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Get Started Free →Reference documentation for Europa Universalis IV modding. Use this skill when helping
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-13 | ✗→✓ | ▲ Improved | 72% | 0% |
| case-19 | ✓→✗ | ▼ Worse | 146% | 0% |
| case-21 | ✓→✓ | = Same ✓ | 29% | 0% |
| case-22 | ✓→✓ | = Same ✓ | 9% | 0% |
| case-07 | ✓→✓ | = Same ✓ | 162% | 0% |
Reference documentation for Europa Universalis IV modding. Use this skill when helping users create or modify EU4 mods, including new countries, governments, events, missions, religions, cultures, units, buildings, or any game content.
Use this skill whenever the user asks about:
All documentation is in the docs/ directory. Each file is a self-contained reference page converted from the official Paradox Wiki.
| File | Topic | | --- | --- | | Advisor_modding.md | Creating and modifying advisor types | | Age_modding.md | Modding ages and age abilities | | Building_modding.md | Custom buildings and their effects | | Casus_belli_modding.md | Creating casus belli types | | Colonial_regions_modding.md | Colonial region and trade company definitions | | Country_creation.md | Creating new countries (tags, flags, history) | | Culture_modding.md | Adding and modifying culture groups | | Decision_modding.md | Scripting player decisions | | Defines.md | Global game constants (defines.lua) | | Diplomatic_action_modding.md | Custom diplomatic actions | | Disaster_modding.md | Scripting disasters | | Empire_of_China_modding.md | Mandate of Heaven / China mechanics | | Estate_modding.md | Creating and modifying estates | | Event_modding.md | Scripting country and province events | | Faction_modding.md | Government factions | | Government_modding.md | Government types and reforms | | Government_mechanic_modding.md | Special government mechanics | | Great_project_modding.md | Great projects (wonders) | | History_modding.md | Province and country history files | | Holy_Roman_Empire_modding.md | HRE mechanics modding | | Idea_group_modding.md | National idea groups | | Institutions_modding.md | Custom institutions | | Mercenaries_modding.md | Mercenary companies | | Mission_modding.md | Mission trees and tasks | | Modifier_modding.md | Country and province modifiers | | On_Actions.md | on_action hooks and event pulses | | Parliament_modding.md | Parliament mechanics | | Peace_treaty_modding.md | Peace treaty options | | Policy_modding.md | Idea group policies | | Rebel_modding.md | Rebel types and factions | | Religion_modding.md | Religions and religious mechanics | | Ruler_Personality_modding.md | Ruler and heir personalities | | Scenario_modding.md | Bookmark / scenario setup | | Scripted_function_modding.md | Reusable scripted functions | | Subject_type_modding.md | Vassal and subject types | | Technology_modding.md | Technology groups and levels | | Trade_company_modding.md | Trade company regions | | Trade_goods_modding.md | Trade goods and their modifiers | | Unit_modding.md | Land and naval unit types |
Event_modding.md).docs/ directory.For cross-cutting concerns (triggers, effects, scopes, modifiers), the most relevant files are:
Event_modding.md — covers trigger/effect/scope syntax in depthModifier_modding.md — all modifier keysDefines.md — hardcoded game constants you can overrideOther measured skills in the registry, with their headline benchmark lift.