Common Universalis old version для Europa Universalis IV
Current Version: V4.8
Compatible with V1.29.X
We have uploaded a new version here so please subscribe the new one
https://steamcommunity.com/sharedfiles/filedetails/?id=1942065576
Common Universalis is a total-overhaul mod that improves original gameplay in almost every aspect. While other mods keep adding new countries, provinces, religions, cultures and other stuffs, Common Universalis focuses on the 'engine'- how all those stuffs work toghter, how the world evolves from 1444 to 1836, and how human and ai players make decisions. In Common Universalis,every country can choose its own path to advance,every path has its problems,and every problem has its solutions.
Common Sense,The Cossacks,Mare Nostrum and Rights of Man DLC are strongly suggested for best game experience!
Government Capacity:
A country cannot rule infinite lands.Governing a province consumes Government Capacity,which comes from the "ruling races" of your country.If your empire has not enough population of its primary culture,you can reform your government and invite other "races"(cultures) to share the burden,which,however,will inevitably constrain the authority of your primary culture.
Dynamic Expansion:
- More than 4 different ways of expansion includes Province Auto-core(PAC).Wait or spend Military Power to reduce a province's nationalism,and you can gain a free core in the province;Slaughter natives to expand rapidly in the New World;Declare the Mandate of Heaven and form your own dynasty to gain the rulership of the whole China;Normal coring is more expensive but still applicable;Diplomatic expansion now requires careful planning.
State Features
- What are the differences between a large empire and a tiny state? Political things? Economic structure? Province development? Stability? Foreign affairs? Military? All included with full details in this mod.
Logic Behind History
- Why did the Europeans rush to the new world? How did countries choose from mercantilism and free trade? Where comes the inflation? Why should a country improve its capital? How could the Ottoman empire conquer the whole Mamluks in just a few years? How did the Ming dynasty decline ,and why did all reforms conducted by even the most capable emperors fail in the end? Why did tobacco planting in North America lead to the war against the natives? What are the strength and weaknesses of the steppe nomads?Why did the Spanish empire,once seemingly invicible,fade in the competition with other colonial powers? History has its own logic, so does the game.
Maximum Selectivity
- All contents and changes in this mod are thoroughly tested by players of different levels,and adjusted over and over until they are proven to be balanced enough.We try our best to make sure that there are no wasted ideas,buildings,government types,units or other meaningless factors in this mod,and ensure maximum selectivity for all playstyles from peaceful development to world conquest.
Urbanization:
Province development is re-divided to three types: Commerce, Production and Agriculture. They cannot be manually improved by investing Monarchy Power, instead, each of them has a seperate growth progress(Showed in 'Province Census'). When the Agriculture progress of a province hits 100, 1 Agriculture is gained. When the Commerce/Production progress hits 100, 1 Agriculture is converted to 1 Commerce/Production. Urbanization rate is affected by many factors - Literacy, buildings, Agricultures, province edicts, ideas, goods and so on.
Literacy :
Literacy reflects how 'civilized' a province is, and can be seen as the fourth type of 'development'. Literacy does almost everything as it should - speeding up Urbanization rate, increasing Governance Capacity, unlocking Institution spread and allowing province mobilization.
Province Edicts:
Provicne edicts offer players with more options
Corpsemania - Creator,designer,leading scriptor,testor
Boffrand - Leading testor,scriptor
Jinkeloid - Previous Text editor,publisher,testor
Phillip Capet II - Text editor,publisher,testor
A: No, this is an overhaul mod and for now this mod is not compatible with all mods that changes gameplay.It should work with most of map mods and UI mods,but not all of them.
A: No, since we are a Chinese mod team we don't have any ability to make this mod support any language other than English and Chinese.
A: Yes,the mod is designed for experienced players.If you are not a skillful player,please select normal or easy handicap,and pick a recommended country.World conquest is possible in this mod(for all countries in Very Hard level,even the Three Mountains),but much more difficult than the vanilla game.Our goal is to ensure that only the best players can achieve WC in this mod.
A: France, Ottomans, and Ming are always good choices for a starter, and we'll post a recommended country for every new patch(except hotfix), and I'm sure you'll get new experience every time!
If you want to play the old version(v3.0),here is the link:
http://steamcommunity.com/sharedfiles/filedetails/?id=539663681
Rating keeps a mod alive,so if you like this mod,please rate it, thanks!
Please give your feedback in the comment, Thank you.
You could also find us on the paradox forum.
Compatible with V1.29.X
We have uploaded a new version here so please subscribe the new one
https://steamcommunity.com/sharedfiles/filedetails/?id=1942065576
Introduction:
Common Universalis is a total-overhaul mod that improves original gameplay in almost every aspect. While other mods keep adding new countries, provinces, religions, cultures and other stuffs, Common Universalis focuses on the 'engine'- how all those stuffs work toghter, how the world evolves from 1444 to 1836, and how human and ai players make decisions. In Common Universalis,every country can choose its own path to advance,every path has its problems,and every problem has its solutions.
Common Sense,The Cossacks,Mare Nostrum and Rights of Man DLC are strongly suggested for best game experience!
Key Features:
Government Capacity:
A country cannot rule infinite lands.Governing a province consumes Government Capacity,which comes from the "ruling races" of your country.If your empire has not enough population of its primary culture,you can reform your government and invite other "races"(cultures) to share the burden,which,however,will inevitably constrain the authority of your primary culture.
Dynamic Expansion:
- More than 4 different ways of expansion includes Province Auto-core(PAC).Wait or spend Military Power to reduce a province's nationalism,and you can gain a free core in the province;Slaughter natives to expand rapidly in the New World;Declare the Mandate of Heaven and form your own dynasty to gain the rulership of the whole China;Normal coring is more expensive but still applicable;Diplomatic expansion now requires careful planning.
State Features
- What are the differences between a large empire and a tiny state? Political things? Economic structure? Province development? Stability? Foreign affairs? Military? All included with full details in this mod.
Logic Behind History
- Why did the Europeans rush to the new world? How did countries choose from mercantilism and free trade? Where comes the inflation? Why should a country improve its capital? How could the Ottoman empire conquer the whole Mamluks in just a few years? How did the Ming dynasty decline ,and why did all reforms conducted by even the most capable emperors fail in the end? Why did tobacco planting in North America lead to the war against the natives? What are the strength and weaknesses of the steppe nomads?Why did the Spanish empire,once seemingly invicible,fade in the competition with other colonial powers? History has its own logic, so does the game.
Maximum Selectivity
- All contents and changes in this mod are thoroughly tested by players of different levels,and adjusted over and over until they are proven to be balanced enough.We try our best to make sure that there are no wasted ideas,buildings,government types,units or other meaningless factors in this mod,and ensure maximum selectivity for all playstyles from peaceful development to world conquest.
Urbanization:
Province development is re-divided to three types: Commerce, Production and Agriculture. They cannot be manually improved by investing Monarchy Power, instead, each of them has a seperate growth progress(Showed in 'Province Census'). When the Agriculture progress of a province hits 100, 1 Agriculture is gained. When the Commerce/Production progress hits 100, 1 Agriculture is converted to 1 Commerce/Production. Urbanization rate is affected by many factors - Literacy, buildings, Agricultures, province edicts, ideas, goods and so on.
Literacy :
Literacy reflects how 'civilized' a province is, and can be seen as the fourth type of 'development'. Literacy does almost everything as it should - speeding up Urbanization rate, increasing Governance Capacity, unlocking Institution spread and allowing province mobilization.
Province Edicts:
Provicne edicts offer players with more options
Mod Team:
Corpsemania - Creator,designer,leading scriptor,testor
Boffrand - Leading testor,scriptor
Jinkeloid - Previous Text editor,publisher,testor
Phillip Capet II - Text editor,publisher,testor
FAQ:
Q: Is this mod compatible with the Extended Timeline(or M&T,VeF,etc)?
A: No, this is an overhaul mod and for now this mod is not compatible with all mods that changes gameplay.It should work with most of map mods and UI mods,but not all of them.
Q: Does this mod support other languages?
A: No, since we are a Chinese mod team we don't have any ability to make this mod support any language other than English and Chinese.
Q: Is the mod a lot more difficult than vanilla?Is world conquest still possible in this mod?
A: Yes,the mod is designed for experienced players.If you are not a skillful player,please select normal or easy handicap,and pick a recommended country.World conquest is possible in this mod(for all countries in Very Hard level,even the Three Mountains),but much more difficult than the vanilla game.Our goal is to ensure that only the best players can achieve WC in this mod.
Q: Any recommended country?
A: France, Ottomans, and Ming are always good choices for a starter, and we'll post a recommended country for every new patch(except hotfix), and I'm sure you'll get new experience every time!
If you want to play the old version(v3.0),here is the link:
http://steamcommunity.com/sharedfiles/filedetails/?id=539663681
Rating keeps a mod alive,so if you like this mod,please rate it, thanks!
Please give your feedback in the comment, Thank you.
You could also find us on the paradox forum.

