Europa Universalis IV

Europa Universalis IV

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Responsible Warfare
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7 Feb, 2021 @ 4:16am
17 Jul @ 1:25am
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Responsible Warfare

In 1 collection by Zemurin
Historical Eurocentric Collection
7 items
Description
"He who wishes to fight must first count the cost. When you engage in actual fighting, if victory is long in coming, then men's weapons will grow dull and their ardor will be dampened. If you lay siege to a town, you will exhaust your strength."
-- Sun Tzu


Responsible Warfare
A Victoria II Clamp Mod

For historical aficionados among the Europa Universalis IV community, who gaze at hundreds of thousands, even millions soldiers in standing armies roaming the map in 16th century with disgust, I proudly present this mod.

Inspired by Karrjaga's Voltaire's Nightmare reduction in provincial manpower, as well as Lunar Magister's Manpower Effects, this very light mod aims to drastically reduce the size, as well as raise the costs, of standing armies.

Goals of this mod
A simple goal can be put in but a single sentence: "Make Vic2 conversions suffer less on behalf of EU4's ahistoricity".

With less armies about, less ships, less manpower, Vic2 conversions are more realistic as less soldier POPs are created and economy doesn't bear the brunt of ridiculously overblown armies.

As far as EU4 is concerned, Regiment Camps and Barracks now matter. Impressment offices and Soldier's households even more so. Take heed when placing buildings of trade good effects in provinces. Rely more in FL increase from vassals. Also, coalitions against many small opponents are now deadly.

"Features" (rather, penalties)
  • Development grants half the manpower (and banners, and cawi),
  • Development grants half sailors,
  • Land force limit from provinces is quartered,
  • Naval force limit from provinces is quartered,
  • Land force limit and manpower from HRE states and Free Cities for HREmperor are quartered,
  • Similarly, land and naval force limit from Trade League members is quartered,
  • Banners use double manpower,
  • On the upside, rebel stacks are also smaller. A bit.
  • On a major upside, mercenaries only count 50% against the forcelimit. More or less.
  • Also, every fort level only now requires 2k soldiers (down from previous 3k).
But wait, not all is lost, some numbers are now larger!
  • Army maintenance costs are almost doubled,
  • Heavy ship maintenance costs are almost doubled,
  • Galley maintenance costs are almost doubled.
To add insult to injury, manpower levels now have effects:
  • Over 85%, they give 5% morale, representing abundance of replacements,
  • Under 15%, they give a stark -10% penalty to morale,
  • Under 5%, one enjoys the -15% penalty to morale as well as -5% penalty to discipline, representing untrained and unequipped replacements.

But Why?
As all clamp mods, none of this will stop the player, and this was never the goal.
  1. Players looking to roam with hegemonic levels of soldiers will simply not use this mod. That's perfectly acceptable.
  2. Players looking to play tall and see more smaller countries survive until Vic2 conversion will probably be pleased with these changes.
  3. Players looking to roleplay historically won't notice this mod exists.

Victoria 2 Conversion?
Yes. For those out of the loop:

See also:

Is this mod compatible with...?
Not a clue! If it is, cool, if it isn't, oh well. The mod is very light and alters only precious few bits needed to work, so it should be compatible with a vast majority of mods - and for this reason I can't make it compatible with anything that it already isn't. Why don't you try yourself and see?

For modders: Terms of Sharing or Altering
You are free to publish a variant of this mod, incorporate it into your work, change, alter, reduce, expand it in any way you wish, provided you credit me and include a link to this mod.
381 Comments
Zemurin  [author] 17 Jul @ 1:27am 
@许烨xuye: Thanx for spotting this, I've pushe d a patch so this shouldn't happen any more.
Zemurin  [author] 17 Jul @ 12:34am 
@Uzii: I haven't touched FL/manpower from provinces in ages. Such a drop shouldn't be related to this mod, more likely some change in Anbennar or Xorme. Only recent changes were related to boosting (not reducing) FL for ming, ottomans and russia, none of which should affect you.
许烨xuye 16 Jul @ 10:49pm 
After using this mod, every time I recruit mercenaries, there is a -10% professionalism. I only enabled this mod and some other cosmetic mods. Is this a bug unique to me?
Uzii 16 Jul @ 11:06am 
My modlist is quite small, worth noting (Xorme AI, Anbennar compatch for Xorme AI, Responsible Warfare and Anbennar itself). Again, been using this for years without issues.
Uzii 16 Jul @ 11:05am 
Hello! Running an Anbennar campaign at the moment (without the compatch, I dislike it). I've noticed that my force limit has dropped by a huge amount when I loaded up my save from before the latest patch (played 2 days ago).
Did you notice any similar issues with the latest patch? I can't pinpoint the exact issue, but my force limit dropping from 160 to 60 is likely related to FL from provinces?
I've been using this mod for a few years now together with Anbennar with no issues. I don't believe it's related to it.
Zemurin  [author] 15 Jul @ 12:29pm 
Correction: FL and manpower boosts go to eastern tech group as such, not russian T1 reforms as that clashes with VN where russians use MoH mechanics.
Zemurin  [author] 15 Jul @ 11:44am 
@Cheesymonet: Unfortunately altering buildings is a no-go for this mod, it would make it incompatible with VN and I very much like to be compatible with VN as I play this combo most of the time.

I'm quite aware of the issue with flat boosts which some buildings provide, but the game is chock full of far more severe brokeness, like maxing out FL from vassals through modifier stacking and getting +100 FL from vassals alone, out of thin air, in the first 100 years...

Nothing I can do about that without making the mod incompatible with anything that already alters buildings, sorry....
Zemurin  [author] 15 Jul @ 11:40am 
@602: I agree. I have added a flat +20% FL to all russian Tier 1 government reforms. Hopefully this helps, and some of them already give out +20% manpower bonus.
Zemurin  [author] 15 Jul @ 11:39am 
@Vingaard: Yes. I added modifiers to land FL for positive mandate and positive meritocracy to a max of +30% at 100/100. No debufs for negatives. As for ottomans they have "Rise of the Ottomans", "Zenith of the Ottomans" etc modifiers which now grant a large boost that slowly dissipates and becomes negative as they to into Twilight and Fall phase.
Cheesymonet 14 Jul @ 8:12am 
I really like the mod! It makes you think twice before starting a big war (and makes big battles truly devastating). After playing a couple of campaigns with it I'd like to propose some balance fixes. Currently grain, regiment camps and soldier houses still give the same flat manpower / force limit bonus as in vanilla. This disproportionally favors wide nations (especially nations with a lot of grain provinces) as they have more provinces to spam soldier houses and regiment camps. I think the FL bonus from grain should be quartered from 0,5 --> 0,125 and the force limit and flat manpower from buildings at least halfed (+ eventually making the buildings more expensive)