The Awards for Season 3 are as follows:
Cookie taxer- 1st place Overall Winner
- General Mechanics
- Ooh Shiny! (Tied)
- Innovative
- 1st Place: Alternate History
- 1st Place Regional Flavor
- Ooh Shiny! (Tied)
- Awards: Meme Worthy
- Overall Runner up
- 2nd place: General Mechanics
- 2nd place Alternate history
- Ooh Shiny! (Tied)
Cookie Taxer
EU4 is a fantastic game of conquest, colonization, and state-building that we all know and love. But what if it was something more than that? What if it was also an idle game? What if the function of the empire was not to improve the lives back in the metropolis, but instead to produce cookies in ridiculous volumes, with a network of production stretching across the globe?Cookies
Cookie Taxer adds a new currency, Cookies. To gain a cookie, navigate to your economy tab, where you will see a big cookie. Clicking on this cookie gives you a cookie!
Buildings
There’s so much unused land in your country. Of course, this can be used to put down churches, workshops, and marketplaces, among other buildings. But that gives us ducats, and we aren’t here for ducats, are we? We’re here for cookies! In the building menu, there are 9 new buildings. These cost cookies to build, but instead of giving you a one-time cookie increase like the clicking, they instead increase your monthly cookie income.
- Cursors: The cheapest building, where you employ hilariously underpaid workers to click the big cookie for you once a month.
- Grandma: An old lady, one with a lifetime of experience baking and a true mastery of the cookie form.
- Farm: A new agricultural revolution. Instead of growing cookie ingredients, cut out the middleman and grow the cookies directly!
- Mine: The earth’s formation was the ultimate oven, and the crust contains massive veins of cookie ore to unearth.
- Factory: A bit early for the industrial revolution, but nothing drives innovation faster than cookies.
- Bank: Cookies have become the primary currency of your state, so of course, your mints can regulate it!
- Temple: God finally answers your priests’ prayers!
- Wizard Tower: But sometimes, God isn’t enough, and you have to take the supernatural into your own hands.
- Shipment: EU4 is a game about colonialism, so of course, your overseas holdings will contribute to your cookie Empire.
Upgrades
Upgrades cost a thousand cookies each, and also scale in their costs with each level. But they are well worth the investment, and will skyrocket the power of your country!- Cookie Trebuchets: the enemy morale plummets when they see your forces feasting on cookies.
- Cookie Rations: and all the while, your troops are always ready and excited to fight, from the sugar rush!
- Steadfast Tax Regime: Cookie production is lucrative, so why not tax the extra income your people have now?
- Promote Sweet Immigration: Wages paid in cookies make foreigners eager to migrate and enlist.
- Hegemony of the Grandmatriarchs: Who would oppose their integration into the cookie regime? I wouldn’t!


Province Modifiers
Your income scales linearly, but the cost of buildings and upgrades scale exponentially. So, eventually, you’ll simply be unable to afford anything, right? Scattered across Europe are special provinces, carrying exponential buffs of your own! These modifiers need to be liberated from their ai rulers, who simply do not understand cookies like you do. And when controlled, will give significant buffs to your income. Some double the income from individual buildings (stacking multiplicatively), while others provide special bonuses of their own. Thousand fingers is one to watch out for, as you institute mandatory clicking during lunch breaks in every building. In addition, several upgrades provide a bonus for both grandmas and another building: after all, the elderly have wisdom to share, if only you are willing to listen. And a few other modifiers increase cookie production globally, by varying amounts.
A Note on Math and Loading Times
Cookie Taxer supports cookie counts up to 999 undecillion. EU4 itself maximizes most numbers at 2.1 million. So there are hundreds of millions of lines of code supporting the mathematics this mod requires. Yes, you read that right. None of this actually causes any noticeable lag while playing the game, but it does massively increase loading times. If you are stuck on “creating checksum” for 5 minutes or more, it’s the game frontloading the mathematics!Our Team
CzerstfyChlep - UI and mod base Xorme: Art Sol_InvictusXLII - Math systems, buildings LordVarangian - Events, province modifiers Stiopa - Modifiers, metascriptingGet the Mod
The mod is currently available on Steam Workshop. Get it here! -------------Last Breath: The Sunrise Invasion
Hello folks. Somehow, you managed to find your way to the spotlight for our mod: Last Breath The Sunrise Invasion. Since you are here, allow us to give you a little introduction to what this mod is about, what it contains and how it came to be.There was an idea
What if everyone died? Well, maybe not everyone, as that would make for a boring game. But what if the Plague, a.k.a The Black Death, was even worse than it was? What if, instead of killing ~1/3 of the population, it killed up to 90% of the people everywhere it struck? Surely, a world that has gone through such an apocalypse would look quite a bit different than the one we know from history books.Plans upon plans
With that rough idea, we began carving into finer edges, figuring out which regions would be the most and least affected and pondering what impact such a catastrophic event would have on the remaining populations. Very soon, we realised that the scope was a bit too grand for the relatively short duration of Modathon and thus, most of the world would remain only at those rougher edges. Nonetheless, we still tried our best to communicate ideas we came up with in at least some limited form. So, lets talk about what those were. With so many people dying, the societies as they were would be utterly upended on all levels. The most immediately on-map visible impact is the collapse of centralised governments. Nearly all early medieval power structures were obliterated, and the people who survived organised themselves into small, tribe-like societies. Of course, not all regions were affected equally; some even managed to go through the ordeal relatively unscathed. And over time, some managed to rebuild.

Asia in Brief
Asia is one of the regions that saw the fewest changes for the initial release, but we still tried to change things a bit to suit our vision. The Plague originated in Central-East Asia, so it was the first place to get, but also one that had the longest time to rebuild. Already, mostly stable centralised powers are a clear sign of this. Chinese Warlords managed to consolidate the lands of the Heavenly Kingdom, though there is still some hot debate over who exactly should hold the Mandate. Over in the southern drylands, quick and decisive political manoeuvring led to the restoration of the Persian Empire in the vacuum left behind by the collapsing Illkhanate and subsequent Plague. Speaking of collapsing, the Mongol Empire saw an even sharper decline, quickly fracturing into multiple small independent hordes.Europe
Back in Europe, things are still dire. Kingdoms lie in ruin, the lands of former civilisations are barren and slowly being reclaimed by nature, and despair hangs in the air. Yet, there are people who have lived through hell and now face the challenge of restoring their lands to their former glory and beyond.The Highlands
One group of survivors who managed to weather the seeming apocalypse are the hardy people of the Scottish Highlands. And while the effects of the Plague were still disastrous, causing the Kinrick o´ Scotland to collapse and fracture, the people didnt lose faith. Well, to be more factual, many people lost faith in the Catholic Church due to them not being able to stop the spread of diseases and death no matter how many tithes and prayers were offered. Instead, people began to search for hope elsewhere and eventually found it in the practices of their forefathers. Soon, newly raised druids started spreading the restored faith throughout the land. As the Plague receded, the Celts started to rebuild and organise. Soon, three main federations of tribes rose to prominence: The Islands, The Highlands and The Lowlands. While the worst is already over, the road ahead will undoubtedly be long and paved with struggles.

The Rest of Europe
There are, of course, other places worth noting. The Basque, who managed to survive secluded in the Apennines, began spreading across the lands formerly held by Frankish and Iberian kingdoms. The Poles, who almost wouldnt noticed something happened, if it wasnt for the welcomed lack of German neighbours. In the Baltics, holdouts of Knightly Orders, who came there in preparation for the Biblical Apocalypse, which is sure to come any day now. And in the north, Odins shadow looms once again as the locals rejected the god on the cross, who clearly wasnt powerful enough to protect anyone.The New? World
But what about the lands across the ocean? You may ask. Well, the good news is that the Plague doesnt know how to swim, and thus, the continent was spared of all the death and suffering it caused in Eurasia. In other good news, dangerous sea journeys into the unknown are very low on the list of priorities for the surviving Hispaniards and Portuguese, so there are definitely no European colonies anywhere to be seen. The indigenous civilisations were left to their own devices. In the south, the Incan Empire has mostly consolidated its rule over the Andes and is enjoying somewhat of a golden age, in their case, quite literally. Further north, the Aztecs reign supreme, expanding their control over tribes far and wide. Only time will tell whether Doom or Glory awaits their empire. Meanwhile, the natives of the planes are mostly content with their migratory lives. And tho some unifications occurred in certain places; they dont seem to have grand imperial ambitions.The High Kingdom of Vinland
Speaking of the far north, there might be some Europeans, after all. In this timeline, the expeditions of Lief Erikson were significantly more successful; and with wise shamas prophesying a great catastrophe, many more people travelled to seek life in Vinland. And so, the colonies grew and spread across the north-eastern coast of this new continent. Over time, the clans established a system to aid each other in the struggles far away from their old home; Althing of Thanes and High King to oversee it.

Archaeology
Hello everyone, Lichark here! I’m thrilled to introduce the Archaeology feature weve been crafting for our mod. Weve put a lot of care and effort into it, and I cant wait to share all the exciting details with you.The idea behind Archaeology
It might only be me but once I read the mod’s premise by Saxon I immediately started thinking about the Horizon and Fallout game series and how in those games you venture through a world that flourished before but now its only remaining signs are buried or overgrown by nature. I wanted to capture the same sense of adventure and discovery within the limits of the game. The idea was to create another versatile narrative tool that’s not just a simple event, decision or mission but can interact with the aforementioned systems. For example we could set up a mission that the player can only complete if an Archaeology Site was finished in a certain way or a decision that the player can only take if it’s in a certain phase of excavation.Gameplay Design of Archaeology
From a gameplay perspective, I wanted to mimic how the Monuments function in the game. What I mean by this is that each time you upgrade a Monument, random events can fire during its construction or in some cases, something specific can happen once the upgrading process is finished. Archaeology Sites have five tiers. The tiers represent your progress in exploring/excavating the site. To advance, for example, from tier 1 to tier 2, you have to invest resources to start the process. Once your loyal subject starts working on the site, you’ll get progress reports or even narrative events periodically, and you can choose how to progress further. Reaching tier 5 requires significant resources, but generally speaking, every Archaeology Site has some kind of worthwhile reward it gives you upon completion. Among (us) the possible rewards are national modifiers, buildings, gold, monuments, and much more ( is possible but we havent had the time to implement them ).
Visual Design of Archaeology
As I mentioned above, Monuments were a huge influence from a gameplay and even visual perspective. In my modding projects outside of the marathon I always tried to blend the stuff I add to the game with the already existing UI so it feels natural. Because of that I had to find an appropriate place and design for it. After some (failed) iterations I settled on the bottom of the Buildings tab of the Provincial Window. It had some nice looking free space waiting to be filled with content. From then on, I just modified some buttons from the base game to fit in the new interface and changed the background to a stylish brown and added a banner above it all with an amphora icon for looks ( that I later modified to act as a sort of tooltip icon).
Last Breath
While, of course, we are slightly disappointed that we could not bring in more flavour and had to restrict ourselves to only small regions, we are overall happy with how this project turned out. For most of our team, this was the first large project, and for some of us, even the first proper EU4 project. We got to try new things we hadnt played with before, so it was certainly a valuable learning experience for all of us. Wed like to thank everyone for giving our mod a try and enjoying it. Wed also like to thank Chewy, Minnator, and the rest of the staff for organising the Modathon. -------------Wacky Events
Wow. Hello World! We, the Wacky Events team, in order to create a quite silly mod, establish madness, and insure the instability of EU4 players minds, with the blessings of the Modathon admin team, do ordain and establish this Insanity of Europa Universalis modding. I am Cetai, one of the crew presenting you the product of 2 weeks of hard work and procrastination. The process behind the creation of our mod went something like this: Our veteran team of modders have debated long and hard about the type of mod we wanted to create, from full movies added to events to the Italian Wars. Then we just slapped on the silly hat. But enough of the behind the scenes stuff, lets jump right into the mod!


