Europa Universalis IV

Europa Universalis IV

28 ratings
Dynamic Mercantilism
   
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16 Mar, 2024 @ 9:30pm
10 Apr @ 12:30pm
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Dynamic Mercantilism

Description
Mercantilism just being a button that you click until its high enough is quite lame, especially because most people don't care to do even that. This mod seeks to make a previously boring resource more interesting.

Basically it makes mercantilism a scaled modifier that acts more as an equilibrium point than a pooled resource. Your mercantilism will increase or decrease towards this equilibrium point.

Compatible with everything, built for Extended Timeline

Unfortunately this does make events that give or take mercantilism kind of meaningless, but there are far too many of them for me to do anything about it.
25 Comments
DudeChris33  [author] 10 Apr @ 12:31pm 
I agree, I will cut them in half
MCStormy 10 Apr @ 5:33am 
I think the buffs and debuffs are too drastic
DudeChris33  [author] 9 Apr @ 4:42pm 
@MCStormy what would you change?
MCStormy 9 Apr @ 12:08pm 
It is kinda overpowered imo
NotSure 5 Dec, 2024 @ 12:56pm 
Got it. Indeed it changes quite fast. Now I wonder how broken it is haha. Reaching 70-80 is not that hard (even though I understand it doesn't relate to goods produce) and makes losing merc impactless.
DudeChris33  [author] 1 Dec, 2024 @ 2:46pm 
I may change this in the near future, tbh this mod has been kind of abandoned since it was just a random idea I had and <400 ppl subscribed
DudeChris33  [author] 1 Dec, 2024 @ 2:46pm 
@NotSure your mercantilism increases as you stack up mercantilistic modifiers like domestic trade power and goods produced, it decreases as you stack free trade modifiers like institution spread and trade efficiency
NotSure 1 Dec, 2024 @ 8:34am 
@DudeChris33 Hmm ok. So is there a sum up in game where I can see what (will) impacts mercantilism. In my england/angevin game I'm around 34 mercantilism and I don't see much of variations aside from those I do but maybe it's normal (the only mod I run is europa expanded).
DudeChris33  [author] 29 Nov, 2024 @ 9:05pm 
@NotSure new game not required, purely event-based. The mercantilism button does what it always has. I was thinking about making it a pair of toggle buttons depending on what your government wants to focus on but idk
NotSure 29 Nov, 2024 @ 11:31am 
Really like the idea behind this mod, trade mechanics are kind of boring in vanilla.
I have 2 questions: should I start a new game to make it work properly? and the button to increase mercantilism should still be there (if yes what for?) or are my mods messing with yours?