Dei Gratia (1.32)

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Author: nguyenforthewin13

Last revision: 14 Jan, 2022 at 08:26 UTC (1)

File size: 302.72 MB

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Description:

Version 3.0 for EUIV Version 1.32.2

After a long wait, Dei Gratia has arrived on 1.32. The 1.31 update was skipped to avoid all of the game-breaking bugs and issues with stability introduced to the base game by Paradox, but thanks to their hard work in resolving most of these issues, the mod has been updated.

The mod is a hardcore overhaul that aims to vastly improve historicity in all aspects of the game. It has abandoned the vanilla development system in which monarch points can be spent instantly to generate development, and instead designed a natural growth system in which development grows and declines over time depending on factors such as terrain, devastation, and player input. A country cannot suddenly rocket to great power status simply because of a single 6/6/6 ruler and a well-timed Golden Age. Development of every country in the world is scaled to historical population, and for larger countries 75 development is roughly equivalent to a population of 1 million people.

Corruption, plagues, environmental disaster, and war are the enemies of the state in Dei Gratia, serving to restrain great empires and prevent them from snowballing like they can in vanilla. Even the richest and most expansive country may fall if its armies are made of paper and the people starve. The world of Dei Gratia is also not a eurocentric one, accurately representing the colossal populations of the empires of India and the Far East, whose tax, production, and manpower base shadow over those of the lesser European nations.

Hundreds of historical events, numerous mission trees, and even a few disasters have been added to Dei Gratia. Dei Gratia’s map is based off the map of Historical Additions Borders+, but has hundreds more provinces than its predecessor.

As a hardcore overhaul, Dei Gratia has also not refrained from rebalancing some of the worst and most imbalanced national idea sets in Europa Universalis IV. It is much harder in Dei Gratia to stack valuable modifiers, and countries that were historically preeminent in world affairs, such as Venice and Portugal, have completely new idea sets to reflect their status. Dei Gratia completely rejects the notion that any historically great nation should need to be played in a cheesy or unintuitive way in order to succeed in Europa Universalis IV.

Dei Gratia is designed with multiplayer in mind, by a modder who has thousands of hours of experience in semi-competitive and competitive Europa Universalis IV. Its balance decisions always take into account how it would affect a country’s ability to resist against and work with other players.


Why do I only see four Idea Group slots?
In Dei Gratia, Idea Group slots are unlocked in pairs, which means that two Idea Groups are unlocked at Administrative Technology 5, two more are unlocked at Administrative Technology 10, and so on. Furthermore, you now need four Ideas filled out to get access to a single National Idea.

This change was made because EUIV’s Idea system functions poorly from an opportunity cost standpoint. In multiplayer, taking a non-Military Idea group first practically means death. Dei Gratia partially alleviates this problem by allowing non-Military Ideas to be immediately paired with Military ones.

Why is combat in Dei Gratia so different?
In Dei Gratia, Fire and Shock phases of combat each only last two days, compared to three days in vanilla. This means that a different dice roll happens on every two days of combat instead of three, lowering the impact of RNG on the outcome of wars. Furthermore, abridging the Fire phase improves the viability of Cavalry, as Cavalry will no longer suffer through three days of Fire damage before engaging in combat during the Shock phase.

More importantly though, troops in the reserves of the battlefield no longer suffer any morale losses whatsoever. This change means that reinforce meta is no longer relevant in Dei Gratia, and that you can send all of your troops immediately into a single battle without any additional micromanagement. I have always viewed the reinforce meta as cancerous in that it causes players to micromanage too much, and furthermore it is a bad meta simply because AI does not know how to reinforce. This change will allow AI to fight far more evenly with human players.

Does AI get bonuses in this mod?
In this mod, AI gets absolutely no bonuses that the player does not get. The only "bonus" the AI gets is an extra diplomat, which exists in vanilla EUIV because AI needs it for short-term actions in case all its normal Diplomats are occupied doing other interactions. Lucky Nations no longer exist in any form and Revanchism has been removed to the game. A game where the AI doesn’t play fair is hardly worth playing.


For further information, please visit either the mod Discord for DG at: https://discord.gg/Rn2fgjWmD6

Or the Ides of April Discord, where I play multiplayer EUIV regularly at: https://discord.gg/tY4fkpk


Special thanks to the developers of:
– Lux in Tenebris
– Historical Additions: Borders+
– MEIOU & Taxes
– Iaponia Universalis
– Better Urban Terrain Pictures
– 1.31 Better Asia & Europe Terrain Pictures
– Graphical Map Improvements
– Muscovite Civil War
– Difficulty & AI
– Atlas Novum/Imperialism Reinvigorated
– Mesoamerica Universalis
– Asia Rework
– Better Mercs
– Better Terrain Pictures
– Beyond Typus
– Enhanced Institutions
– National Ideas Expanded
– Monuments Expanded
– Trade Goods Expanded
– Silk Road Terrain Pictures
– Voltaire’s Nightmare
– Weaker Forts
And many others for inspiration or otherwise developing the content that is included in this mod.

The mod is currently in a beta version, meaning that it is somewhat unstable. It is extremely inconsistent, but some people crash on autosaves while others have no issues at all. It may be a RAM usage issue but as soon as I fix this problem I will release another version of Dei Gratia for 1.32.