![]() ![]() The spread of nations not only becomesterritorial, but also cultural. Some might consider this to be vanity, but I wouldargue that this necessary function helps player immersion by bringing theplayer into the drama of conquest. Thus, Gharnata turns into Granada when theReconquista is completed. ![]() One is given a national decision to active ordeactivate a re-naming system which changes the province name depending on theculture of the province owner. MEIOU and Taxes takesthis naming mechanic to a whole new level as it introduced a dynamic system forchanging province names. The result is a map which is wrought in the crucible of discussion withnaming conventions that follow the historical trends of any given region. These gentlemen are notyour Call of Duty crowd that's forsure. This regular flow ofconversation and community input is one defining feature of many of these modshoused on the forums of Paradox Interactive as it draws and pools togethereducative talent in history, geography, and politics. The naming, as well, has been researched and, in many cases,debated by the modders as well as fans of the mod. These provinces arenot merely cut ups of the base game, but are completely thought out boundarieswith historical cities and regions demarcated as if they had been lifted from ahistorical atlas. Nearly a thousand new provinces have been added to the map with carefulattention to historical boundaries, naming, and production. Perhaps the best example of how MEIOUand Taxes achieves this goal is by the richly enhanced map which is thelargest gem in the MEIOU and Taxes crown. Instead,this mod is focused on providing texture and immersion into the EU IVexperience. Unlikeother mods which attempt to radically shift the atmosphere or gestalt of aparticular game, the gamplay of MEIOU andTaxes itself has not changed much from the unmodified EU IV game. ![]()
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