Europa Universalis IV

Europa Universalis IV

Responsible Warfare
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)
602 13 Jul @ 2:21pm 
Cool mod idea but this disproportionally weakens some countries. With this mod on I've never seen Russia survive, and the PLC tends to almost always become an unstoppable blob. With the mod turned off this isn't the case.
Vingaard 27 Jun @ 3:47am 
Maybe decadence and meritocracy could influence forcelimit? This could solve the issue with Ottomans/Ming having small armies.

Such as high meritocracy and low decadence increasing forcelimit with X%?
Zemurin  [author] 9 May @ 3:21pm 
Sorry, I don't play BT and don't know the first thing about it.
DrHouse "The Plain" 9 May @ 5:25am 
Can you make a Compatch for Beyond Typus?
Zemurin  [author] 21 Apr @ 10:29pm 
Yes.
ÅℭℨÅℽ 21 Apr @ 1:58pm 
Can I add this into the game mid-late game?
ÅℭℨÅℽ 21 Apr @ 1:57pm 
Like the idea that troops quality matters more and late game isn't just a bunch of moving huge armies around but this mod absolutely kills Ottomans early on. 14k troops for Ottomans at that time? Really? They had 100K troops to siege Constantinople and at the same time sent armies of 20k to subjugate Skanderbeg and the Albanians.
UjinK 21 Apr @ 10:22am 
Vanilla's problem is not so much the numbers as it is the obnoxious micromanagement
Itachi Uchiha 20 Apr @ 11:38pm 
I like the mod's concept for historical gameplay! It is silly to see 30 stacks rolling around before 1550, and creating smaller armies makes things feel more true to the period. I haven't played it for long, but do these armies eventually scale up towards the Napoleon period? Maybe we can counteract the mod's debuffs by focusing reg. camps and other such things by that point.

However, not being able to do hardcoded missions, as other users have mentioned, really breaks the illusion/fun for me. I personally would not recommend this mod for anyone looking to incorporate unique missions trees or even historical events into their gameplay.

In my case, I was unable to get claims on Constantinople and a few other early Ottoman missions. Again, i like the concept but I think I will just stick with Responsible Blobbing and Xorme for now.
Faker kk 11 Apr @ 3:31am 
I'll try to use this with ET to counter the lag of the latter startdates.
UjinK 29 Mar @ 1:52am 
But is it impossible to make a modifier of hiring mercenaries only for AI? It seems to me that it is worth doing.
B 14 Mar @ 10:41pm 
the ai does often go over army limit is this intendet behavior? or could it be just anotehr mod messing with the ai behavior? i also have a question about load order, should this mod and Responsible Blobbing be the last mods on the load order to have the highest priority? at the moment Xorme - AI is the last mod on the laod order.
tobiia 3 Mar @ 9:36pm 
Great mod, thank you very much.
Zemurin  [author] 11 Feb @ 10:35am 
This mod doesn't alter anything related to comabt mechanics or scoring.
Nova Roma 11 Feb @ 4:36am 
Does it affect warscore and combat mechanics? I ask this because i wonder whether this mod is compatible with Decisive Battles mod and Improved Battle Mechanics mod. Decisive Battles affects warscore and Improved Battle Mechanics affects combat dice,casulties,reality. So combined combat and military mod would be awesome.
Zemurin  [author] 14 Jan @ 9:47am 
@user93eu: Thanx for the heads up. If this were a monument I'd not touch it, but fortunately it's not. The FL modifiers ahve been quartered, and the manpower bonuses halved.
user93eu 14 Jan @ 1:04am 
Hi mate. Great job with this mod, but I discovered one really absurd situation - you forget to nerf "castle of Riga" which gives +20 force limit. The effect of this is that Riga with one province now in 1510 has stronger army than emperor and almost as strong as Ottomans. I sugggest half or quartered this modifier.
ENFP 8 Jan @ 12:34pm 
thats fair! Thank you for considering it nontheless. I have changed it myself in a personal mod, and have been very pleased with the results.
Zemurin  [author] 7 Jan @ 11:53pm 
@ENFP: Sorry, no, that would make the mod collide with every mod that alters ideas. However you can go ahead and alter the mod locally if you don't plan to use this with VN, ET, or other overhaul mods.
ENFP 6 Jan @ 5:46pm 
Would a nerf to quantity ideas be in the cards for this mod? The massively increased force limit that idea set grants seems a bit too centralizing.
Lanxs 3 Nov, 2024 @ 6:37pm 
If it's blocking you, and you feel like you SHOULD be able to, I usually just cheat in cash and build to the required force-limit. Then complete the mission and delete those units. Usually my go-to for working around that.
Zemurin  [author] 2 Nov, 2024 @ 9:06am 
Nope, this mod ignores that issue entirely and not many people care tbh. You can finish the missions 20 years later once you grow a bit.
ash 1 Nov, 2024 @ 7:32am 
Does this mod have a way to account for missions having their traditional values, ie for aragon/denmark make 15 galleys and have 30 naval force limit. That's hard to do in the early game, or event-spawned rebels that can spawn stacks twice your armies force limit?
Zemurin  [author] 29 Oct, 2024 @ 11:58am 
I recently had a end-of game world war in 1800s where I (Bosno-hungary + satellites) fought a war against prussian + most of europe for ownership of silesia, my vassal. With this mod, ofc. I had some 500k, they had over a million. Managed to win after some 10 years of war, with some 3-4 million dead overall.

Yes, this mod does wonders, without it, it'd be many many millions more, incomprehensible numbers actually.

So, <3 for kind words. :)
Lanxs 29 Oct, 2024 @ 10:32am 
Love this mod so much, I hate playing with 500k soldiers per army. It feels so lame mid game with that many units. I prefer being more tactical, which your mod lets me do.
Zemurin  [author] 29 Oct, 2024 @ 2:11am 
It should. I used it some years back without issues.
Vonbalt 28 Oct, 2024 @ 1:07pm 
Anyone knows if this works with extended timeline? Seems it wouod help a ton with late game lag keeping armies smaller
Zemurin  [author] 2 Oct, 2024 @ 11:26pm 
Common vanilla AI bug. Save and reload.
fascist-commieguy 2 Oct, 2024 @ 6:33pm 
Has anyone noticed the ai not move their armies much or attempt to engage rebels
UjinK 19 Aug, 2024 @ 6:32am 
At the beginning of the game everything is fine, but after 100 years the same thing starts to happen as in vanilla, Ottomans recruit under 250 regiments...
xorme ai + difficult hard
Zemurin  [author] 19 Aug, 2024 @ 6:02am 
@Gameshark:
There's a file called common/on_actions/rw.on_actions.txt. Inside is a vanilla trigger for on_mercenary_recruited that rises the FL. Arbennar uses a different on_mercenary_recruited trigger and their overrides mine. To fix it (on either side) you'd have to merge their trigger with mine, which isn't that complicated - just copy over the small block with country_event = { ... RW_MERCS.001 ... } to appropriate place in their trigger.
Zemurin  [author] 19 Aug, 2024 @ 5:59am 
@UjinK: Altering any buildings would make the mod incompatible with anything else that alters buildings. So, I'd rather not.
Gameshark 18 Aug, 2024 @ 3:42pm 
when using the anbennar mod, the force limit increasing modifiers for hiring mercenaries no longer appear/get added to the country. What might cause this, and can it be fixed?
UjinK 18 Aug, 2024 @ 12:58pm 
The cost of buildings that increase the army and navy limit can be made 3-5 times more expensive
Clark Crente 17 Aug, 2024 @ 5:04am 
Here's an example:

ai_ottobros_wont_implode_helper =
{
potential =
{
ai = yes
tag = TUR
}
trigger =
{
ai = yes
is_subject = no
tag = TUR
NOT = { is_year = 1500 }
OR = {
NOT = { completed_idea_group = quantity_ideas }
NOT = { num_of_cities = 30 }
}

}
#military
land_forcelimit_modifier = 0.7
land_maintenance_modifier = -0.6
global_manpower_modifier = 0.20
manpower_recovery_speed = 0.15

}


I seriously buff because using another responsible-ish mods alongside!
Clark Crente 17 Aug, 2024 @ 5:04am 
@planus and @zemurin I'm about to release an updated version of my mod (for honor and glory) as new one. There are new features so make sense to do it. Early on I've faced this Ottomans' problem, all I did was to create (and adapt from other mod) temporary modifiers to buff them until they get a certain amount of cities (around 30) or got quantity ideas.

Also, there are modifiers originally from the games for each age, you also can help buffing the first two to be more realistic like irl. It took me a lot of test runs, because it broke the game as Hungary and/or Poland would feast on its corpse. But still easy for the human to early cripple them.
Zemurin  [author] 17 Aug, 2024 @ 2:32am 
@Planus: We have next to zero ability to meaningfully modify how the AI thinks. You can toy with the defines but they are hardly respected. If the AI is hardcoded to go for a certain amount of troops for missions, we can't alter that. In my games the Ottomans either collapse early or they don't and take out half of Balkans and get to Syria before they stop expanding... It's a coin toss, and that's fine IMHO. Ottos are incredibly resilient, they can work their way out of a debt.
Planus 16 Aug, 2024 @ 4:00am 
First of all, thank you for creating this wonderful mode.

Other countries train their troops to fit the reduced FL, and oddly Ottoman is forced to keep close to 30k troops even though they are FL 17 in the beginning and they end up in huge debt.

What part of the conflict does it have with vanilla ai? Ottoman is particularly obsessed with 30K.

Bohemia also crosses FL after annexation of the vassal, but it doesn't seem to be as severe as Ottoman.
UjinK 12 Aug, 2024 @ 6:21am 
Using this mod and Xorme - AI together causes a crash when forming another tag through the decision
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2451296932
Clark Crente 15 Jun, 2024 @ 1:11pm 
@anubis you can easily download the eu4console enabler, use to reach the mission numbers, save, close the game and reopen to deactivate it