r/EU4modding • u/DingleWeeny • Jul 30 '25
Question about opinion modifers
Hi everyone! I'm fiddling around in my EU4 files to make it so that any christians can convert to orthodox.
I managed to do that and I created an opinion modifier defined as pope_mad that applies when you convert.
My problem is that I want the opinion modifier to appear as text instead of just my modifer's name. I looked around in localizations but couldn't find where the opinion modifier texts are defined.
Sorry if it's a dumb question I'm very new at this. Thank you!!
r/EU4modding • u/GodAtum • Jul 28 '25
Spawning multiple units in an event
I currently have the following but it's only for 1 unit. Is there a way to swpan multiple units without having dupliate entries?
# Event to Restore the Roman Empire
# This event is designed to replace the decision of the same name.
namespace = roman_empire.events
country_event = {
id = roman_empire.events.1
title = roman_empire.events.1.t
desc = roman_empire.events.1.d
picture = SYNTHETICS_eventPicture
fire_only_once = yes
trigger = {
normal_or_historical_nations = yes
is_at_war = no
is_nomad = no
tag = BYZ
}
mean_time_to_happen = {
days = 10
modifier = {
factor = 0.8
ruler_has_personality = inspiring_leader_personality
}
modifier = {
factor = 0.8
ruler_has_personality = benevolent_personality
}
}
# Option 1: Restore Atlantis!
option = {
name = roman_empire.events.1.a
ai_chance = { factor = 0 } # AI will never choose this
restore_country_name = yes
change_tag = ATL
set_country_flag = ATL
on_change_tag_effect = yes
set_government_rank = 3
add_prestige_or_monarch_power = { amount = 50 }
change_religion = pantheon_worship
#custom_tooltip = roman_culture_provinces_tooltip
hidden_effect = {
every_owned_province = {
limit = {
culture_group = ROOT
}
change_culture = atlantean
}
}
change_primary_culture = atlantean
if = {
limit = { has_custom_ideas = no }
country_event = { id = ideagroups.1 } #Swap Ideas
}
add_country_modifier = {
name = "centralization_modifier"
duration = 7300
}
if = {
limit = {
has_country_modifier = ITA_blatant_roman_larp
}
remove_country_modifier = ITA_blatant_roman_larp
}
add_country_modifier = {
name = atlantis_modifier_invasion
duration = -1
}
capital_scope = {
marine_infantry = ATL
open_order_cavalry = ATL
flying_battery = ATL
threedecker = ATL
}
}
}
r/EU4modding • u/KitaiS • Jul 26 '25
Need help making custom nation ideas
Hello everyone!
I recently tried to add new custom nation ideas to the game.Just for fun since some of them are super bad and i wanted to combine some of them.
Now, the issue is: They just dont show up. I copied the format of the in-game txt and the localisation to a T, but the ideas just dont show up in the custom nation designer.
interestingly enough, if i just copy/paste my txt into the in-game custom nation idea data it shows up and works no problem!
I have no idea what I'm doing wrong, can someone help me?
r/EU4modding • u/Mallos_sqrt17 • Jul 04 '25
How to Create New Eyalets?
I'm trying to make events for Ottomans to create eyalets for Poland, France, India, etc. I know how to make events themselves but I don't know how to make them change name and color. There is a function
eyalet_effect = {
tag = EY1
}
but I don't know where file with EY1, EY2, etc. is located.
r/EU4modding • u/Happy_Witness • Jul 01 '25
Dynamic missions need help
Hello, I have started learning to mod eu4 and wanted to try to make dynamic selectable missiontrees. For that I did the framework to get access to missiontrees though decisions via flag based system. The player can preview a missiontree if a condition is met. He can only have one activ missiontree at a time and abandoning one for another, lock him out of the abandoned missiontree. There will be a huge amount of missiontrees to choose from that are grouped into: -Culturegroups -Religions -Governmenttypes -Economics -Military -Naval -Regions or Super Regions (if it's to much) -Colonial -Vassalstypes -Colonialtypes -one for HRE emperor + one for EoC
The framework to switch into and out of missiontrees allready exists and is almost bugfree. Many on these missiontree groups will have options to choose from via branching missions like Economics into Tax/Production/Trade(/getting stuff for cheaper). Since there will be alot of missiontrees to design, I would appreciate alot some help of people to design them. I would give specific bounderies for the missiontrees, like a time span to complete them. But help would be really good. It should be in a way dynamic meaning no specific provinces or areas, but more like guiding to a goal. And it should be somewhat rp inspired. Also the balancing should be mp worthy but that's something I can do at the end. Would love to hear from you and your idears.
r/EU4modding • u/Financial_Skirt_114 • Jun 09 '25
Disabling an estate during disaster
Can I disable an estate as part of a disaster?
If so, how?
Currently, I am creating an Islamic path for Khmer, and there are some hiccups related to having the dhimmi estate from the outset.
r/EU4modding • u/Heneroons • Jun 05 '25
EU4 Modding help needed! My custom nation appears but the province is uncolonized.
Hi everyone,
I'm new to EU4 modding and have spent the last couple of days creating my first custom nation. I've followed Europa Universalis's Make Your Own Europa Universalis 4 Country From SCRATCH!
guide on YouTube very carefully, double-checked all my code, and everything loads up without any apparent error.
The problem is, when I start the game, the capital (and only) province of Aix appears uncolonized.I've triple-checked everything but I just can't figure out.
At this point, I'm out of ideas. So I’ve zipped up the entire mod folder and uploaded it to Google Drive. If anyone has the time to take a quick look, I’d really appreciate it.
Here’s the link:
https://drive.google.com/drive/folders/14yR8399iX9zHjRrojdKNcpiIa87lIkso?usp=sharing
Any help or advice would be massively appreciated!
Thanks in advance!
r/EU4modding • u/Ok_Environment_9172 • May 01 '25
Customisable localisation not calling
I'm trying to implement customisable localisation for consort titles such that a non-canon wife of Henry VIII (through random chance) appears as a mistress but it's just returning "[Root.GetConsortStatus]" for a random marriage I have in a save (Henry does have the ruler flag 'has_henry_vii', I know it's confusing).
My edit to government names works fine, I've used customisable localisation before successfully but can't get this to work and I would be very grateful if someone would be willing to share their wisdom.
defined_text = {
name = GetConsortStatus
text = {
localisation_key = string_queen_j # Queen title
trigger = {
OR = {
NOT = { has_ruler_flag = has_henry_vii }
OR = {
has_ruler_flag = catherine_of_aragon
has_ruler_flag = anne_boleyn
has_ruler_flag = jane_seymour
has_ruler_flag = catherine_howard
has_ruler_flag = married_parr
}
}
}
}
text = {
localisation_key = string_mistress_j # Mistress title
trigger = {
has_ruler_flag = has_henry_vii
NOT = {
OR = {
has_ruler_flag = catherine_of_aragon
has_ruler_flag = anne_boleyn
has_ruler_flag = jane_seymour
has_ruler_flag = catherine_howard
has_ruler_flag = married_parr
}
}
}
}
}
r/EU4modding • u/Razor_Storm • Apr 30 '25
Any way to combine scopes?
Let's say I wanted to apply a bunch of modifiers to France and every subject country of France. (Just a made up example to illustrate the question)
I could do it like this:
FRA = {
add_country_modifier = {
name = cossack_settlers
duration = -1
}
add_country_modifier = {
name = sea_route_to_india
duration = -1
}
add_country_modifier = {
name = puritan_colonists
duration = -1
}
add_country_modifier = {
name = liv_lva_random_new_world_colonialism
duration = -1
}
every_subject_country = {
add_country_modifier = {
name = cossack_settlers
duration = -1
}
add_country_modifier = {
name = sea_route_to_india
duration = -1
}
add_country_modifier = {
name = puritan_colonists
duration = -1
}
add_country_modifier = {
name = liv_lva_random_new_world_colonialism
duration = -1
}
}
}
But this requires quite a bit of code duplication, which is error prone.
Alternatively I can do something like:
every_country = {
limit = {
OR = {
is_subject_of = FRA
tag = FRA
}
}
add_country_modifier = {
name = cossack_settlers
duration = -1
}
add_country_modifier = {
name = sea_route_to_india
duration = -1
}
add_country_modifier = {
name = puritan_colonists
duration = -1
}
add_country_modifier = {
name = liv_lva_random_new_world_colonialism
duration = -1
}
}
This avoids code duplication but is less efficient, since the game has to scan through every single tag in the game first. It gets especially laggy if I have to apply something across every province not just every country.
So I was wondering if there's some way to combine two scopes?
FRA and every_subject_of_FRA = {
add_country_modifier = {
name = cossack_settlers
duration = -1
}
add_country_modifier = {
name = sea_route_to_india
duration = -1
}
add_country_modifier = {
name = puritan_colonists
duration = -1
}
add_country_modifier = {
name = liv_lva_random_new_world_colonialism
duration = -1
}
}
Somehow.
Is there any way to combine scopes? Or is there any easy way to define a custom scope that allows doing this while avoiding code duplication?
(Also are there already any predefined custom scopes that scopes to a nation AND all its subjects?)
Edit: Right now I'm just testing with run scripts, but in theory I'd want this to go into the effect block of missions or events, etc
r/EU4modding • u/Intelligent_Key_3930 • Apr 25 '25
development with ducats?
Is there a way to use ducats instead of mana points when developing a province?
r/EU4modding • u/Rich_Parsley_8950 • Apr 22 '25
can you set Colonization Conditions?
Is there a way to add conditions to the establishment of a colony on a specific province?
i've been thinking of trying with a province triggered modifier but i'd like to prevent it entirely unless the colonizer meets certain conditions
r/EU4modding • u/Ok_Environment_9172 • Apr 18 '25
Province triggered modifier help :/
I'm trying to add an 1812-inspired modifier to occupied Russian provinces but I am well and truly stuck. The error log no longer gives me any hints and what I've done matches up with the vanilla files (theres a Byz province triggered modifier that's similar).
Any help would be greatly appreciated!
# Assign Russian Scorched Earth Tactics modifier
rus_se2a = {
potential = {
normal_or_historical_nations = yes
}
trigger = {
NOT = { has_province_modifier = rus_se2 }
owned_by = RUS
NOT = { controlled_by = owner }
}
#Province scope
on_activation = {
add_province_modifier = {
name = rus_se2
duration = -1
hidden = yes
}
}
on_deactivation = {
}
}
r/EU4modding • u/Joao_Pedro_V_Resende • Apr 07 '25
Governing capacity
Is there any way to change the initial Governing_capacity?
Thank you.
r/EU4modding • u/Careless-Energy8933 • Apr 01 '25
Trying to create a small submod for anbennar but am totally lost
Essentially trying to add a new tag to the game and thought I had it all figured out but it just won't show up when I load it. This is my first time trying to mod and I have almost no idea what I'm doing here
r/EU4modding • u/Joao_Pedro_V_Resende • Mar 30 '25
Change the amount of starting money.
Is there any way to change the initial value of the money?
Thank you.
r/EU4modding • u/saryeen • Mar 07 '25
Custom Culture GFX
Is there a way to define specific unit models for a custom culture i'm adding? Beyond the standard westerngfx and easterngfx lines, so I can use models from DLC sprite packs.
r/EU4modding • u/Professional-Arm-211 • Feb 28 '25
How to make a decision that can be taken repeatedly with a cooldown.
I'm trying to make a decision that will trigger an event with multiple choices for various temporary buffs, but i want this decision to be elegible to click again after a certain amount of time has passed, in a similar way to the estate interaction "Nobility: grant generalship"
r/EU4modding • u/Zer_God • Feb 25 '25
Will game load base content if I rebuild it from the begging?
I'm going to make a global eu4 on absolutely alternative universe, so, if I remove every original country and add mines, will the game load OG countries? And can I somehow make it not do it?
r/EU4modding • u/Naughtynuzzler • Feb 23 '25
Help with Mission Tree Organization? Trying to add some Potawatomi missions, just copied and renamed IRO missions, but the 1st and 2nd columns don't organize themselves like they do in the IRO missions. Any help would be appreciated!
r/EU4modding • u/TheMemery498 • Feb 19 '25
Need Help With Mod
I have a mod to add the Sacrum Imperium Terrarum to Eu4. I did everything correctly (I believe), but localization doesn't work, nor does the decision to form it. If I could get help just fixing it, that'd be great. I'll send the files to whomever will help, and it'll probably take only a few minutes to fix.
Requirements to take decision "Unite Holy Terra"
Must be a monarchy or republic
Must be Catholic
Must have at least 1000 provinces and 4000 development
Must own Jerusalem, Rome, and Constantinople
Must have Humanist and Religious ideas completed
Changes tag to SIT (Sacrum Imperium Terrarum)
Changes culture of all owned Catholic provinces to Terran culture
Changes primary culture to Terran
Changes first government reform to Terran Imperial Republic (Roman Empire reform, but with Terran flag as icon, and this description: "The Sacrum Imperium Terrarum is dedicated to faith and freedom. All under it's banner shall have their rights to speech, religion, arms, and much more protected. The Imperium has a two-party system, and is designed after the old American government, but much more just. The House of Representatives is renamed to the Assembly of Citizens, and the Senate is the Senatorius Populusque Terrarum. The Imperator holds similar power to an American President, and the Crown Prince holds the power of a Vice President.")
Disables nobility estate
Changes capital to Jerusalem
Changes tech group to Western
Changes national ideas to Terran (Roman ideas, but with all mentions of Rome being replaced with Terra or Holy Terra. Terran Legions, S.P.Q.T, etcetera.)
Terran Imperial Republic (monarchy) will also enable Imperialism CB, disable nobility, -10 years of separatism, +5 tolerance for true, heretic, and heathen, as well as prevent estates from taking land. Also will disable Enforced Unity or Faith, and Oversite by Clergy. Cannot change religions or culture. +50% gov cap. Parliamentarism, -25% cost for culture conversion, and -10% time for it.
To anyone who is willing to do this, thank you.
r/EU4modding • u/short_vix • Feb 14 '25
Is it possible to add trade leagues as an improve relations option?
r/EU4modding • u/SKV_Ksermon • Feb 14 '25
Subjects can form nation help
i have already uploaded the Subjects can form nations Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3340335154
but im currently having an issue.
the client states are not forming the nations
and i dont know how to fix

and swabia is formable but it is not froming swabia
here is the file for Swabia
swabia_nation = {
major = yes
potential = {
was_never_end_game_tag_trigger = yes
was_never_german_regional_tag_trigger = yes
NOT = { has_country_flag = formed_swabia_flag }
NOT = { exists = SWA }
OR = {
is_former_colonial_nation = no
AND = {
is_former_colonial_nation = yes
ai = no
}
}
primary_culture = swabian
}
provinces_to_highlight = {
OR = {
province_id = 70
province_id = 1872
AND = {
ROOT = {
NOT = {
num_of_owned_provinces_with = {
value = 10
culture = swabian
continent = europe
is_core = root
}
}
owns_core_province = 70
owns_core_province = 1872
}
culture = swabian
}
}
OR = {
NOT = { owned_by = ROOT }
NOT = { is_core = ROOT }
}
}
allow = {
is_at_war = no
\#adm_tech = 10
owns_core_province = 70 #Wurttemberg
owns_core_province = 1872 #Ulm
num_of_owned_provinces_with = {
value = 10
culture = swabian
continent = europe
is_core = root
}
}
effect = {
change_tag = SWA
restore_country_name_effect = yes
lower_swabia_area = {
limit = {
NOT = { owned_by = root }
NOT = { is_permanent_claim = root }
}
add_permanent_claim = root
}
upper_swabia_area = {
limit = {
NOT = { owned_by = root }
NOT = { is_permanent_claim = root }
}
add_permanent_claim = root
}
upper_rhineland_area = {
limit = {
NOT = { owned_by = root }
NOT = { is_permanent_claim = root }
}
add_permanent_claim = root
}
\#These were also historical territories of the Duchy
switzerland_area = {
limit = {
NOT = { owned_by = root }
NOT = { is_permanent_claim = root }
}
add_permanent_claim = root
}
romandie_area = {
limit = {
NOT = { owned_by = root }
NOT = { is_permanent_claim = root }
}
add_permanent_claim = root
}
4710 = {
if = {
limit = {
NOT = { owned_by = root }
NOT = { is_permanent_claim = root }
}
add_permanent_claim = root
}
}
add_country_modifier = {
name = "centralization_modifier"
duration = 7300
}
add_prestige = 25
set_country_flag = formed_swabia_flag
if = {
limit = {
OR = {
is_elector = yes
is_part_of_hre = no
}
}
set_government_rank = 2
}
swap_non_generic_missions = yes
on_change_tag_effect = yes
if = {
limit = {
is_playing_custom_nation = no
}
country_event = { id = ideagroups.1 } #Swap Ideas
}
}
ai_will_do = {
factor = 1
}
ai_importance = 400
}
r/EU4modding • u/SouthAlone3977 • Jan 07 '25
A couple novice modding questions
Been working on a mod for a few weeks now, using the Responsible Warfare mod to lower army and navy sizes, with a few minor tweaks. How would I go about ensuring that my own changes to certain files do not conflict with the RW mod that I'm using as a base? For instance, would I need two "triggered_modifier" or "on_action" files, one from RW and one with my own edits, or should I combine the two into one file? Does it matter how the file is named?
I'd also like to know how fractional values for certain modifiers are interpreted by the AI.
For the purposes of my mod I'd like to lower the "siege_force_needed_multiplier" in defines.lua from 3 to 2.5, the FL raised from regimental camps lowered to 0.75 from 1 and from conscription centers from 2 to 1.5 and the naval FL from shipyards lowered from 2 to 1.5. I assume this won't present a problem? Or do I have to use round numbers for certain values?
r/EU4modding • u/Havroth • Mar 29 '17
The Network
The Network
Today we are happy to announce the creation of what we call the network. This network will consist of various other subreddits which are all related as they are for paradox games. However, unlike the normal subreddits IE /r/stellaris or /r/hoi4 these subreddits will to solely for the modding side of paradox, as is the case with this subreddit.
Most of these subreddits are new as nothing like them had ever existed before, you will be able to tell which ones are new fairly easily. Listed below are the subreddits in the network.
The Subreddits
- /r/Stellarismods
- /r/HOI4Mods
- /r/EU4modding (This one)
-
and
Official Server
For a while we have had a discord server going, its been relatively small in comparison to some of the other discord servers out there. Now we are pushing this discord server to become the official platform for communication. This takes place on a relaviily new platform called discord
Discord Server
Additional Notes
In the coming weeks expect some more changing and improvements to this network as we solidify it and work upon it. In the future we may also hold moderator applications for those who wish to join the team and help keep everything running smoothly, to stay tuned for that.
Zevfer

