Europa Universalis IV

Europa Universalis IV

44 ratings
Entspannungs Balance
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
69.455 KB
6 Oct, 2017 @ 1:25am
22 Dec, 2017 @ 1:51pm
42 Change Notes ( view )

Subscribe to download
Entspannungs Balance

Description
v0.1.5 changes:
- 'Army Tradition' modifiers: remade all modifiers, added a 'very low' one. High tradition increases cavalry ability and decreases a mercenary discipline malus
- 'Army Professionalism' modifiers added (0/20/40/60/80). High professionalism increases backrow artillery damage and increases a mercenary discipline malus
- 'Military Reforms' and 'Diplomatic Reforms' events: instead of lasting for 25 years, the reforms now last until the current ruler dies
- 'Navy Tradition' modifiers: removed sailor maintenance modifier bonus, adjusted naval tradition decay modifier slightly
- Policies can be changed every 12 months (formerly 120)
- Only 2 policies can be active at the same time (formerly 5)
- If the AI has been promised land, it won't want to settle unless it does not think that the alliance is able to get more warscore
- Adjustments to the way the AI picks idea groups
- Adaptive difficulty is less harsh
- Infantry travels 10% slower than cavalry (0.63, formerly 0.7)
- Artillery travels 20% slower than cavalry (0.56, formerly 0.7)
- AI is slightly more cautious in battle
- The threshold for 'Low Religious Unity'/'High Religious Unity' is now under/over 90% (instead of under 75%, and over 90% respectively)
- Minimum monthly sailors set to 1 (formerly 5)
- Minimum monthly manpower set to 20 (formerly 100)
- Shattered retreat now happens at +100% speed (formerly +50%)
- 75% of manpower is being retained from stackwipes (formerly 50%)
- 1 manpower development now equals 500 manpower (formerly 250)
- Devastation: Development malus scales up to +50% at 100% devastion (formerly +5% at 100% devastation)
- Expansion Levels: added scaling morale malus
- Expansion Level 0: removed -10% tax malus
- Expansion Level 11 and 12 cannot overlap anymore

v0.1.5.1 changes:
- Bugfix for the 'Army Professionalism' modifiers





The goal of this mod is to provide a greater challenge, by making decision making harder and improving the decision making of the AI.
Also, greater historical accuracy (like Mughals/Prussia/Qing actually existing) is a secondary goal, but only if it does not conflict with the above stated.


The Mod changes the following:


- The ADM value of rulers is now tied to values such as global unrest and corruption, with a bigger bonus/malus the closer they are to 0 or 6


- The DIP value of rulers is now tied to values such as diplomatic reputation and settler growth, with a bigger bonus/malus the closer they are to 0 or 6


- The MIL value of rulers is now tied to values such as discipline and manpower, with a bigger bonus/malus the closer they are to 0 or 6


- There are 3 bad admin provincial triggered modifiers (disease, unhappiness, rebellion) that trigger if the province and the country as a whole is doing bad, the worse the rulers ADM is, the worse the modifiers


- On the other hand, if your ruler has a high ADM value and/or the provinces in your nation are doing well, these triggers are avoided easily


- There is a military and a diplomatic reform event firing every few decades, the higher the DIP/MIL values of the ruler are, the better the choices


- Triggers like having low/high manpower, having low/high religious unity or having high debt/etc. give various bonuses/maluses


- Conquering and holding together a big empire is much harder


- Adaptive difficulty: Rivals, war enemies and coalition members get bonuses for the economy and the army


- You can only colonize if you have the renaissance, but you get less revolts without having it embraced


- Being a horde/tribal/primitive or behind 15 levels in tech triggers a 'Uncivilized' modifier that makes the game harder, but also gives some additional military prowess and institution spread


- Being 3 institutions behind triggers the 'Rapid Population Growth' modifier that makes it easier to catch up e.g. by lowering development costs, but also challenges you in other ways


- Changed historical lucky to encompass all of history since 2 C.E.


- Small flavor improvements to increase the chances of the AI actually forming the unicorns Mughals, Prussia and Manchu/Qing


- The HRE nations are weaker, and it is harder to pass reforms as a big nation (Hello Charles V), but passing the last reform lets you keep all the emperor bonuses (if there is no Rome/Byzantium, that is), so there is no more need to never pass the last reform


- Improved terrain & climate: Various changes that make for a bigger difference between terrain types, e.g. movement speed, culture conversion cost, build time, defence bonuses


- AI acts smarter, even on normal difficulty. E.g. they take 4 military ideas, often even their first idea group is a military one, only island nations like The Knights or England take Naval/Maritime, AI Great Powers have no problems using their Great Power actions against players, all AI are less likely to start fair wars and jump immediately on weak targets, etc.


- Fully compatible with all DLC, lack of any DLC, and also the mod Extended Timeline and any mod that does not change idea groups or edit the file defines.lua too heavily (so, all mods that only add/adjust nations, provinces, cultures, religions or modifiers should be fine)




Popular Discussions View All (1)
5
28 Dec, 2017 @ 7:08am
Bug Report Thread
Entspannung
54 Comments
PoKa 16 Jan, 2020 @ 3:03pm 
update?
roaringjohn 13 Dec, 2018 @ 3:55pm 
Hey, can I make an addon for my mod called "Extended Timeline Enhanced Immersion Project" based on this mod?
Abraxicus 1 Dec, 2018 @ 3:05pm 
update to 1.27?
CanonDelightingUalways 1 Apr, 2018 @ 1:21pm 
update
TitanFury[SPQR] 20 Jan, 2018 @ 5:24pm 
When you will fix the bugs? D;
ChrissTheBurnedOne 22 Dec, 2017 @ 7:07am 
ok, no worries
Entspannung  [author] 22 Dec, 2017 @ 7:01am 
ep1c_g@m3r! since I haven't found out what could be wrong there and no one else reported this error, I'm assuming that there probably is a mod conflict of some sorts. If you were to activate my mod again, without other mods, and that still happens, then definitely shoot me another message, because then this diagnosis is probably wrong and I made a mistake somewhere.
Entspannung  [author] 22 Dec, 2017 @ 6:55am 
ChrissTheBurnedOne MEIOU doesn't work on my potato PC, so even if I were to create a fork of this mod, I'd have no way of testing stuff out. Sorry.
ChrissTheBurnedOne 17 Dec, 2017 @ 10:24am 
maybe you get asked this a lot, but would you consider making a Meiou and Taxes version of this mod ?
It is fully compatible, but because M&T uses population instead of developpement, the "Empire level" modifiers trigger way too early in my opinion, an example would be, when i played as Byzantium, i had the "The One Empire" modifier by the time i reconquered Anatolia, which is a bit off putting, considering "The One Empire" modifier, i would imagine would have to emcompass the Entire Europe. Just a suggestion and thanks
76561198148577520 14 Dec, 2017 @ 9:14pm 
same thing as below just happend again when I reloaded a save. I guess until this is fixed I'm gonna have to diable this mod. oh well