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Base tax of Sarai increased. Base tax of London and Thrace reduced. Only Steppe Hordes get the plundering event upon capturing a city, it gives 10 ducats. Steppe Hordes get -10% pe, -10% te and -25% tax. Hordes get a big reduction to attrition and cavalry cost. Tolls completely reworked giving more local and less global bonuses. Posted on forums here. Welcome everyone, to the very first developer diary for the upcoming major version of MEIOU and Taxes. Last year saw the release of 2.50: Heresy with a greatly improved population system, yet we didn't want to stop just there. As we explored what was possible, we found our way forward: A focus on the transformative journey as nations and peoples change over time.
Game: Europa Universalis IV
Rather Death Than Dishonor -- Europa Universalis IV with MEIOU & Taxes 2.0 modification
Follow a lone man's epic quest to make Brittany a great power and learn a thing or two about the freaking amazing mod MEIOU & Taxes.
About the AAR in general:
- Read with vertical scrolling on, contains lots of text
-'comedic' and historical, mild roleplay
- light narrative focus, heavier gameplay focus
- Mostly screenshots
- Some crude language
- Lengthy explanations of M&T mechanics
- Advice for new players of M&T
- The writer isn't a native speaker
- How i do talk england?
Follow a lone man's epic quest to make Brittany a great power and learn a thing or two about the freaking amazing mod MEIOU & Taxes.
About the AAR in general:
- Read with vertical scrolling on, contains lots of text
-'comedic' and historical, mild roleplay
- light narrative focus, heavier gameplay focus
- Mostly screenshots
- Some crude language
- Lengthy explanations of M&T mechanics
- Advice for new players of M&T
- The writer isn't a native speaker
- How i do talk england?
Part of the campaign:
MEIOU&Taxes 2.0 Brittany AAR/Mod Showcase
Previous part:
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Game: Europa Universalis IV
MEIOU&Taxes 2.0 Brittany AAR/Mod Showcase -- Part 1: War of Succession
Welcome back. In this 'exciting' episode I will go through several M&T mechanics. Fun times ahead.
First of all, last time I forgot to take a screenshot of the loot screen after the war ended. We got about 100 ducats of loot and were given three options about how much we want to take for ourselves. By taking the smallest amount (10%) we got 10 ducats and ensured the rest returned to local wealth pools in Brittany. If you take more like a greedy asshole then you piss people off and get some penalties.
The war is over but the wounds it has left on Brittany will take a while to heal. Nantes especially has suffered, having been besieged and looted multiple times.
Province trauma is a cool M&T mechanic created before devastation was added to vanilla which made it redundant. Whenever Paradox adds a worthwhile feature a mod has already done it and sometimes better. Just look at that food mod for Stellaris that added food transports you could raid and destroy.
Like devastation, trauma represents severe damage caused to a province by warfare, disease, famine or other disasters and gives penalties to growth, meaning that raped provinces will need years of councelling and therapy to heal. This encourages you to avoid heavily raping I mean looting provinces, including those that you don't plan on taking, to avoid the risk of famine. Famines, you see, can spread far and wide and kill a lot of people. I'll cover famine mechanics once peasants start dropping like flies. It will happen eventually, trust me. They're too dumb to just eat cake.
First of all, last time I forgot to take a screenshot of the loot screen after the war ended. We got about 100 ducats of loot and were given three options about how much we want to take for ourselves. By taking the smallest amount (10%) we got 10 ducats and ensured the rest returned to local wealth pools in Brittany. If you take more like a greedy asshole then you piss people off and get some penalties.
The war is over but the wounds it has left on Brittany will take a while to heal. Nantes especially has suffered, having been besieged and looted multiple times.
Province trauma is a cool M&T mechanic created before devastation was added to vanilla which made it redundant. Whenever Paradox adds a worthwhile feature a mod has already done it and sometimes better. Just look at that food mod for Stellaris that added food transports you could raid and destroy.
Like devastation, trauma represents severe damage caused to a province by warfare, disease, famine or other disasters and gives penalties to growth, meaning that raped provinces will need years of councelling and therapy to heal. This encourages you to avoid heavily raping I mean looting provinces, including those that you don't plan on taking, to avoid the risk of famine. Famines, you see, can spread far and wide and kill a lot of people. I'll cover famine mechanics once peasants start dropping like flies. It will happen eventually, trust me. They're too dumb to just eat cake.
Let's take a look at the trade map, shall we? In M&T this is the second most important mapmode, but keep the game paused if you look at it. There's so freaking many icons on the trade map that your game might crash. I'm not joking.
Here you can see how four of our provinces have natural trade power bonuses: we have three estuaries and one bay. Because three of those modifiers are in the Bay of Biscay trade node, we have a lot of potential to become a trade powerhouse there. But because our cities are tiny, that potential isn't realized yet.
Also: Saint-Malo is one of the many provinces with a special modifier representing a local power in the province that gives it more autonomy. Here it is the city of Saint-Malo itself that has a history of self-rule.
The other icons visible here are: mundane urban goods in Bro Roazhon and Normandie, metalwork urban good in Tourraine, salt mine in Nantes, iron (or maybe lead) mine in Sussex and in that province east of Maine and lastly a 'province built building' modifier in Haute-Poetou, east of Bas Poetou.
Yes, provinces can build buildings once they have enough local wealth. So can estates. It's almost like nation states aren't the only actors in the world. R E A L I S M
Here you can see how four of our provinces have natural trade power bonuses: we have three estuaries and one bay. Because three of those modifiers are in the Bay of Biscay trade node, we have a lot of potential to become a trade powerhouse there. But because our cities are tiny, that potential isn't realized yet.
Also: Saint-Malo is one of the many provinces with a special modifier representing a local power in the province that gives it more autonomy. Here it is the city of Saint-Malo itself that has a history of self-rule.
The other icons visible here are: mundane urban goods in Bro Roazhon and Normandie, metalwork urban good in Tourraine, salt mine in Nantes, iron (or maybe lead) mine in Sussex and in that province east of Maine and lastly a 'province built building' modifier in Haute-Poetou, east of Bas Poetou.
Yes, provinces can build buildings once they have enough local wealth. So can estates. It's almost like nation states aren't the only actors in the world. R E A L I S M
Now it's time to visit the Greater Nobles estate. These guys are usually assholes and a vital objective of many nations is to reduce their power. They often have a fuckton of privileges that give nasty penalties and increase corruption (that's why we have so much of it), will demand more privileges and if you try to take them away they'll start crying like babies, throw a hissy fit, drop stability and give nasty negative modifiers to the provinces where they're dominant.
But they can also provide some assistance in the form of favours. During the war, for example, I got a free unit from them. Nations like France where the Greater Nobles are very powerful can almost double their army by asking for levies. They can also give powerful buffs at the cost of loyalty.
Loyalty doesn't increase on its own so you have to send them fruit baskets as well as give them expensive favours and privileges fairly regularly.
But they can also provide some assistance in the form of favours. During the war, for example, I got a free unit from them. Nations like France where the Greater Nobles are very powerful can almost double their army by asking for levies. They can also give powerful buffs at the cost of loyalty.
Loyalty doesn't increase on its own so you have to send them fruit baskets as well as give them expensive favours and privileges fairly regularly.
Look at that list. And this isn't even that bad, try playing as the Mamluks to know what a true privilege bonanza is. The privilege highlighted in the image is one of the nastier ones. We can get rid of it by peacefully by revoking it, but there's a big risk that the nobles will be pissed off. Stability is the currency you spend on getting rid of these things, so don't expect to stay in +3 stab all the time.
Charles has seen how capable commoners or lowborns can be in war. The leader of the English army, John, was after all a mere gentleman (son of a baron), and Joan of Arc was a peasant girl. Therefore he thinks it would be a good idea to give some of the lowborn an opportunity to become officers in service of the Breton crown.
Charles has seen how capable commoners or lowborns can be in war. The leader of the English army, John, was after all a mere gentleman (son of a baron), and Joan of Arc was a peasant girl. Therefore he thinks it would be a good idea to give some of the lowborn an opportunity to become officers in service of the Breton crown.
We ended up getting 14 war exhaustion from that war. Sheesh, looks like we'll be at peace for a long time. In vanilla this would mean I'd tab out and watch cat videos, but in M&T this means I can focus on solving internal problems. Not that peacetime is anywhere near as action-packed as war in M&T either, but hey, an improvement is an improvement.
Looks like it's time for me to explain what Communication Efficiency is.
CE is a modifier that shows how well connected to your capital a province is and how long it takes for a 'plz send help rebels r burning shit' letter reach you. The modifier gives a large reduction to unrest and autonomy in your capital, but the effect wears off as you go further and further. Ports and roads improve CE and are vital in keeping a large empire stable and the estates at bay.
Recently taken provinces have this 'Martial Law' modifier. Read the tooltip in the image to understand what it is.
CE is a modifier that shows how well connected to your capital a province is and how long it takes for a 'plz send help rebels r burning shit' letter reach you. The modifier gives a large reduction to unrest and autonomy in your capital, but the effect wears off as you go further and further. Ports and roads improve CE and are vital in keeping a large empire stable and the estates at bay.
Recently taken provinces have this 'Martial Law' modifier. Read the tooltip in the image to understand what it is.
If you don't want to have martial law or if you massively improve your transportation infrastructure in a short time, you might want to click on the State estate and dispatch runners. But your PC can get dispatched to hell if you do it so be careful.
Here you can see the Lesser Nobles estate as well. They have no influence yet, but that is because the only province they own still doesn't have its autonomy calculated. Yes, influence is based on number of controlled provinces plus autonomy.
Lesser nobles usually appear in provinces with a small rural population and are weaker and nicer than Greater Nobles. You can also demote Greater nobles to Lesser nobles and vice versa. A nice tactic is to take away all the privileges of lesser nobility (they are less likely to get mad) and then demote your greater nobles. Doing that will drastically reduce the loyalty of both, though.
Here you can see the Lesser Nobles estate as well. They have no influence yet, but that is because the only province they own still doesn't have its autonomy calculated. Yes, influence is based on number of controlled provinces plus autonomy.
Lesser nobles usually appear in provinces with a small rural population and are weaker and nicer than Greater Nobles. You can also demote Greater nobles to Lesser nobles and vice versa. A nice tactic is to take away all the privileges of lesser nobility (they are less likely to get mad) and then demote your greater nobles. Doing that will drastically reduce the loyalty of both, though.
The merchants of Nantes receive funding from Charles so they can build a ship. Charles felt indebted to them, for the English sunk their fleet after Nantes was taken by John Montfort because he and his army couldn't get there in time and save the city.
If you click on the State estate you might notice a 'timber management' button if your nation has coastal provinces. This mechanic was made by one man for no particular reason and I'm not sure what it does. This early in the game it's not important, but later on when ships become vital for European powers that will change. I think. I'm not entirely sure.
If you click on the State estate you might notice a 'timber management' button if your nation has coastal provinces. This mechanic was made by one man for no particular reason and I'm not sure what it does. This early in the game it's not important, but later on when ships become vital for European powers that will change. I think. I'm not entirely sure.
just read that fucking wall of text jesus
basically the mechanic won't even be relevant until later on, so let's ignore it for now
basically the mechanic won't even be relevant until later on, so let's ignore it for now
Here you can see banking spreading rather erratically, or so it seems. Banking, however, doesn't just spread to nearby provinces, it spreads to provinces with high trade power that are controlled by burghers (the urban estate). Flanders dominates the waffle industry and thus also gets banking. If we improve our cities, it should spread to us within decades.
That 'interest per annum -2' modifier might seem powerful but it isn't because Catholicism gives +2 interest by default. This is because only filthy Jews loan with interest, at least until filthy christian bankers start doing that too.
That 'interest per annum -2' modifier might seem powerful but it isn't because Catholicism gives +2 interest by default. This is because only filthy Jews loan with interest, at least until filthy christian bankers start doing that too.
Prague is an important center of trade, but also a center of art and science thanks to its university and the court of the ruler. Here you can see how investing in education can really help institutions spread, and also that the institution jumps from one trade center to another.
Here's that interest penalty I mentioned, along with other modifiers catholics get.
Oh boy, I guess I need to explain everything about religion as well. Soon you'll see what brilliant madness Dei Gratia is.
Oh boy, I guess I need to explain everything about religion as well. Soon you'll see what brilliant madness Dei Gratia is.
oh my fuck
so basically this is church influence. if you have none you get jack shit. if you have full influence you get a bunch of religion-related buffs like missionary strength and tolerance of the true faith but also some penalties as you can see here. It increases and decreases mostly from decisions as well as some events.
and then
so basically this is church influence. if you have none you get jack shit. if you have full influence you get a bunch of religion-related buffs like missionary strength and tolerance of the true faith but also some penalties as you can see here. It increases and decreases mostly from decisions as well as some events.
and then
Huh, where am I? What am I? Oh, right, I'm Charles de Blois, Duke of Brittany.
Wait, or was I some faggot explaining game modification mechanics to people who don't really care?
Ah, whatever. Enough mechanic explanations, let's play the freaking game.
After pleas for help, Charles granted privileges to a merchant company in Nantes in November 1362 to help them get back on their feet after the devastating war. The privileges were supposed to be temporary, but the company would retain them for a long, long time.
Wait, or was I some faggot explaining game modification mechanics to people who don't really care?
Ah, whatever. Enough mechanic explanations, let's play the freaking game.
After pleas for help, Charles granted privileges to a merchant company in Nantes in November 1362 to help them get back on their feet after the devastating war. The privileges were supposed to be temporary, but the company would retain them for a long, long time.
While Charles is as humble as any pious Christian, his wife pays for a man talented enough to capture his glory to paint a portrait of him.
Here you can see that you can get stability points from events. 50 is a lot of points and we're currently sitting at 0 stab, so I accept.
The artist painted him without a beard so Charles secretly hated the painting and ordered it to be burned at his death bed.
Here you can see that you can get stability points from events. 50 is a lot of points and we're currently sitting at 0 stab, so I accept.
The artist painted him without a beard so Charles secretly hated the painting and ordered it to be burned at his death bed.
This tech means we have serfdom in Brittany but no we don't. Serfdom in western europe was in severe decline after the Black Death and would mostly vanish during the 15th century. We get this technology because some European kingdoms especially in the east enforced serfom at the time. France sure didn't and I doubt Brittany did either. Also not sure why it gives +1 states.
But oh well, whatever. They're planning to get rid of the railroaded vanilla tech system entirely and only use institutions and events and such to simulate technological advancement without being eurocentric. There's no point in complaining about something that will eventually be removed entirely.
But oh well, whatever. They're planning to get rid of the railroaded vanilla tech system entirely and only use institutions and events and such to simulate technological advancement without being eurocentric. There's no point in complaining about something that will eventually be removed entirely.
If you turn on additional tags at the start of the game you get some cool formables such as the Modern Nationalistic League of Celts I mean Brythonia. TOTALLY NOT AN ANACHRONISM AM I RIGHT GUYS NATIONAL IDENITY TOTALLY EXISTED IN 14TH CENTURY EUROPE!
We might or might not form it. Also, did I mention there's a wagonload of new decisions in the mod? Most of them are from Dei Gratia like the 'Establish a state inquisition' decision you can see in the image.
You might expect the Spanish inquisition because it's a stale meme and a dead horse but NOBODY EXPECTS THE BRETON INQUISITION!
We might or might not form it. Also, did I mention there's a wagonload of new decisions in the mod? Most of them are from Dei Gratia like the 'Establish a state inquisition' decision you can see in the image.
You might expect the Spanish inquisition because it's a stale meme and a dead horse but NOBODY EXPECTS THE BRETON INQUISITION!
Charles' wife Matilde loves holding banquets and parties in Nantes. This has resulted in both nobles and foreign envoys respecting the Duke more.
We lose the penalties and get some minor buffs. Neat. Rising the court level further would require more money than we currently make in a decade so we'll keep it stable at level three. In game you can click on the 'Current Court Level' button to see the requirements for level ups.
We lose the penalties and get some minor buffs. Neat. Rising the court level further would require more money than we currently make in a decade so we'll keep it stable at level three. In game you can click on the 'Current Court Level' button to see the requirements for level ups.
Time to take a closer look at Nantes because there's nothing better to do. By clicking on the big province interaction button next to the pop icons we get a menu with a bunch of options. One of them opens a new menu allowing us to access a load of data regarding the province.
I have the 'Food information tab' submod installed and I recommend it to everyone, for it adds a lot of information to the province interaction button. It's kind of like a tileset for Dwarf Fortress, helps you understand what the fuck is going on. Link: https://forum.paradoxplaza.com/forum/index.php?threads/submod-food-information-tab.1028566/
Here you can see fucking everything. It's as detailed as Victoria II for Johan's sake. But what do these words mean, exactly? I'm gonna explain the ones that aren't obvious and that I understand, because jesus fuck this system is complicated.
And no the 'may I have more information' button doesn't do anything. It's the same as going outside, looking at the sky and asking 'what's the meaning of life?' God won't answer you because fuck you.
Rural saturation means how close the population is to the ideal population. The closer it is, the faster it will grow, but being above it slows growth. Ideal rural population can be increased mostly through Farming Efficiency, which tells how much food a single unit of farmers produces. Right now FE can only improve through local wealth (which can increase from loot brought back home and improved production, for example), but in the future you'll be able to build canals. Innate fertility is different for each province, can't change and affects both growth and ideal population. Not sure how exactly.
For cities and urban population, ideal population is represented by urban gravity. That can increase from buildings, modifiers and trade power. Cities grow relatively fast but are also more fragile than rural pop. Percentage Urban Gravity is a tally of all percentage modifers, which come from buildings and modifiers (e.g. center of trade). Yes, this means exponential growth of urban gravity is possible, but unfortunately the more you build the more expensive it gets. The Infrastructure province modifier increases build cost by quite a bit and represents money invested into buildings. Looting can take money away from infrastructure and if enough is taken a building will be demolished.
fuck my fingers hurt
I have the 'Food information tab' submod installed and I recommend it to everyone, for it adds a lot of information to the province interaction button. It's kind of like a tileset for Dwarf Fortress, helps you understand what the fuck is going on. Link: https://forum.paradoxplaza.com/forum/index.php?threads/submod-food-information-tab.1028566/
Here you can see fucking everything. It's as detailed as Victoria II for Johan's sake. But what do these words mean, exactly? I'm gonna explain the ones that aren't obvious and that I understand, because jesus fuck this system is complicated.
And no the 'may I have more information' button doesn't do anything. It's the same as going outside, looking at the sky and asking 'what's the meaning of life?' God won't answer you because fuck you.
Rural saturation means how close the population is to the ideal population. The closer it is, the faster it will grow, but being above it slows growth. Ideal rural population can be increased mostly through Farming Efficiency, which tells how much food a single unit of farmers produces. Right now FE can only improve through local wealth (which can increase from loot brought back home and improved production, for example), but in the future you'll be able to build canals. Innate fertility is different for each province, can't change and affects both growth and ideal population. Not sure how exactly.
For cities and urban population, ideal population is represented by urban gravity. That can increase from buildings, modifiers and trade power. Cities grow relatively fast but are also more fragile than rural pop. Percentage Urban Gravity is a tally of all percentage modifers, which come from buildings and modifiers (e.g. center of trade). Yes, this means exponential growth of urban gravity is possible, but unfortunately the more you build the more expensive it gets. The Infrastructure province modifier increases build cost by quite a bit and represents money invested into buildings. Looting can take money away from infrastructure and if enough is taken a building will be demolished.
fuck my fingers hurt
Here's the local wealth I talked about. Read that neat tooltip in the image first. You can't see it here but when you have a lot of local wealth you also get a tax income bonus in the province. Too bad Nantes was looted empty so people are poor as fuck.
You can see how the rural population is doing a lot better and is making twice as much money as urban pop. The burghers are in debt, but thanks to the salt mine and the estuary they'll pay back eventually. I'm not sure but the wealth calculator might be bugged in the version I'm playing because it's possibly not supposed to be negative. You can also see how every year some cash is invested in farming efficiency.
It's barely visible under the tooltip but there's also an 'Urban Production Skill' thing in the bottom. My fingers beg for mercy so I'll explain it once we get some production going by building a workshop here.
You can see how the rural population is doing a lot better and is making twice as much money as urban pop. The burghers are in debt, but thanks to the salt mine and the estuary they'll pay back eventually. I'm not sure but the wealth calculator might be bugged in the version I'm playing because it's possibly not supposed to be negative. You can also see how every year some cash is invested in farming efficiency.
It's barely visible under the tooltip but there's also an 'Urban Production Skill' thing in the bottom. My fingers beg for mercy so I'll explain it once we get some production going by building a workshop here.
And lastly -- just kidding there's one more page coming after this but it'll be brief -- here's stuff about food. So, the basic rule is, each rural pop produces 1 food + farming efficiency. In Nantes, FE is 120% so each pop produces 1.2 food. Then each pop eats 1 food. Excess food is then eaten by regional rural industry (cash crop plantations and such) and cities. Some rural goods like wheat or fish can be exported elsewhere in the continent by rural production, which is increased by the Farm Estate building. Rural goods like wine can't be because you can't eat wine, silly.
The region we're in has 60% food available, meaning growth of cities and rural industries will be slowed down by 40%.
What this means is that the historical scenario of Eastern Europe having small cities but producing lots of food for Western European large cities can be repeated. If rural production eats and exports all the food, local cities can't grow.
The region we're in has 60% food available, meaning growth of cities and rural industries will be slowed down by 40%.
What this means is that the historical scenario of Eastern Europe having small cities but producing lots of food for Western European large cities can be repeated. If rural production eats and exports all the food, local cities can't grow.
And lastly, for real this time, intellectual levels. I don't really need to explain it myself, just read what's in the image. Forgive my exhausted fingers. Basically, generate a lot of art power by investing in education and court and you'll be good to go.
Phew, there we go. And EVERY SINGLE COLONIZED PROVINCE IN THE GAME HAS ALL THIS DATA STORED. No wonder the mod runs almost as slowly as Dwarf Fortress does.
Also Joan of Arc is still alive. Poor Englishmen didn't get the chance to burn a young girl alive, they must be very sad. A moment of silence for them, please.
Phew, there we go. And EVERY SINGLE COLONIZED PROVINCE IN THE GAME HAS ALL THIS DATA STORED. No wonder the mod runs almost as slowly as Dwarf Fortress does.
Also Joan of Arc is still alive. Poor Englishmen didn't get the chance to burn a young girl alive, they must be very sad. A moment of silence for them, please.
Ah, the Martial Law modifiers are gone. We have excellent communication with Brest and its surrounding region. Small nations benefit from being very centralized and having low autonomy and thus weak estates. In fact, M&T makes tall minors really fucking viable. Education is cheaper, development is easier to increase, estates are weaker, et cetera. Meanwhile in vanilla you can click a button to make your provinces a little bit better instead of blobbing like homer simpson in a donut store. Wow. Bravo, Paradox.
hey look the pope is dead and we got a new pope. maybe if you elected younger popes you wouldn't need to replace them all the time.
There's Avignon, the only province of the Papal State. It's doing pretty well, despite having a religious scandal (the black icon with a white man admiring a giant mushroom). They also get three foreign students from three foreign upper class pops (the book with green plus signs). The Pope is guaranteed by France so don't worry about him.
There's Avignon, the only province of the Papal State. It's doing pretty well, despite having a religious scandal (the black icon with a white man admiring a giant mushroom). They also get three foreign students from three foreign upper class pops (the book with green plus signs). The Pope is guaranteed by France so don't worry about him.
Charles' envoy told the Pope and the cardinals about how pious his liege is. They like Charles and he's now is a pen pal with the Pope.
Next thing on Charles' to-do list is building new walls around Nantes and a proper ducal castle in it, for he doesn't want the town to get looted again. It will be expensive, but I'll get to show you how building forts and roads works. Once we have enough dosh, that is.
Next thing on Charles' to-do list is building new walls around Nantes and a proper ducal castle in it, for he doesn't want the town to get looted again. It will be expensive, but I'll get to show you how building forts and roads works. Once we have enough dosh, that is.
It has come to Charles' attention that the bishop of Quimper, Gaufridus Lemarhec, has been selling blessed items such as rosaries and crosses to local nobles and bishop Pierre has done nothing about it. Charles, however, turns a blind eye to the act. Why not let pious nobles acquire some holy merchandise and simultaneously support the church monetarily?
This is one of the many events related to the corruption of the Church. Eventually this will lead to the reformation happening, unless a council convenes and fixes things. Bro Gernev also got a 'Corrupt Bishop' modifier giving minor penalties.
This is one of the many events related to the corruption of the Church. Eventually this will lead to the reformation happening, unless a council convenes and fixes things. Bro Gernev also got a 'Corrupt Bishop' modifier giving minor penalties.
So from the province interaction button we can build a fort. It's going to cost 150 bretonbucks because Nantes is surrounded by low and level farmlands. We can spend manpower to reduce the cost, but it's not necessary and we don't really have men to spare.
oi shit
Our education level is dropping and I didn't even notice. That happened because after uniting Brittany we got a huge influx of upper class population and I didn't increase the amount spent on education much at all. This is bad and we need to fix it ASAP before it drops too low. Time to pour money into this shit. The fort will be delayed a bit.
Our education level is dropping and I didn't even notice. That happened because after uniting Brittany we got a huge influx of upper class population and I didn't increase the amount spent on education much at all. This is bad and we need to fix it ASAP before it drops too low. Time to pour money into this shit. The fort will be delayed a bit.
hey look people are more peaceful and stuff
also if you've ever wondered what stability represents in-game take a look at this wiki page: https://en.wikipedia.org/wiki/Fragile_States_Index
also if you've ever wondered what stability represents in-game take a look at this wiki page: https://en.wikipedia.org/wiki/Fragile_States_Index
Now that we have stability we can bully the nobles a bit.
Also here's the estate menu, I guess I should've shown it earlier.
Also here's the estate menu, I guess I should've shown it earlier.
In October 1364 Charles promoted some able commoners to high-ranking military positions. This made a lot of people very angry and was widely regarded as a bad move.
Note how the privilege got downgraded instead of being completely removed.
Note how the privilege got downgraded instead of being completely removed.
Charles reasonably explained his decision during the meeting of the Estates and Mathilda held a crazy party afterwards where everybody got drunk, so the anger dissipated for the most part. We lost no stability.
Sometimes you can get completely wrecked by this and lose three stability. That's like, three comets at once.
Sometimes you can get completely wrecked by this and lose three stability. That's like, three comets at once.
Nantes has recovered from the war and we finally have an urban pop in the province.
Here's what each urban pop does. Rural pop does little except pay a bit of taxes and add very little trade power and some rural production. Urban pop is very valuable mostly because of that +0.50 trade power modifier but also because of urban production. I'll explain later, don't you think I've done enough mechanic explanation in this part?
Here's what each urban pop does. Rural pop does little except pay a bit of taxes and add very little trade power and some rural production. Urban pop is very valuable mostly because of that +0.50 trade power modifier but also because of urban production. I'll explain later, don't you think I've done enough mechanic explanation in this part?
By clicking the quick build button or whatever its called next to the Coat of Arms, then clicking the building menu, scrolling down (if your resolution is as shit as mine) and clicking on the roads in the bottom, we get a crude way of seeing where we have roads. You can't build them this way even if you have the money.
Turns out we don't have proper road networks anywhere. We've got a lot of work to do.
Turns out we don't have proper road networks anywhere. We've got a lot of work to do.
England and Portugal had a royal marriage and now the King of the latter has died without an heir. The King of England Edward III has thus been crowned the King of Portugal. France is allied with Castile so a war in Iberia is now expected if the Hundred Years' War continues.
Meiou And Taxes 2.5 Download Free
We have 5 upper class population and still not enough funding for the education of their youth. Charles is now considering founding a university in Nantes after the fort has been built.
Also inflation increases on its own just like in real life. R E A L I S M.
Also inflation increases on its own just like in real life. R E A L I S M.
Lately some priests and nobles have gotten excited about the legend of Conan 'the Not-Barbarian' Meriadoc, the mythical founder of Brittany, and wrote a bunch of terrible fanfiction about him. He will one day return in time of need, drive the Anglo-Saxon scum back to hell where they crawled from and reclaim Britannia for the Britons.
Charles decides to join this fad, claim descent from him and thus prove that he is a Breton instead of a Frenchman. This way he also assures his subjects that Brittany will remain independent and free of foreign influence, whether French or English. But the House of Rohan aren't very happy about it as they claim Conan was the founder of their dynasty.
If you thought Tolkien was creative and original with the names in LoTR, you're very wrong.
Charles decides to join this fad, claim descent from him and thus prove that he is a Breton instead of a Frenchman. This way he also assures his subjects that Brittany will remain independent and free of foreign influence, whether French or English. But the House of Rohan aren't very happy about it as they claim Conan was the founder of their dynasty.
If you thought Tolkien was creative and original with the names in LoTR, you're very wrong.
Charles married his daughter Marie to Castilian King Henry II's cousin. If the French King is a friend of Castile, then so is the Duke of Brittany.
I got this marriage in the hopes of getting an alliance with them, but then it turns out they had already reached alliance limit. What's that? It's a balancing mechanic introduced in M&T that limits the amount of nations one can ally. I'm pretty sure large nations like Castile only get two alliance slots or something.
In the early game, ally ASAP before anyone worth allying fills their slot with Ulm or something.
I got this marriage in the hopes of getting an alliance with them, but then it turns out they had already reached alliance limit. What's that? It's a balancing mechanic introduced in M&T that limits the amount of nations one can ally. I'm pretty sure large nations like Castile only get two alliance slots or something.
In the early game, ally ASAP before anyone worth allying fills their slot with Ulm or something.
In the meeting of the Estates some influential nobles and even a few members of the clergy complain and whine about Charles' promotion of common mudblood whoresons (they used cleaner language). One of the loudest complainers was an elderly count who had hoped for his son to have a military career, but commoners had occupied all available positions so he was salty as fuck.
Charles uses empty political rhetoric! It's not very effective..
Charles uses empty political rhetoric! It's not very effective..
Fall back in line bitches! Charles is now strict. You do what he says or else you lose your beard.
Three positive traits? That's pretty good.
Three positive traits? That's pretty good.
hey look the pope is dead and we got a new pope. maybe if you elected younger popes you wouldn't need to replace them all the time.
The tensions between Charles and the nobility intensify more when he ceases issuing high courtier titles, officially claiming they serve no purpose except making their holders impiously proud. Of course, he just wanted to show middle finger to nobles.
The privilege gave lesser nobles a yearly chance to promote to greater nobles. It was cheap to remove so I decided to get rid of it so the only province with lesser nobles doesn't switch to greater nobles and so my upcoming demotion of nobles won't be reversed.
But this time the nobility won't take it up the ass. The noble courtiers protest loudly and claim Charles is abusing his position of power and should remember he is just first among equals. Charles does not budge, however, and refuses to revert the changes. This increases tensions within the duchy and raise plenty of concern among the populace.
The privilege gave lesser nobles a yearly chance to promote to greater nobles. It was cheap to remove so I decided to get rid of it so the only province with lesser nobles doesn't switch to greater nobles and so my upcoming demotion of nobles won't be reversed.
But this time the nobility won't take it up the ass. The noble courtiers protest loudly and claim Charles is abusing his position of power and should remember he is just first among equals. Charles does not budge, however, and refuses to revert the changes. This increases tensions within the duchy and raise plenty of concern among the populace.
During the Estates meeting last year Charles had proposed the construction of improved defences in the ducal capital and got approval from all three estates, even the nobility. After all, Charles would die within decades but the walls would last for centuries. Work began once the weather improved in April and Charles sent a large workforce comprised of local levies to work. They were exempt from military duty during that time and were paid in food.
Once a fort is under construction, the province will get this modifier. Forts take 2,5 years while roads take 5. When it goes away the building will magically appear.
This system is in place so you can have terrain modifiers for build costs and the possibility to reduce cost by investing manpower or by bumming money off locals. People in Nantes were poor as shit so we couldn't beg for cash from them.
This system is in place so you can have terrain modifiers for build costs and the possibility to reduce cost by investing manpower or by bumming money off locals. People in Nantes were poor as shit so we couldn't beg for cash from them.
A commoner Charles had promoted to the position of Master of the Horse told Charles they should adopt a new innovation: the lance rest (or more aptly lance arrest). He showed him a breastplate with one attached and explained how it worked. His proposition was approved and Charles ordered him to ensure all knights and nobles who could afford one would use it.
Here you can see how some nations get unique unit types with this tech. We don't, sadly.
Here you can see how some nations get unique unit types with this tech. We don't, sadly.
While Charles rarely attended them, Mathilde's parties and banquets were very popular among the nobles. As a result she had formed close (completely platonic I swear) relationships with many of the most respected ones. This, in turn, made them like Charles a bit more.
You get these random loyalty increase/decrease events every now and then, so make sure loyalty stays high above 40% because it might drop by 10% and then you've got trouble.
You get these random loyalty increase/decrease events every now and then, so make sure loyalty stays high above 40% because it might drop by 10% and then you've got trouble.
nothing to see here just war of the roses almost a hundred years earlier than historically
And that's all, folks. Join Charles and Mathilde next time to read more boring mechanic explanations.
And that's all, folks. Join Charles and Mathilde next time to read more boring mechanic explanations.
Next chapter:
Game: Europa Universalis IV
MEIOU&Taxes 2.0 Brittany AAR/Mod Showcase -- Part 3: THREE NAILS?!
Check out another AAR:
Game: Victoria 2
Eidgenossenschaft, or: How I Learned to Stop Worrying and Accidentally Reform the HRE
TypeMajor Overhaul
Author(s)Statusv2.52.6 for EUIV v1.29.6
ForumSteam workshopMEIOU and Taxes is a total conversion mod for Europa Universalis IV that aims to provide an immersive and historically realistic experience by altering the map, game mechanics and content.
- 1MEIOU and Taxes, Introduction
- 1.5Included Mods
- 2Concepts and Mechanics
- 3Country-Specific Features
MEIOU and Taxes, Introduction[edit]
Summary of New Features[edit]
- Historically accurate map with 4000+ provinces and 900+ nations
- Five hundred years of history, from 1356 to 1856
- Dynamic province development (divided in urban and rural) based on dynamic population, buildings and other factors
- Estates which gain money based on province autonomy, train troops and spend money
- Communication Efficiency: province modifier affecting how quickly your orders can be brought to each province from your capital, that can be improved with roads and ports.
- Reworked religion mechanics with Dharper’s Dei Gratia, including church councils, reformation and league wars
- New internal country mechanics: stability, court and education quality, centralization, subject integration. Autonomy, inflation, corruption come to an equilibrium value
- Plagues, looting, war dynamism, timber system, rebalanced revolts
- Urban production goods, reworked trade and colonization
- 40 new idea groups, new national ideas, mission trees and flavor events
- Local flavor: Serenissima Italia, Japan mechanics, Low Countries mechanics, HRE Defense System
- Unique musical score composed by ciadude2
History[edit]
MEIOU and Taxes was born from the merging of two EUIII mods, MEIOU and Death & Taxes. MEIOU was created by Gigau in January 2007. What started of as a “simple” map mod for CK-EUII-Vicky mega-campaigns quickly grew to be a content extension mod adding flavour to EUIII. Death and Taxes was created by Lukew in 2011. The goal of D&T was to improve gameplay by reworking mechanics.
The Team[edit]
MEIOU and Taxes Crest
- Gigau: Co-founder
- Lukew: Co-founder
- Aldaron
- Beorsferth
- Ekinda
- Evander
- FireKahuna
- Hadhod
- Inimicus
- Ispil
- Jervaj
- khardinal
- KJH
- Malorn
- MinerSebas
- Myzael
- Pelpel
- Phlopsi
- Redwallzyl
- Sturmvogel
- Sun Wu
- TisAFleshWound
- Turbo215
- VineRobot
- Warial
- zimxavier
Frequently Asked Questions[edit]
- Do I need any DLC to play M&T?
- As a rule, no DLC is required to play the mod. Common Sense is useful to have, because it enables the “province interaction button”. Those without DLC have other ways of accessing the same menu.
- What does MEIOU and Taxes mean?
- The first part is a play on the old Habsburg motto AEIOU, Austria est imperare orbi universo, which means 'It is Austria's destiny to rule the world'. By changing the first word to mihi, the phrase becomes 'It is my destiny to rule the world'. The second part is based on a quote from Benjamin Franklin: 'In this world nothing can be said to be certain, except death and taxes.'
Included Mods[edit]
Dei Gratia[edit]
Dei Gratia is a mod to enhance religion in the age of faith and reason and was coded by dharper.
Serenissima Italia[edit]
Serenissima Italia (SI) is an overhaul mod for the whole Italian peninsula. The goal is to create a deeper, more flavourful and historically plausible Italy. It was coded by Marco Dandolo
Pax Sinica[edit]
A mod with the aim to make Ming game-play more reasonable and interesting with the improved Faction System. We are in the process of improving China and also its neighbours in order to represent the Sino-sphere in a more historically plausible way. Our design philosophy is to make mod vanilla friendly and balanced (no total overhaul done here). Coded by Chatnoir17
Irs Free File
Other Mods[edit]
- East Asian Advisor Portraits by Koramei
- More Shipnames Mod by Hamaja
- The Riches of Africa by Hellwyr
- Translucent Colored Mapmodes by Negi
- Historical Events Extended by Voffvoohunden
- Purple Phoenix Arise by Dorimi, Myrkul, Shnipe, and Inimucus
- Divide et Imperia by Einfall
- Additional Titles and Governments by Kaigon
- Medieval Universalis by Tunch Khan
- Lex Talionis II by jnt.mullen
Contributors[edit]
- ncaparcp - Japan Fixes
- Vorondil - Ostsiedlung feature
- tealjaker94 and demanvanwezel for the Brandenburg flavor
- Tze-Chiang Lim - Graphics
- neondt - Hyprepremium Neon Collection
- Alvya - War Dynamism feature
- Bersun - Turkish Translation
- Boies00 - Advisor GUI Fix for x768
- Clym Smith - Illustration in the Logo
- Futomato - Flag Designer
- Jabbate - Mesoamerican mod
- Leon Brown - Logo Design
- Niallmcfc - Province Name Change Event
- Rebelito - Better UI mod
- Solo Adhemar - Flag Designs
- TheRedSpectre - Loading Screens
- Tinholt - Technical Support
- Trin Tragula - Parts of the Indian Map
- lei saarlainen
- Apiks
- Banyensis
- Dafool
- Frenzyone
- Irwin
- Karen
- Metalinvader665
- Starwarsfan541
- The_Dude
- ..
Concepts and Mechanics[edit]
Rules of Reformation[edit]
From time to time, players ask how the Reformation works. I often give simplified answers, because the truth is - it's complicated. My modding philosophy is that I want to take real, historical events and outcomes, then figure out why they happened and generalize them into an event or mechanic that could occur to any country that meets the same conditions. For this reason, the Netherlands aren't guaranteed to become Reformed, nor is England guaranteed to become Protestant or Spain guaranteed to stay Catholic! However, unless they radically diverge from history - say, by England winning the Hundred Years War, or the Netherlands never falling under foreign control - you often (but not always) get historical results.How does it work? The system is complex, but basically breaks down to a few rules that it tries to follow. Each is based on the experiences of different countries during the Reformation, from Naples to Ireland and from Spain to Hungary. Together, they achieve plausible but dynamic results..and weird games, yes. It's possible to see Catholic Sweden and Protestant Italy show up in your games. I try to avoid that kind of thing, but I dislike removing all agency from the AI, so you're going to get strange result sometimes (and sometimes they even make sense!). Here are the most important rules:
The Spread of Humanism and Church Corruption
The further north a country is, the more likely it is to convert to Protestant. Where Italy and Spain saw only strife if they turned their backs on the Papacy, England and Sweden had long been estranged from it. They saw clearly the corruption of the Church, and the opportunities from converting.The Renaissance begins in Rome around 1370, then spreads out of Rome and from Catholic provinces adjacent to Muslim ones (e.g. Spain), one province at a time, until it finally reaches northern Europe in the early 16th century. As it spreads, provinces and countries get a choice of whether to side with the Church or support Humanism (provinces invisibly choose based on church corruption, while countries do so visibly in an event). As it mentions in the event, supporting Humanism will encourage Protestantism later on. The AI is coded to only support humanism if they have suffered church corruption, however - something which happens randomly over time. Because of this, countries close to Rome, or those near Muslims (Italy and Castille) tend to stay Catholic, while those in northern Europe (England and Scandinavia) tend to convert to Protestant. This helps to reflect the trend that northern European nations felt cut off from the Papacy and often suffered more from church corruption than places closer to its center.Bottom line: if you're in northern Europe, your provinces are going to want to convert (and all your neighbours will).
The 95 Theses and the Printing Press
Provinces and countries that share a common culture or region with the birthplace of the Reformation tend to convert. Lutheranism spread across Germany rapidly, in large part thanks to the role of the printing press. Luther's criticisms of the Church were written in the common vernacular, often supported by drawings for the illiterate, and were easy to understand compared to the Latin the Church used to oppose him. Although translations did emerge, they were slower to appear and often came from foreign lands, making Lutheranism more suspect.The 95 Theses event immediately makes many provinces in the same region or sharing the same culture group far more likely to become Protestant, and the same with countries of that culture group. If the Reformer appears in Wittenburg, then Northern Germany will be likely to become Protestant. If he appears instead in Milan, then northern Italy instead will embrace Lutheranism. The location of the 95 Theses is dynamic but random. The Reformer can appear almost anywhere, but within rules: he can only appear in provinces that have embraced humanism (and so have suffered Church abuses) - which means this rule is unlikely to have a huge effect in most games (but see rule #3) unless you happen to get 'lucky' and end up with him appearing in a place which has mostly sided with the Church, like Brittany or Navarra.So where will he appear? The most likely place is in the Holy Roman Empire, but not simply because it's the HRE. The game tries to find a province that reflects the historical Wittenburg: a place in which the Elector of Saxony would be likely to side with Luther as a thorn in the side of his liege, the Holy Roman Emperor. In game terms, it looks for a medium-sized country that has suffered Church abuses, does not control cardinals, owes fealty in some way to a more powerful country, and is biased towards appearing within a human player's territory (because the game is, after all, about YOU having fun and experiencing events!)Bottom line: if the Reformer appears next to you, it will be easier to convert and harder to stay Catholic.
The Appeal to the (German) Nobility
Most countries won't convert to Protestant until the Peasants War ends. If the Reformer is executed before this, countries will reject Protestantism and become more likely to convert to Reformed instead, if they convert at all. The Peasants War was seen by many as the obvious outcome of supporting heresy. When Luther emerged in response to declare the German princes divinely appointed, it was a signal to them that the new heresy could be used by the state - not just as a bargaining chip or by fanatics, but as a tool to centralize power.This rule is the flip side of rule #2. There are several opportunities for the Reformer to die. He could be simply sent to Rome for trial, or could be placed on trial in his home country, found guilty and executed. Stronghold 2 crack 1.4.1. His protector might back down and hand him over to the authorities. Or he could be caught by soldiers and dragged from his hiding place in the middle of a war. Either way, if he dies before the Peasants War ends, he will never get the chance to appeal to the nobility. Protestantism will be seen as a radical faith both by rulers (who will not want to convert) and by the population at large (who will see radical revolution as their only way to embrace reform). In this scenario, provinces and countries affected by the Reformer directly (see rule 2) become more likely to stay Catholic, or convert to Reformed if they are going to convert. In these scenarios, Protestantism can end up being a small minority, while Reformed becomes a much larger presence in Europe than it did historically.Bottom line: if the Reformer dies, expect to see a lot of Reformed provinces in his homeland.
Centralization of Power
Meiou And Taxes 2.0
Provinces belonging to your state culture are likely to follow your ruler's example. The king of Sweden and Elector of Saxony had few problems converting their people to Lutheranism. However, while the Archduke of Austria was able to force Protestants out of Austria, he failed to keep control over them in Bohemia or Hungary.When the Reformation begins, countries get one last chance to signal which way they wish to go in the Reformation: stay Catholic or embrace Protestantism. When you choose your side, you are also having an invisible but powerful effect on your country: provinces of your primary culture from the 'wrong' side become very likely to support your monarch's decision instead. Later events, such as the Jesuits for Catholics and the Magisterial Reformation for Protestants, follow similar rules - they will spread your state religion within your culture group, but not outside it. For the most part, this means that small, unified states can avoid many troubles at all during the Reformation - but large, multiethnic empires? They follow the French model..which isn't pretty.Bottom line: Small states can convert freely - go ahead and make Milan Protestant!
The Birth of Nationalism
Provinces belonging to a different culture group and those cut off from your capital become likely to oppose you, no matter which religion you choose. When England converted to Anglican, many Irish Catholics became even more fervent in their religion as a way to distinguish themselves from their hated occupiers. Meanwhile, many Dutch saw the Reformed Church as a way of throwing off the Spanish yoke.This rule is the flip side of rule #4. Provinces belonging to a different culture group are likely to side against you in the Reformation, while provinces cut off from your capital (exclaves) are also likely. Provinces that fit both criteria become almost certain to do so! There is also a related event which makes small countries likely to convert to Reformed if they border larger Catholic countries that own provinces of their culture, spreading it - and unrest - among their brethren at the same time, in hopes of throwing off your yoke.Bottom line: Multiethnic empires are going to suffer a lot of religious turmoil, no matter what they choose. Hope you can avoid a War of Religion.
God's Judgment on the Church
Provinces owned by heathens are likely to embrace the Reformed faith. The fall of Hungary came as a shock to the Christians living there. Many of them saw their occupation by the Turks as Divine Judgment against the Church - and the Turks had no reason to fight heresy among their heathen subjects as long as they paid their taxes. Calvinism spread rapidly through Hungary, especially in the parts controlled by the Ottomans.Provinces owned by non-Christians become very likely to convert to Reformed, especially if their owner decides to support the Reformation (which they often do if they rival a Catholic country). Unfortunately, this often doesn't happen in the game - the Turks rarely occupy enough of Europe to have many Catholic provinces - but it's still a rule that occasionally comes up, and in theory could apply in other situations - a resurgent pagan Lithuania, for example. It occasionally also shows up when a Crusader state in Greece converts a province to Catholic, then gets conquered - something I should really fix.Bottom line: If the Turks conquer Hungary, you'll see a lot of Reformed Hungarians.
The Radical Reformation
When countries oppose moderate Protestants, radical Reformed Christians appear instead. When the Scottish rejected Lutheranism, they sent many Reformers into exile on the continent - where they mingled with Zwingli and Calvin and returned in triumph to drive out the monarchy and institute a Reformed Church of Scotland. Meanwhile, in France, the king's refusal to countenance Lutheranism meant that it was driven underground, where the Huguenots found fertile ground for the Reformed faith.Protestantism only appears in large numbers where it's wanted, or at least tolerated. When Reformers saw no legitimate way to gain a voice, they sometimes turned to more extremist views. In the 16th century, the works of Zwingli or Calvin were considered radical by many Lutherans (and we haven't even gotten into the Anabaptists!). When countries choose to reject the Reformation entirely, provinces that would ordinarily have spawned Lutheran minorities will instead spawn Reformed ones.Bottom line: Got humanist provinces and want to avoid Protestants? You'll get Reformed Christians instead.
A Leap of Faith, or the Great Experiment
Smaller countries, especially republics, are far more likely to convert to Reformed than larger states. When Jean Calvin was chased out of France, it was the city of Geneva that welcomed him and his radical ideas.The Reformed faith is more democratic than Lutheranism, which emphasizes the ruler's rightful place as head of the Church. In general, most rulers of 16th century Europe saw the Reformed Church as a heresy that ought to be stomped out. Although many would eventually change their minds, in the beginning major states are very unlikely to convert to Reformed. Instead, smaller countries will do - either because their provinces have involuntarily converted, or because they have suffered a revolt. Once this happens, more countries will join the Reformed faith, but mostly smaller ones which have few provinces to convert. Republics, who already embrace radical new ideas such as voting, are much more likely to allow a radical reformer to preach in their lands, and so become Reformed.Bottom line: Want to become Reformed early? Change to a republic.
New mechanics[edit]
- Many new triggered modifiers representing specific statuses of your country, including possessing holy lands for your religion, a centralisation meter giving both maluses and benefits to high versus low centralisation
- Totally reworked development system which develops based on factors affecting your nation (such as policies, buildings, war, stability, and innate development bonuses)
- New westernization mechanic available for Eastern, Turkish, Muslim, and Indian tech groups.
- New and reworked religions with Dei Gratia, new crusade, papal, and reformation mechanics
- War dynamism allowing the taking of provinces during war if certain conditions are met if you are doing well (cores, china, ottomans)
- Communication efficiency mechanic which relies on local autonomy modifiers to represent how much control a state truly has over its country.
Substantially changed mechanics[edit]
- Coring: While M&T still requires the player to click the button to begin coring that part is very cheap and takes many years, instead coring is mostly done via events which require coring in progress. The event has two different phases, one where there is no modifier and when it fires it applies a modifier called Gaining Control which gives roughly half the bonuses of a core. When the event fires for a second time it clears the modifier and adds a proper core.
- Colonization is much slower but happens over a larger area at once
- Ideas: Many, many new idea groups, including advanced idea groups and idea groups which have prerequisites before being able to take them.
- States: Significantly less states than in vanilla to represent the difficulty of controlling a large empire
Country-Specific Features[edit]
China[edit]
India[edit]
France, between Bourguignons and Armagnacs[edit]
Sweden Civil War[edit]
Castile Civil War[edit]
A Bit of History
Basically, to make a long story short, Alfonso XI, the king of Castile until 1350, was married to Maria of Portugal and had a mistress Leonor de Guzmán, each leading a faction of the court, the former close to Portugal, the latter to Aragon.With Maria, he had Pedro de Borgoña. With Leonor, among ten children, he had Enrique de Trastamara.Quickly after becoming king, Pedro I had to contend with the high nobility stirring some rebellion led by Henri de Trastamara, especially after Pedro I had Leonor de Guzmàn arrested and killed.I'll step past the first phase which involved the former chancellor João Alfonso de Albuquerque, given he was poisonned in Medina del Campo in 1354.In 1356, Pedro I used a maritime incident between Aragonese and Genoese fleets to declare the War of the Two Pedros against Pedro el Ceremonioso of Aragon. Henri de Trastamara and his army side with Aragon. This second phase ends with the Treaty of Terrer in may 1361, as a draw. Captured areas are given back to their previous owners, although Enrique is compelled to seek refuge in France.During the third phase, the civil war really becomes international. To begin with, with the suspicious death of Blanche de Bourbon, wife of Pedro I of Castile and sister-in-law to Charles V of France, relations between Castile and France drop. Enrique de Trastamara has an easy time asking for French help, especially given that it would help secure the southern borders for when Charles V attempts to reclaim the lands lost with the Treaty of Bretigny. In 1366, Enrique de Trastamara and Bertrand du Guesclin enter Castile through La Rioja and march on towards Burgos, Toledo and Sevilla.This prompts Pedro I to seek refuge in Guyenne to ask the Black Prince to sign the Treaty of Libourne. The Black Prince soundly defeats Enrique in Nàjera, sends hin back in exile and restores Pedro I on the throne. But after waiting for some time for his due, his army suffering from cold, malaria and dysenteria, the Black Prince retruns to Guyenne. Enrique and Bertrand du Guesclin come back and conquer Castille and Leòn. In 1369, at the Battle if Montiel, Pedro I is captured. The two stepbrothers, Enrique and Pedro fight each other, possibly not in the most fair duel of History. Pedro dies to the hand of Enrique, who is now king of Castille as Enrique II.The end of the civil war has severe repercussion also to the north : the Black Prince comes back to Guyenne victorious, but broke. To pay his troops, he is forced to levy more taxes. Nobles like Jean d'Armagnac who didn't agree with the change of overlordship linked to the Treaty of Bretigny take the opportunity to ask Charles V for help. With the help of the fleet of his new ally and the destruction of the English fleet at La Rochelle, Charles V reconquers much of the English holdings on the Continent, basically negating the Treaty of Bretigny. The added bonus was that Charles de Navarre, stuck between a pro-French Castile and a French reconquest of Guyenne, closed his Normand ports to the English.
Civil War as a Disaster
Game pc bus simulator versi indonesia free. In MEIOU and Taxes, Castile (CAS) starts at war with Aragon (ARA) and Trastamara (ENR). As soon as the setup event fires, CAS gets a disaster (or more accuratly, a time of trouble).During this disaster, CAS has a low unrest boost, and some chance of getting nobles rebelling.
Ending the Civil War
The nation who keeps his ruler or manages to gain a personal union over the other is declared winner and inherits the other one. If ENR is the winner, it then becomes CAS.Given that there is a lot of randomness implied, given that it depends on the death of the ruler, if the player is playing the losing nation, he has the opportunity to switch tag to the opposite nation.
External links[edit]
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