Europa Universalis IV

Europa Universalis IV

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Not Created Equal
   
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File Size
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Updated
1.096 MB
9 Jun, 2020 @ 10:18am
27 Apr, 2021 @ 8:30am
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Not Created Equal

Description
How well do your advertisers perform their jobs?
Why is it that a Statesman will always improve a countries reputation by the same amount no mater if they were hired by France or Ulm, Ming or the Aztecs?
Surely there would be some variance between between how one individual advisor and another on how well they are able to preform their specialized tasks.

Description:
Not Created Equal adds events and country modifiers that effectively gives a multiplier to the abilities of Advisors.
Upon hiring an advisor an event will fire prompting the player on a method of evaluation resulting in an advisor with a ability level.
Upon promotion and with MTTH additional events will fire to further alter their abilities whether for the good or the bad.

Default:
Ability Level
Ability Multiplier
Terrible
0.5
Inept
0.7
Mediocre
1.0
Good
1.3
Great
1.6
Amazing
2.0


Compatibility:
No Achievements
Included is also a simple python script and some instructions on how to add new advisors types to the system, and adjust the various weighs and values.


Alternate Download on
Paradox Forum[forum.paradoxplaza.com]



Other EU4 Mods:
Traderoutes Extended A trade route overhaul
CK2 Mods:
More Navigable Rivers: Vanilla | CK2Plus | Rex Teutonicorum | WtWSMS | HIP/SWMH
CK3 Mods:
More Navigable Rivers 2
HOI4 Mods:
Battle Carrier Ise : Vanilla | NRM II: carrier aircraft modules for Capital ships, Cruisers, and Submarines
Cruiser Submarine Surcouf: Light and Heavy Gun Modules for Submarines
IR Mods:
Imperators' Navigable Rivers
16 Comments
Licarious Fenrir  [author] 22 Apr, 2021 @ 3:56pm 
With Leviathan releasing next week this mod will be receiving an update focusing on pulling everything need for different number of advisor ability level out of the python file and putting them in the config file.
For anybody who has made changes to the input.csv file you might want to make a back up of that for next week.
TimberLoaf 4 Aug, 2020 @ 7:56pm 
RunMe.pyc didnt work, but NCE_Translator.py did work, i put the files in the mod folder and it worked like a charm, thank you for the help
TimberLoaf 4 Aug, 2020 @ 7:42pm 
Ah i see, so something like "AE" to represent Advisors Expanded would be fine?
Licarious Fenrir  [author] 4 Aug, 2020 @ 7:37pm 
I think that having a space in it might cause some problems. I would just put an abbreviation of the mod there. Like how I use "V" for vanilla. That is only there to prevent individual files for getting to large and unwieldy.
TimberLoaf 4 Aug, 2020 @ 7:30pm 
Alright, i found that, now a question with the input.cvs, the ReadMe file says "Mod From;" as part of the information needed for the script, does this mean the name of the mod, as in "Advisors Expanded" or the workshop id? I noticed the base game advised just have "V", is that acceptable?
Licarious Fenrir  [author] 4 Aug, 2020 @ 7:21pm 
I believe that the file path looks something like steamapps\workshop\content\236850\2125125519\Source Code.
With 236850 being the workshop id for EU4 and 2125125519 being the workshop id for this mod.
TimberLoaf 4 Aug, 2020 @ 7:08pm 
Is that located in the mod files? I cant seem to find it
Licarious Fenrir  [author] 4 Aug, 2020 @ 6:37pm 
I do provide the python script that I use to make the mod.
All it takes to create one for Advisers Expanded is to ensure that you have a copy of python installed, fill out a line for each of the added advisors in input.csv, run the RunMe.pyc, and copy the newly created folder back to the main/new mod.
TimberLoaf 4 Aug, 2020 @ 5:44pm 
Thank you for the quick fix. Love the mod too. Could you perhaps make a patch for Advisers Expanded?
Licarious Fenrir  [author] 4 Aug, 2020 @ 5:14pm 
Thanks for bringing this to my attention the fix is now up.