a laugh as my Conquistadores conquer the mighty Butt tribe of Central Florida. Indochina good?

Tyrendian89 View Profile View Posts. As in, Norse in Newfoundland, with either Western or maybe Eastern tech? Starting with a colonist is probably required, and you need to hurry up to be strong enough before the Brits or Norwegians or Hansards jump the lake, but it should be a fun and kinda different experience Bilo View Profile View Posts.

How can you create personalized nations?

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Zupanicarr View Profile View Posts. I like the idea of playing as completely fictional countries.

eu4 best culture for custom nation

Like Belgium, for example. I also exported it to Vic2 and it was a pretty interesting experience. I also played as the Epirote Despotate and formed Byzantium.

I broke the Greek region and the Mamluks in Syria a bit, to mix things up a bit. Currently I am awaiting for the next update, where I am going to create a Caribbean Confederation or something, a Mayan Merchant Republic in the Caribbean Islands I'd need a more advanced tech group than the usual Mesoamerican, to have boats and such, though.

I want to basically get the entire Caribbean, plus Florida and bits of Central America. The whole point is to resist the Europeans settling in Central America and to get powerful through province development after a inicial expansionist colonizing boom, rather than snowballing until the end of the game like usual.

Also maybe breaking up the Timurids like I did in Greece, and form an isolationist Persian Theocracy with nukes. The Imperium from Warhammer 40K, go to war with everyone that doesn't warship the Emperor. Last edited by Beastie Boys ; 18 Apr, pm. Originally posted by heavychief01 :. Jewish super-theocracy in Greenland, it be called Heaven.

I like making the Irish Empire, and throwing in Iceland as well as the northern isles.Now that the DLC is out, we went hunting for some of the less than historically accurate groups and nations that can be carried over. In addition to the Land and Naval Forcelimit modifiers they gain from importing the Reformed Norse faith, they also have a unique idea group:. So, war. And more war. Especially in the early game when Shock is more important than Firethey are likely to have one of the scariest armies in the world.

I recommend the Quality ideas in the Military group, which will make your soldiers truly peerless. This seems more than a little overpowered, based on the other idea groups in the game.

But hey, restoring Rome in CK2 isn't easy, so being rewarded with all the tools to become an intercontinental superpower is probably appropriate. In contrast to the Jomsvikings, Rome pairs well with the Quantity military ideas, which should swell your ranks to the point that globally-based legions are barely a tax on your resources. Central America is blanketed by the Aztec Empire, while their rivals, the Incans who, if you payed attention to CK2's Aztec Invasion Events, actually invented gunpowder infantry in this universe dominate South America.

Contrary to what I was told in the interview, the other North American states from Vanilla EU4 still exist as independent nations, and they have High American technology. Merchant Republics, for some reason. The new Aztec and Incan relgions are both considered part of the Pagan religious group. The Aztecs and Incans also get unique idea groups, while the rest of the North Americans use the generic ones. Aztec ideas are mostly focused on warfare and forcibly colonizing the Old World:.

If you haven't yet, check out our review of Europa Universalis IV.

eu4 best culture for custom nation

Please deactivate your ad blocker in order to see our subscription offer. Incan ideas focus more on economy and infrastructure. See comments. Topics Paradox Interactive.Avast, me hearties! Are you longing for the days of Renaissance Spain and the infamy of sailing the high seas under the black flag of the golden age of piracy?

Golden Century is an immersion pack intended to focus almost entirely on the golden century of Spain, and as a result of spilling outwards into somewhat related mechanics, also has pirate republics. It's not intended to be a full expansion, just as Rule Britannia and Third Rome were not full expansions.

As ever, it's important to seperate what you get from the premium expansion from what will be included, for free, in the accompanying patch that comes with every expansion release.

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A lot of people have been waiting for this particular ability, and the announcement has generally been received pretty well. Like all good mechanics, expelling the minorities from your nation to fuel your colonial expansion certainly makes unifying the culture of the homeland easier but it sets up a potential new nation full of people who have reason not to believe as you do and that can definitely come back to bite you.

Ask the Puritans! Both the Iberian Catholics and Andalusian Sufi have the ability to appoint a holy order to administrate an entire state, giving it some province bonuses. Both the Catholic and Muslim versions are effectively identical. Have a nice, large fleet and looking for a big, hefty ship to represent the centralized power of your force? You want a flagship. To have one you're going to need an already established fleet of sailors and they're not cheap.

You get to customize your flagship with up to 3 slots worth of modifications, each of which will make it more expensive to keep the thing sailing. You'll recognize this as effectively porting the Artillery Barrage from the Mandate of Heaven expansion for ships. While being able to spend 50 military influence to help reduce fort walls faster from any cannon-bearing ship is nothing to sneeze at, you may seriously consider whether those 50 military influence are better spent elsewhere.

Part of all the immersion packs is the greater visual distinction between the nations of the region the pack is focusing on. The assumption is that you are going to spend a lot of time really looking at that particular set of nations so it should be easier to tell their land and ship models apart.

Purely cosmetic, so make of it what you will. Paradox is promising 10 to 12 minutes of original music "inspired by the discovery of the New World. You could make the entirely reasonable argument that pirate republics are the best reason, and maybe the only reason, to buy Golden Century. Are they really historical? Well, certainly some existed In the East, organizations of pirates had the advantage of lots of islands and less powerful, decentralized governments to hunt them down.

In the West, once England and Spain decided that paying people to sink and steal the ships of each other was largely ineffective, piracy lost a lot of its gloss as both a major seafaring powers decided that pirates needed to go. In GCpirate republics can only arise naturally in a handful of locations, three of which are located roughly in the Caribbean.

If your nation is located on an island or in the Mahgreb, you can take a decision to become a pirate Republic. It's costly and you need to be really focused on naval power and, in particular, privateering because sucking up at least 10 trade power with privateers is hard workbut you can do it. As a result you will get a custom set of factions and governmental reforms if you have the Dharma expansion for reforms, that is.

If you enjoy playing in the Iberian Peninsula and you can overlook a few historical irregularitiesthen it would be very hard to pass up on Golden Century.