Europa Universalis IV

Europa Universalis IV

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Reborned Military
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18 Jul, 2022 @ 12:20pm
25 Sep, 2022 @ 5:24am
6 Change Notes ( view )

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Reborned Military

Description
Tired of untrained armies beating up a professional and well drilled army with ease ? Tired of cavalry not being that worth having mid-to-late game ? Well this mod tries to balance all of that without completly changing the game balance, as most of the changes are very light.

List of changes & Vanilla values :

• Cavalry Cost changed from 25 to 15 ducats
• Slightly Increased looting speed and supression for cavalry
• Improved cavalry speed from 0.7 to 1.0
• Cavalry now benefits from 15% breakthrough (When defeating a regiment with artillery behind it, you have a probability (equal to the corresponding define of your regiment) of pulling that artillery into the front row.)
• Infantry benefits from breakthrough aswell, but gets only 5%
#NOT IMPLEMENTED# Base flanking range increased from 2 to 3 for all cavalry units

Cavalry is largely abandonned by nations/players during the whole mid-tolate game, because of artillery and infantry geting stronger, cavalry is now stronger, but will remain a bit weak until the 18th century, where having cavalry will be a must to create holes and kill exposed artillery, as well as inflincting terrible shock damages, cavalry is now more usefull to chase and loot, and as a police force, cavalry is also more cost effective.

• 100% Drill fire & shock damage doubled
• Drill decay lowered from -1.5 to -1.25
• 100% Professionalism fire & shock damage doubled, siege ability improved from 20 to 50%, drill decay from -50% to
• 75%, added 0.25 military tactics, but also +40% land maintenance cost
• 0-50% Professionalism mercenary cost improved from -15% to -25%
• 40% Professionalism 10% defensiveness
• 60% Professionalism 10% reinforcement speed
• 80% Professionalism 10% Moral recovery rate, +1 free leader
• 100% Professionalism +2 free leaders

Professionalism should be extremely important, yet i believe the buffs in the vanilla game are relatively small, they've been largely improved, having a highly drilled and professional army will become very important to win your battles the more the game advances, each step was given some aditionnal bonuses. Growing your professionalism will also raise your land maintenance cost, to create a small balance between quantity and quality. In addition, drill decays slower, when an army is fully trained, it will stay so for some time.

• Rebels spawn with less artillery
• Reduced Siege phase from 30 days to 25 days (faster siege essentially)
• Garrisons will surender under 900 men, you can instantly retake a fort taken some days ago (because there's little troops in it, giving purpose to refill garrison ability
• AI Won't embrace revolution if they have more than 35 absolutism (more challenging late game)
• Reduced attrition at sea
• Rebalanced AI fleets to be more combat oriented (more Heavy ships and less transport)
• Small boost on chance of getting leader personality after a battle

A bunch of minor changes, affecting AI to make them a bigger challenge for the player. Sieges are faster and improved to make wars more combat oriented and less time doing nothing.

Compatibility :

Will work normally with most light mods, but some values can be overwrittin by mods changing, defines and static modifiers. Won't work with Total Conversion mods.
Version is 1.34.*
Not Ironman compatible

New as of 1.34 :
• Technology chnages were removed, after some playthroughs i concluded that these changes were not that important and were extremely handicapping for the mod to work with major mods, removing these changes will improve compatibility with other mods
• The breaktrough modifier should now be applied to cavalry and infantry.
• Supply modifier from professionalism was removed as it wasn't working as intended.
• Small defines rebalanced (See more in changelogs 25/09/22)
130 Comments
Supermash 30 Jun, 2023 @ 4:08am 
I did an update balancing for 1.35.
You can find my mod here
If you wanna participate everybody is welcome
Zipzopdippidybopbop 20 May, 2023 @ 4:08pm 
Thanks mate - watch this space =)
LoXyO  [author] 20 May, 2023 @ 3:16pm 
@Zipzod no problem, do what you want with the changes, they're probably for the best, you're probably more experienced than me. :)
Zipzopdippidybopbop 20 May, 2023 @ 2:42pm 
Hey bud,

I love this mod, but disagreed with some things; as such, I've removed some things and kept others (e.g. removed the siege boost, naval attrition restored, removed defender assault nerf, have increased upkeep for high professionalism etc.), - and I've also updated it to 1.5.

Considering you are not playing EU4 at present, could I upload it as a mod in its own right? I would include you in the credits of course!
LoXyO  [author] 22 Apr, 2023 @ 9:26am 
@Arbe I don't know, I stopped playing EU4 so i probably won't update the mod anytime soon, as it is mostly define changes it shouldn't cause major issues, but if the update balanced some of the aspects i changed the mod will overwrite those values.
A.R.B.E. 22 Apr, 2023 @ 5:45am 
Any need to update for the new patch ?
bigzthegreat 27 Feb, 2023 @ 9:13am 
Insta-siege is annoying. Either you refill the garrison, thus losing all the drill you spent a few years training your troops for, (Which by the way is buffed in this mod.) you can do nothing and let the AI annoy you by insta-sieging your forts, (Making it so you either have to hope you can siege the AI faster then they can siege you or forcing you to unsiege your forts over and over.) or you can have a army behind your main armies with the sole purpose of refilling garrison, which requires a lot of micromanaging, wastes forcelimit, and defeats the whole purpose of making wars more combat based because of said micromanaging taking a lot of time (Wouldn't want your garrison army to die from enemy armies.).
bigzthegreat 26 Feb, 2023 @ 2:04am 
I wish base manpower and army size didn't exist, swarms of small countries are so powerful in this game.
Gutter~Bunny~Vivian 4 Feb, 2023 @ 8:41am 
These siege changes are so bad
LoXyO  [author] 26 Jan, 2023 @ 1:24pm 
@EmeraldPhoenix, it is, by changing ideas modifiers and development modifiers, however it's a very delicate balance and i don't want to change that in this mod, it's not just you, i also feel the same way.