Common Universalis 4.9

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Authors: Philippe Auguste, Maximus

Last revision: 27 Aug, 2020 at 18:04 UTC (13)

File size: 366.53 MB

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Description:

Common Universalis is a gameplay-overhaul mod for Europa Universalis IV that refreshes almost every aspect of the game.

Current Version: 4.97
Compatible Vanilla Version: 1.29

Main Features:
Common Universalis is a total-overhaul mod that improves original gameplay in almost every aspect. While other mods keep adding new countries, provinces, religions, cultures and other stuffs, Common Universalis focuses on the ‘engine’- how all those stuffs work toghter, how the world evolves from 1444 to 1836, and how human and ai players make decisions. In Common Universalis,every country can choose its own path to advance,every path has its problems,and every problem has its solutions.

Key Features:

Government Capacity:
A country cannot rule infinite lands.Governing a province consumes Government Capacity,which comes from the "ruling races" of your country.If your empire has not enough population of its primary culture,you can reform your government and invite other "races"(cultures) to share the burden,which,however,will inevitably constrain the authority of your primary culture.

Dynamic Expansion:
– More than 4 different ways of expansion includes Province Auto-core(PAC).Wait or spend Military Power to reduce a province’s nationalism,and you can gain a free core in the province;Slaughter natives to expand rapidly in the New World;Declare the Mandate of Heaven and form your own dynasty to gain the rulership of the whole China;Normal coring is more expensive but still applicable;Diplomatic expansion now requires careful planning.

State Features
– What are the differences between a large empire and a tiny state? Political things? Economic structure? Province development? Stability? Foreign affairs? Military? All included with full details in this mod.

Logic Behind History
– Why did the Europeans rush to the new world? How did countries choose from mercantilism and free trade? Where comes the inflation? Why should a country improve its capital? How could the Ottoman empire conquer the whole Mamluks in just a few years? How did the Ming dynasty decline ,and why did all reforms conducted by even the most capable emperors fail in the end? Why did tobacco planting in North America lead to the war against the natives? What are the strength and weaknesses of the steppe nomads?Why did the Spanish empire,once seemingly invicible,fade in the competition with other colonial powers? History has its own logic, so does the game.

Maximum Selectivity
– All contents and changes in this mod are thoroughly tested by players of different levels,and adjusted over and over until they are proven to be balanced enough.We try our best to make sure that there are no wasted ideas,buildings,government types,units or other meaningless factors in this mod,and ensure maximum selectivity for all playstyles from peaceful development to world conquest.

Urbanization:
Province development is re-divided to three types: Commerce, Production and Agriculture. They cannot be manually improved by investing Monarchy Power, instead, each of them has a seperate growth progress(Showed in ‘Province Census’). When the Agriculture progress of a province hits 100, 1 Agriculture is gained. When the Commerce/Production progress hits 100, 1 Agriculture is converted to 1 Commerce/Production. Urbanization rate is affected by many factors – Literacy, buildings, Agricultures, province edicts, ideas, goods and so on.

Literacy :
Literacy reflects how ‘civilized’ a province is, and can be seen as the fourth type of ‘development’. Literacy does almost everything as it should – speeding up Urbanization rate, increasing Governance Capacity, unlocking Institution spread and allowing province mobilization.

Province Edicts:
Provicne edicts offer players with more options