Modding EU5

The reality of EU5 modding is in many ways similar to that of recent PDX GSGs - Victoria 3, Crusader Kings 3 and Imperator: Rome - as it also operates on the Jomini Framework - which brings many modding conveniences over from those games and allows to create some advanced mods with the rich scripting system and the datacontext-based GUI.

In this short introduction to EU5’s modding, I’d like to share some of the syntax as well as some features that may set EU5 apart from other Jomini-based games.

But first, how does modding EU5 currently work? This process is a little bit different for EU5 compared to other games, so let us go over that!

In order to create a stub folder for your first mod, you will need to navigate into the Mods & DLCs Menu in the top right corner and then open the Mod Tools view by clicking on the sandbox icon next to Selected Mods:

In the menu that pops up, you may put in basic information about the mod you are going to be creating:

mod featuring the infamous John Universalis.
After pressing the Create Mod Stub button, a new folder was created in the mod folder called “john_universalis” containing “metadata” which contains some basic data for the mod and is required for the game to recognize the mod. The syntax of the .metadata folder and files inside is much similar to other recent titles.

Once we have the mod stub created, let us create a playset to which we will assign the mod and test it:

We may also add other mods and order them according to when they should be loaded:

Then, after having selected the new playset in the dropdown menu below, let us add the mod to the playset and apply the playset:

The game will then reload briefly to apply the mods.