The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy.
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April 25

The 1.21 Hungary Update is coming

Good day all. With the team putting the final touches on the 1.21 Hungary Update which will be released soon™ I'll be posting today's Dev Diary to take my mind off of the traditional Swedish April Snowfall.

Now last week we had a really meaty dev diary on the changes coming in 1.21, so today I'll take the liberty of posting the changelog and those inclined can comb through for all the details.

############################################################## ######################### 1.21 ############################### ############################################################## ################### # Gamebalance ################### # Colonization - Colonies can no longer attack all neighboring primitives (and they are now protected against them by their overlord). - Colonies can now attack all independent nations with their capital in the New World (and are not protected against them by their overlord). # Diplomacy - You now need at least 12 months of war before you can unconditionally surrender. - Transfer Subject peace treaty can no longer be used on Tributaries. # Economy - Each development now provides 30 instead of 25 sailors. - Naval Tradition provides 20% faster sailor recovery instead of +10%. - Autononmy from Burghers Estate no longer impact sailors from development. # Governments - Lost Mandate now lasts for 20 years and in addition to its old effects it also reduces diplomacy gain and includes effects from being at 0 Mandate. - Losing Mandate now lowers stability by 2. - Having lost Mandate makes separatist rebels more likely. - The Unguarded Nomadic Frontier disaster will now progress more quickly. - Reforming society now requires ADM tech 8. # HRE - Subjects can no longer add provinces to the HRE. # Ideas & Policies - Strengthened the Naval Idea group. # Technology - Institutions will no longer spread automatically in Trade Company member provinces after the owning country due to the owner country embracing them. - Docks now comes before Shipyars in technology. # Units - Ships on the seas now have a sailors maintainance cost of about 2% each month. Some ideas and effects can reduce it. ################### # AI ################### # Diplomacy - Heavily reduced colonial AIs' desire to put vital interest everywhere. - Fixed issues with AI who wants to make you a Tributary not being aggressive/punishing enough when you decline. - Fixed that AI considering attacking a Tributary heavily underestimated power of the overlord if the latter would join. - Improved AI power balance estimates in war declaration logic. - AI Tributary States, Colonial Subjects, and Daimyo Vassals now build spy networks only on their own behalf (not for their overlord). - Improved risk evaluation for AI armies. - Added AI setting to Keep All Treaties. - AI nations might now join the HRE if they need the Emperor's protection and have a friendly attitude towards the Emperor. - AI now cares more about the Treaty of Tordesillas (especially when allied with claimant). - Fixed bug that caused AI to get way over allowed number of diplomatic relations. - Fixed that AI couldn't select peace treaties with a capped war score cost, if the uncapped cost was above 100%. - When the AI declares a war to punish for not accepting tributary status or refusing to pay tribute, they are now less eager to have peace. - AI now cares more about not getting above number of allowed relations (-50 instead of -20). - Tweaked AI somewhat to make a more diverse (less blobby) HRE. - AI HRE Emperor now acts more to release princes and return provinces to their rightful owners. - Fixed bug that caused AI to never leave a coalition. # Economy - AI now tries to reduce war exhaustion down to almost 0 when at peace. - AI can now go above budget to recruit enough troops for a siege (though not over force limit). # War - AI Tributaries no longer think their Overlord makes them safe when in important/critical wars. - Fixed case where AI naval transport could get stuck forever. - Fixed case where AI war allies could together siege down a fort, but not each individually, and both just stayed home. - Fixed issue where AI didn't send well needed reinforcements to battles. ################### # Interface ################### # Country - Fixed that only one personality was shown for foreign rulers in an elective monarchy. - Text telling you when you get your next favor now also lists the year. - Scrollbar scrolling speed now better adapted to amount of text in textboxes with scrollbars. - Government View: Improved absolutism tooltips. - Fixed that sorting by Liberty Desire in subjects view didn't work for all subject types. - Diplomacy view Personal Union relation tooltip now shows information about inheritance and chance to break free again. - Diplomacy view Tributary relation tooltip now shows Tributary information also on Tributary's screen. # Ledger - Improved devastation display on page 9 of the ledger. # Pop-ups - Added a separate popup for being dragged into a subject's war. # Provinces - State View: Improved tooltips for Raise Banners GUI elements. - State View: Banner GUI elements are now shown if you or the selected province's owner has the possibility to raise banners (Manchu as primary culture). - Added an option to disallow manual changes to province names in multiplayer. - Estimate for how much you will earn from making a state now also assumes you will make it a full core. # Tooltips - Fixed that coalition warning in peace view always said coalition would form against you, even when it should say them. - Fixed that coalition warning in peace view didn't show Tributaries or Daimyos. - "Embargo Rivals" subject interaction now has a separate tooltip for cancelling. - State Maintenance reduction values are now shown when building buildings with modifiers to State Maintenance. - War declaration dialog co-belligerent tooltips will now refer to either "ally" or the subject type name. - Fixed Demand Unlawful Territory acceptance (has a claim) tooltip missing province name. - Fixed that War declaration dialog co-belligerent tooltips refered to enemy allies as "the enemy Tributary/Colony/Daimyo" if they were a subject to someone else. - Added a warning to razing tooltip when you would not get any monarch power due to penalties. - Added more information about cavalry to infantry ratio in the military view tooltip for the value. - Reworded cavalry to infantry ratio to be more readable. ################### # Usermodding ################### # Buildings - Added the attribute "indestructible" to buildings, setting it to yes will exempt that type of building from being destroyed by bankruptcy. # Defines - Added defines BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD, BANKRUPTCY_PROVINCE_DEVASTATION_GAIN. # Effects - Added add_adm_tech, add_dip_tech, add_mil_tech effects. - Added add_next_institution_embracement = <int> province effect. # Logging - Error log now gets two backups ("error_old.log" and "error_old_old.log"). # Modifiers - Added new country modifier 'sailor_maintenance_modifer' - imperial_authority_value modifier now only affects HRE Authority. - imperial_mandate modifier instead added to affect Mandate. # Triggers - Fixed that "is_owned_by_trade_company = no" didn't take the "no" part. - Added is_potential_overlord and can_be_established to subject types, and can_be_overlord trigger, checking against the former. - Added revanchism trigger. - Added log effect and trigger. - Added add_active_policy and had_active_policy effect and trigger. - Added scripted function can_declare_bankruptcy. - Added scripted function can_colonize_province. - is_incident_active trigger now supports = any/yes/no/none. # Other - Scripted diplomatic actions (partially) supported, intended to allow for modded subject types. - variable_arithmetic_trigger allows for defining, adding, subtracting, multiplying, dividing and checking variables locally. ################### # Script ################### # Decisions - Can now form Manchu tag as long as you have Manchu culture, instead of having to be one of the three Jurchen tags. - Added Decision to form Great Yuan. - Decision to restore the Chinese Empire if held by someone not in China removed. - AI now even more reluctant to make the decision to fight Cossack revolters in the disloyal Cossack event for having angered the Cossack estate. # Events - Renamed Shushi-Gaku incident to Neo-Confucianism. - Timer for new shinto incident now counts from end of last incident instead of begining. - Price change event for chinaware now triggers at 5% trade share for a european power rather than 10%. - Bötger Event for reducing the price of Chinaware now requires the price to have gone up first (so that there is a demand for it). - Adjusted some price change events based on European demand to be more accessible for non-europeans if they own land in Europe. - Added new flavor events for Hungary. - Added event to allow Dai Viet to choose between Confucianism and Mahayana Buddhism in the early game for owners of Mandate of Heaven. - The Estate event Disloyal Cossacks will now only spawn peasant rebels and never nationalists. - The Russian flavor event for the Grand Embassy will now add a small amount of institution progress to the latest non-present institution in their capital. # Governments - If an outside power takes Kyoto and the old Shogunate retains other provinces they will now lose the Shogunate status and forfiet their Daimyo. As before a Daimyo can re-establish the Shogunate by conquering Kyoto. # Ideas - Added Great Yuan Ideas. # Modifiers - add_manpower with decimal values between (but not including) -1, 1 no longer means "fraction of max manpower". Use add_yearly_manpower for this purpose instead. - Updated scripts to use add_yearly_manpower instead of deprecated use of add_manpower to add percentage of total pool. - Empire of China now makes the Righteous personality invalid. # Setup - Capital of Changthang changed to Balkhuduk. - The Vistula Spit now extends all the way from Danzig to Königsberg. Marienburg and Ermland are no longer ports. - Split Moravia province into Brno and Olomouc - Split Breslau province into Breslau and Leignitz - Added Fejér province. - Added Belgrade province (Nándorfehérvár at start due to being owned by Hungary). - Added Trencin Province and redrew Slovakia slightly. - Renamed Ersekujvar to Hont in 1444. - Added Moravian revolter tag. - Corrected province assignment for the parts of the Chukotka peninsula that shows. - Fixed colormap problem near Rybinsk. - Adjusted the borders of Canton to be more clear. - Cleaned up province histories in Hungary - Pest is now and inland Center of Trade. - Socotra is now in Asia. - Changsheng is now properly the primary tag for the Zhuang culture. - Gyeongsung and Yukjin now start with Korean culture. - Manchu culture is now part of the Evenk culture group. ################### # Bugfixes ################### - Checks for allowing migration and provinces you can migrate to are now more consistent. - Fixed crash after deleting Custom Country after rulers were given random personalities. - New Ironman save files are now created when starting game instead of when selecting file name. - Spanish Philipines now cored at the apropriate date in historical starts. - Personality Event 49 will no longer have you inviting yourself to a party if you hold more than one throne. - Can no longer develop or build in undiscovered provinces. - Countries now get Parliaments when switching to government forms that have them enabled. - Corrected some triggers that looked for ruler instead of consort in consort_events.303 to 305. - Wanting subjects' provinces is now separate from wanting owned provinces. - Removed extra Cape in the province name of "Cape Cà Mau." - Expanded mechanic explanation for Shinto mechanic tooltip. - Autonomous rebel suppression no longer send units to hunt rebels in your Tributaries. - Fixed bug that could potentially allow incidents to trigger before the current incident had been seen to completion. - Fixed some typos in the Austrian mission, "Reclaim the Imperial Crown". - Fixed issue where achivements for an Ironman save could be disabled just after creating the save and quitting the game using Alt-F4. - Province/State View: Fixed missing localisation for "Culture". - Papal annulment popup should no longer claim that it is the pope who is getting a divorce. - Subject Interaction Event 40 "Rightful Ownership" will now refer to what province it targets and the AI will evaluate their decision to grant or retain it more carefully. - Gelre now properly has an heir in 1444. - Fixed colonial nations losing cores and/or disappearing when executing history. - Transfer Occupation window now gets closed when province view does. - Estimated arrival date for units will now be more correct. - Units will no longer lose movement progress to the next province on arrival. - Fixed renaming of files (including save files) not working on Windows if user account name contained special characters like "Ł". - Revolt popup now checks the owner of the province if the controller isn't real. - Improved selection of Byzantine Missions and Purple Phoenix Missions and made them more consistent in not targeting allies or vassals in all but a select few cases. - Moving capital will now clear estates from the new capital. - Popup for another country joining your trade league now uses more lines to avoid overflow. - Fixed bad unit position in Bohuslän. - Can no longer get "trading in" bonus for a trade good from an undiscovered trade node. - All of Karenni area now part of the Siam Trade node. - Noble disaster will no longer change government for Shogunate or Daimyo. - Ryuku no longer a subject of non-existant Ashikaga in the later start dates. Instead they are a subject of Tokugawa. - Fixed title of first Shimazu idea. - Fixed some duplicated province capital names in America. - More triggers and effects are now properly capitalized. - Added colors to spy network event effect tooltip. - Fixed wrong province used in description text for Shinto Event 3. - Ambition bonus now consistently written as that rather than 'Ambitions'. - Fixed battles not ending in some cases after a complete collapse of one side. - Qing now starts as a Celestial Empire after 1644.10.30. - Hindu events should now compensate you with some monarch power if you cannot benefit from their stat boosts. - Fixed faulty trigger in Nanban Incident that made it unable to trigger. - Event 9030 "Traveling Monk" will now only trigger for one province nations that might still care about such visitors. - The Shadow Kingdom now corresponds to new map areas better. - The Pope will no longer worry that he might catch himself doing espionage in the Seal of Confession event. - Independent Colonial Nations will no longer turn back to colonies if they should keep their independence when executing history. - Tooltip for inviting to trade league will no longer also complain about transferred trade power if the recipient is already in a league. - Estate event "Popular Religion" now blocked for Confucian countries. - Fixed issue that could make the Christianity in japan incident chain end prematurely. - Subjects no longer give their overlord the glory of owning all provinces of the subject's culture, and keep it for themselves instead. - Tooltip for free slots in macro builder province building list will now state the amount of buildings in the province too. - Japanese flavor event "Attempted Coup" now much more rare. - Fixed edict icon vanishing after opening a territory state window and then switching to a real state. - Added PS_WAR_TAXES_LIMIT_MIN (= 0 by default) to limit the minimum cost of war taxes. - kill_leader effect will no longer kill all leaders of a given type. - Fixed Tributaries not getting e.g. Conquest Casus Belli based on vassals' claims. - OSX/Linux: Fixed CTD when showing message regarding tributaries not able to pay their yearly tribute. - Fixed state view province list sort being very unruly. - Tributaries can now Vassalize other Tributaries. - Fixed Korea not having an old era for the confucian event about an old text. - Vassals of a country annexed by a Tributary now correctly goes to the Tributary and not their overlord. - Fixed CTD in CCountry::ClearRelations. - Province view buildings list button will no longer disappear if the institution window was open when vising the state view, and then got closed. - add_harmonized_religion tooltip will now correctly include the name of the religion. - Japanese Colonial Nation rebels will no longer secede from the CN to become daimyos of Japan. - Can no longer cancel Tributary Status while having a truce. - Tributaries can now upgrade their Government Rank. - Fixed regular (not territorial) cores sometimes disappearing when annexing countries. - A country's delayed events are now updated to the new tag when forming a new tag. - Pretender rebels from tribal succession crisis will now start with one province controlled. - Tribal succession crisis can now only trigger for hordes bigger than 3 provinces. - The War of the Roses event for lack of an heir will no longer trigger if you already have that personality. The infertile personality now counts as if you had the modifier given by this event for purposes of disaster progress after the year of 1455. - Buddhist nations now pay Diplomatic Power for taking provinces in peace deals. - Added checks to a few heir spawning events that lacked them for being lesser in union. - Countries will no longer think their tributaries contribute to their relative strength. - A Country will no longer consider its own colonies but not the enemy's in relative strength calculation. - Fixed that popup said regent (or consort regent) had died when a Unior Partner declared an independence war. - Fixed some inconsistencies in the reform society decision. - Fixed that Personal Union juniors kept their heir even when he/she succeeded to the throne. - No longer possible to cancel trade power transfer as a subject if Divert Trade is enabled. - Warnings and Guarantees now get cleared when entering a subject relation. - Fixed is_dynamic_tag trigger returning wrong value when used with NOT. - Can no longer call in allies in a voluntary subject relationship against their overlord. - Fixed some provinces belonging to both Gulf of St Lawrence and Hudson Bay Trade nodes. - Fixed bad scoping in ai idea weights. - Can now only scorch earth in provinces either controlled by you or owned by your enemies. - Fixed bug where Ming would accidentally forcibly convert all christians under their rule, regardless of how many and where in the world they reside. - Fixed crash in COfferCondottieriAction.

But for those not so interested in reading through our notes, I've got two things: firstly, today at 1500 CEST we shall be streaming to show off the Hungary Update instead of our regular Multiplayer Session.

Secondly, due to the multiplayer dev-clash campaign ending, we have spent our last Friday Social Hour planning out the next session and assigning players to their fates.

What awaits them? What are the colours on the map and why are there markers on it? What has tickled Groogy's funnybone? All this and more shall be explained in due course.

Next week, Trin Tragula will return to talk about the research process behind our games, a topic which has been asked about many times from the community

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April 18

Hungary and Bohemia

Hello everyone and welcome to this Development Diary! For those that don’t know me, I am Trin Tragula, Content Designer of Europa Universalis, and today I will be the one writing the Tuesday Development Diary. As a Content Designer I am the one who plans and writes the events, decisions, maps, and similar things for the game. The subject of this diary will be the added content in the 1.21 “Hungary” Patch.


Hungary is in many ways a vital country to the period the game depicts. It is at the center of many events that came right before our start date, and these events are also the reason we start the game on the 11th of November in 1444.

As the only remaining major kingdom between the Ottomans and the larger Christian world Hungary nonetheless thrived in the 15th century, only to be reduced to a battleground for stronger powers after the defeat at Mohacs and up to the end of the era our game covers.

As you know, in the years leading up to 1444 Hungary has just emerged from a civil war between the supporters of the posthumous son of their last king, Ladislaus von Habsburg, and the dynamic young king of Poland, Wladyslaw Jagiellon. Wladyslaw’s supporters won this conflict and it is under Jagiellon leadership that Hungary, Bohemia, Poland, Lithuania and many others invaded the Ottoman Empire in 1443. This invasion was abruptly ended at Varna on the 10th of November in 1444 with the death of Wladyslaw and many others.

When the game opens Europe is recovering from the shocking defeat at Varna. Hungary is once again without king and powerful forces are aligning for or against the boy King, Ladislaus the Posthumous.

In Hungary patch we’ve tried to better capture the quite complicated situation of 1444 in Central and Southeastern Europe (one I have just barely touched in the short lines above). In order to do this we have both added new content and reworked some the old content related to Hungary, Austria and Bohemia.


Hungary has been the main focus of this patch and has received about 20 new events as well as a rework of a number of their old existing events.

Map Changes:

Hoping to both make Hungary more influential in the early game and to make the region more realistic and interesting to wage war in we have added a small number of provinces to Hungary in the 1.21 patch.
  • Slovakia/Upper Hungary has been redrawn and the new province of Trencin now guards the northern border of the Kingdom. Development and trade goods of the area in general has been revised a bit to better reflect reality.

  • The province of Fejér has been added between Sopron and Pest. The Hungarian capital in Pest is also now an inland center of trade, which both allows Hungary itself better control over the flow of trade, and makes the conquest of Budapest more important for any invader.

  • In the southern part of the kingdom we have added what was perhaps the most important of all Hungarian fortresses in 1444, Belgrade. The Hungarian kingdom had spent no small amount of energy acquiring the banate of Belgrade prior to our start date and its position at the confluence of the Sava and the Danube will make it a key province to control in the region from now on.


Hungary has received new events as well as reworks of their existing events. This is a broad (but not quite complete) overview of what we have added and why:

  • Early events will focus on recreating the rise of the Hunyadi family, allowing the player to partake in the Corvinian renaissance, with good advisors, opportunities to increase the wealth of the country and kick-starting institution spread in Budapest.
  • One of the more unique things about Hungary in this period was the so called ‘Black Army’, a very expensive, permanent, mercenary force that on numerous occasions was able to beat numerically superior armies. In the game you will be able to create the Black Army, allowing you to hire much stronger mercenaries at the cost of reducing your force limit and higher maintenance costs. Your nobility will remain skeptical of this mercenary force and will ask new kings to abolish it. The mercenaries may also mutiny if they don’t feel they are paid enough. If you are willing to pay the price however, you can enjoy mercenaries at +10% discipline up to the age of Reformation.
  • If Hussites are in power in Bohemia the Catholic estates can now turn to Hungary for protection. Should you help your brothers of faith they may offer you to be their king, giving you permanent claims on parts of their country.
  • There are a number of events dealing with the advance of the Turks, the establishment of a fortified frontier and the resettling of fleeing Balkan Christians within these lands.
  • The old “Advance of the Turks” event has been expanded upon and given follow-up events relating to the election of two different Hungarian monarchs, one with Austrian, western Hungarian and Croatian support and one with the support of Eastern Hungary. This could happen in a situation when the kingdom has been soundly defeated by the Ottomans.
  • There are now events dealing with the other peoples in the Hungarian realm such as Slovaks, Croats and Vlachs/Romanians and the development of their respective national movements as the game progresses.
  • The spread of the Protestant and Reformed faiths in the Hungarian realm now has dedicated events allowing the Hungarian player to encourage the reformation or invite the jesuits to help them work against it.
  • While the Hungarian Kingdom in our timeline was divided between Turks, Austrians and the Principality of Transylvania from the mid 16th century, we have added events based on the fate of the Hungarian people during these years to provide a continued interesting experience throughout the timeline.

Map Changes:

In order to add more depth of maneuver and historical detail we have now split the province of Moravia into Brno and Olomouc and added a Moravia as a revolter country.

In Silesia we have added the province of Leignitz/Legnica and revised starting development values and trade goods a bit to better represent the importance of this area.

While the Hussite wars are a thing of the past in 1444, the Bohemian people are still largely heretics to Catholic Europe. Ladislaus the Posthumous is the presumed King of Bohemia as well as Hungary but the de facto government of Bohemia lies with the Hussite factions under George of Poděbrady.

Even prior to Hungary patch you could choose to support the Catholic or Hussite party but now this choice has a bigger impact than it used to:

With the Hussites in power you will now be less liked in Europe but enjoy stronger support internally. You will benefit from the tactical experience of the Hussite soldiers but the Catholic estates may offer the Bohemian crown to a foreign monarch willing to defend them.

Unless the pope acts against the continued heresy in Bohemia a strong Hussite movement could also make the Reformation trigger earlier than it otherwise would.

Minor Additions:

The Vistula Spit:

Prior to 1.21 Königsberg and Danzig have been connected by a strait at the end of the Vistula lagoon. This had the unfortunate side effect that the fort in Königsberg could prevent movement between Danzig and Marienburg. Something that was impossible to get around without a fleet. The strait was also unhistorical as by 1444 the Vistula spit was no longer open and the ports inside the Vistula lagoon did not have access to the Baltic sea.

In 1.21 the Vistula spit has been extended all the way to Königsberg, this means that you can now get to the fort there (though it will count as crossing a river) and that Marienburg and Ermland now start without ports.


Austria has had a number of their existing events modified and can now also get new events relating to Hungary if they should come to control the country. Most importantly the advance of the Turks event now gives Austria permanent claims on Royal Hungary and Hungary itself is more likely to elect Hunyadi candidates to their throne, severely hurting relations with the Austrian monarchy.


Serbia was not the main focus of this patch but together with the addition of the province of Belgrade we have added a decision for the Serbian state to make Belgrade their capital if they are able to retake it from the Hungarians.

That is not all that is new in the Hungary patch however. I will now leave the word to Gnivom who, aside from programming the AI, has also been working on improving the moddability:


Ever wished you could add or multiply values in triggers? You now can! Sort of, at least. The variable_arithmetic_trigger (VAT) allows you to use export_to_variable to a local variable, that only exists within the current trigger and its children. The following effects have been modified to be usable within the VAT (as well as, as mentioned, export_to_variable):
  • set_variable

  • change_variable

  • subtract_variable

  • multiply_variable

  • divide_variable
When used within a VAT, they can only modify variables created in a VAT, as triggers are not allowed to modify the game state. The triggers that evaluate variables can also evaluate local variables.

A VAT has the following members:
  • 1 custom_tooltip: It would be too complicated to generate a tooltip automatically, so all VATs need a custom tooltip.

  • Any number of export_to_variable

  • Any number of other effects, among the ones listed above

  • Any number of triggers
When the VAT is evaluated, it will first execute the export_to_variable effects, then go through the other effects and triggers in the order they are listed. Whenever it comes to an effect, it executes that effect. Whenever it comes to a trigger, if that trigger evaluates false so does the VAT, otherwise it continues. If it gets past all the triggers, it evaluates true. In that sense it is like the AND trigger. When the trigger is done with its evaluation it destroys all variables created in its export_to_variable effects.

A simple example:
variable_arithmetic_trigger = { custom_tooltip = HAS_HALF_THEIR_MANPOWER export_to_variable = { variable_name = my_manpower value = manpower } export_to_variable = { variable_name = their_manpower value = manpower who = FROM } multiply_variable = { which = my_manpower value = 2 } check_variable = { which = my_manpower value = their_manpower } }

One of the smart things with this design is that you can create conditional statements by utilizing the fact that AND and OR triggers stop evaluation when one child returns false and true, respectively. Check the following, more advanced, example:

variable_arithmetic_trigger = { custom_tooltip = HAS_MORE_MANPOWER_OR_HALF_IF_CATHOLIC export_to_variable = { variable_name = my_manpower value = manpower } export_to_variable = { variable_name = their_manpower value = manpower who = FROM } OR = { NOT = { religion = catholic } variable_arithmetic_trigger = { multiply_variable = { which = my_manpower value = 2 } always = yes # This line is superfluous } } check_variable = { which = my_manpower value = their_manpower } } In pseudo code, this is equivalent to: float my_manpower = GetManpower(THIS) float their_manpower = GetManpower(FROM) if religion == catholic My_manpower *= 2 Return my_manpower >= their_manpower

Although the syntax is horrible, this can be nested as much as you want to create really complicated logical conditions. It should be noted that variables are performance heavy, especially the export_to_variable, although that has been significantly improved in 1.20 and 1.21.

Scriptable Subject Types

Some modders may have noticed in 1.20 that we moved most of the differences between subject types to a script file. As of 1.21, entirely new subject types can be added just by adding entries in common/subject_types. The old subject types are still referred to in the code however, and can’t be removed. Just adding them there won’t make them visible in the game however. For that I added scriptable diplomatic actions.

Scriptable Diplomatic Action

In 1.21 you will be able to see a new folder in common called new_diplomatic_actions. This system is currently independent of what happens in diplomatic_actions, and they can’t be combined. One diplomatic action has been added there, and it might be easiest to learn how it works by checking that example, which asks someone to become your Dummy. Two things should be noted though. First, the AI will as it is never send these actions. I’m thinking of a way to make that work for a future patch. Second there is an entry called ai_acceptance. This is how it works:
  • It only accepts one type of entry, called add_entry

  • Each add_entry is a simplified/modified version of the variable_arithmetic_trigger. Namely, it doesn’t accept triggers, instead it has a “limit” entry that gets evaluated before even the export_to_variables are executed; and it has a “name” instead of “custom_tooltip”.

  • Each add_entry must define one local variable called “ai_value”. That variable will be evaluated after all effects have been executed.

As 1.21 is not yet available to you, I’ll paste the relevant script here for reference:

In subject_types I added this:
dummy = { copy_from = default } In new_diplomatic_actions, this: demand_dummy = { category = influence alert_index = 40 alert_tooltip = demand_dummy_alert_tooltip require_acceptance = yes # Whether the recipient gets an option to decline is_visible = { religion_group = christian is_subject = no FROM = { is_subject = no } } is_allowed = { variable_arithmetic_trigger = { custom_tooltip = HAS_MORE_MANPOWER export_to_variable = { variable_name = my_manpower value = manpower } export_to_variable = { variable_name = their_manpower value = manpower who = FROM } subtract_variable = { which = my_manpower which = their_manpower } check_variable = { which = my_manpower value = 0 } } religion = catholic } on_accept = { add_trust = { who = FROM value = 20 mutual = yes } create_subject = { subject_type = dummy subject = FROM } } on_decline = { add_trust = { who = FROM value = -100 mutual = no } } ai_acceptance = { add_entry = { name = ALWAYS_TEN export_to_variable = { variable_name = ai_value # Mandatory to use this name value = 10 } } add_entry = { name = OPINION export_to_variable = { variable_name = ai_value #value = opinion who = FROM with = THIS # This is supposed to work in the future value = 10 # Temporary value until then } divide_variable = { which = ai_value value = 4 } } } }

The result looks like this (I didn’t bother localizing ALWAYS_TEN):

Scriptable diplomatic actions will be in the 1.21 patch when it releases, but it is a feature we plan to improve and expand upon in the future.

Last but not least our Mod Coordinator Divine has also been working on a couple of additions to the 1.21 patch. This is a small list of those from the changelog.

- Added new country modifier 'sailor_maintenance_modifer' - Added defines BANKRUPTCY_BUILDING_DESTRUCTION_THRESHOLD, BANKRUPTCY_PROVINCE_DEVASTATION_GAIN. - Added the attribute "indestructible" to buildings, setting it to yes will exempt that type of building from being destroyed by bankruptcy. - Added add_adm_tech, add_dip_tech, add_mil_tech effects. - Added revanchism trigger. - Added log effect and trigger. - Added add_active_policy and had_active_policy effect and trigger. - Added scripted function can_declare_bankruptcy. - Added scripted function can_colonize_province. - Added add_next_institution_embracement = <int> province effect.

Have fun!

That was all for today about the Hungary patch and the content related to to Hungary and its European surroundings. Next Tuesday we will be sharing the complete changelist for the upcoming patch, which will be released in late april.

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“A hallmark of excellence.”
9,5/10 – Destructoid

“Europa Universalis IV is a masterwork of a strategy game.”
91/100 & Editors Choice – PC Gamer

“Complex and rewarding strategizing makes the fourth game in the Europa Universalis dynasty shine.”
9/10 & Editors Choice – Gamespot

Digital Deluxe Edition

The Digital Extreme Edition includes the following:

  • Star and Crescent - 50 new Muslim themed event pictures, as well as several new events for the Muslim nations
  • Horsemen of the Crescent Unit Pack - 12 unique cavalry modes for the Ottoman, Mamluk, and Persian nations. This enhances the visual experience of EUIV.
  • Conquest of Constantinople Music Pack - 3 tracks containing 10 new minutes of music masterly composed by Andreas Waldetoft

Featured DLC

Unit packs have now been repackaged as content packs, but can still be purchased individually. They can be found under the expansion they were released with.

Conquest of Paradise Content Pack contains:

  • Native Americans Unit Pack
  • Native Americans Unit Pack

Wealth of Nations Content Pack contains:

  • Trade Nations Unit Pack
  • Muslim Ships Unit Pack

Res Publica Content Pack contains:

  • Indian Subcontinent Unit Pack
  • Indian Ships Unit Pack

Art of War Content Pack contains:

  • Evangelical Union Unit Pack
  • Catholic League Unit Pack

About This Game

Fulfill Your Quest For Global Domination

Paradox Development Studio is back with the fourth installment of the award-winning Europa Universalis series. The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy. True exploration, trade, warfare and diplomacy will be brought to life in this epic title rife with rich strategic and tactical depth.

Main Features:

Make your own decisions

Nation building is completely flexible and the possibilities are endless.

Use your Monarch Power

Experience the new system of monarch power where your choices are influenced by the caliber of the man or woman you have at the top and will direct the ebb and flow of gameplay.

Experience history coming to life

The great personalities of the past are on hand to support you as you make your mark on thousands of historical events.

Turn the world into your playground

Enjoy hundreds of years of gameplay in a lush topographical map complete with dynamic seasonal effects.

Experience the all new trade system

The trade system adds a new dimension to the great trade empires of the period. Gain control of vital trade routes and make the wealth of the world flow to your coffers.

Bring out your negotiating skills in a deeper diplomatic system

Use coalitions, royal marriages and support for rebels and explore the possibilities of the new unilateral opinion system.

Engage in Cross-platform Multiplayer

Battle against your friends or try the co-operative multiplayer mode that allows several players to work together to control a single nation with up to 32 players. Featuring improved chat and new matchmaking servers.

Create your own history & customize your game

Europa Universalis IV gives you the chance to customize and mod practically anything your heart may desire and uses Steam Workshop.

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Mac OS X
SteamOS + Linux
    • OS:Windows 7/Windows 8
    • Processor:Intel® Pentium® IV 2.4 GHz eller AMD 3500+
    • Memory:2 GB RAM
    • Graphics:NVIDIA® GeForce 8800 or ATI Radeon® X1900, 512mb video memory required
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Sound:Direct X- compatible soundcard
    • Other Requirements:Broadband Internet connection
    • Additional:Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    • OS:/Windows 7/Windows 8
    • Processor:Intel® Pentium® IV 2.4 GHz or AMD 3500+
    • Memory:2 GB RAM
    • Graphics:NVIDIA® GeForce 8800 or ATI Radeon® X1900, 1024mb video memory recommended
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Sound:Direct X-compatible soundcard
    • Other Requirements:Broadband Internet connection
    • Additional:Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    • OS:Mac OS X 10.6.8 or better
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:2 GB RAM
    • Graphics:ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher, 1024MB graphics memory required
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    • OS:Mac OS X 10.6.8 or better
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:2 GB RAM
    • Graphics:ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher, 1024MB graphics memory required
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    • OS:Ubuntu 14.04 LTS
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:2 GB RAM
    • Graphics:ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher, 1024MB graphics memory required
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
    • OS:Ubuntu 14.04 LTS
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:2 GB RAM
    • Graphics:ATI Radeon HD 6750 / NVIDIA GeForce 320 / NVIDIA GeForce 9600 or higher, 1024MB graphics memory required
    • Hard Drive:2 GB HD space
    • Other Requirements:Broadband Internet connection
    • Additional:GLSL 1.3, OpenGL 2.1. Controller support: 3-button mouse, keyboard and speakers. Internet Connection or LAN for multiplayer
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