Europa Universalis IV

Europa Universalis IV

Idea Groups Rebalanced
40 Comments
skoobeldoobel 25 Jun @ 2:58am 
this mod is pretty funny. the top tier ideas like admin and diplo gets megabuffed, while arguably the worst idea groups in the game (divine, espionage, inno) gets practically nothing
avi.s.upadhyay 20 Jun, 2024 @ 12:35am 
Any news on the update?
Drasilabyss  [author] 23 Feb, 2024 @ 6:22am 
Going to be updating the mod. Planned changes are removing +1 defender bonus from defensive and -5% merc dicipline from retinue. and reworking admin. Will also see if I can change anything about the xorme and tge breaks.

Any suggestions welcome
ScH 1 Dec, 2023 @ 2:29am 
Loved the mod and eagerly awaiting the update!
ScuffedPlays 14 Jul, 2023 @ 6:44pm 
Can you make a version or patch for 1.34? Anbennar is still lagged behind on updates so this breaks policies (crashes with these weird glitched policies). Specific request but just asking.
Altan 13 Jul, 2023 @ 1:52pm 
@Anubis : Xorme AI changes AI idea behaviour so of course it conflicts.
Anubis 25 Jun, 2023 @ 12:58pm 
As of right now this mod breaks compatibility between "Xorme AI" and "Trade Goods Expanded".

Marcin made TGE be compatible with Xorme via a dependency, hence it no longer requires a compatibility patch.

TGE works with both Xorme and with this mod on their own but when all 3 are active a lot of TGE functionalities break - most new trade goods don't spawn and the latent good buildings don't spawn the new trade good, the infrastructure buildings are also bugged and unbuildable (roads building).

I believe that this mod is breaking the compatibility changes that Marcin added to make TGE work with Xorme by replacing a part of those changes.

To replicate the issue just enable all 3 mods (any combination of only 2 of them work fine).

I don't think it's in any of those 2 mods's purview to do anything regarding this so hopefully it's something that can be fixed on this one.
Drasilabyss  [author] 25 May, 2023 @ 1:06pm 
@smgrubbs Should work now.
smgrubbs 25 May, 2023 @ 9:35am 
So it does break some things in Trade Goods Expanded, you cannot build the Administration office, Spy Agency, Military Academy, Furrier Workshop, or Instruments Workshop. I tested it out over many hours in a modlist
Drasilabyss  [author] 12 May, 2023 @ 4:45pm 
@Tirpio No not really. Retinue is the only "new" idea group.
Tirpio 12 May, 2023 @ 5:57am 
any plans on adding new idea groups?
ScH 6 May, 2023 @ 4:41pm 
Thanks for your work!
Drasilabyss  [author] 6 May, 2023 @ 2:08pm 
Mod updated to fix Tercios only being able to recruited in Iberian culture group. however the mod now may be incompatible with mods that change cultures.
Drasilabyss  [author] 5 May, 2023 @ 3:32pm 
Mod updated: Court ideas now increase advisor cost. Policies nerfed to not be as crazy in mil.
If you are seeing wacky modifiers for Retinue ideas it is because you don't own Lions of the North or Domination. Paradox code makes it so hussars count as discipline and special units count as manpower.
Drasilabyss  [author] 26 Apr, 2023 @ 1:21am 
As far as I can tell the mod is "Compatible" with Ante Bellum now. Ante Bellum's added idea groups will still show up.
Drasilabyss  [author] 26 Apr, 2023 @ 1:10am 
Mod Updated for 1.35

Court Ideas, Infrastructure Ideas, and Retinue Ideas added.

Court Ideas gives +1 in every monarch skill and allows for rerolling heirs easier.
Infrastructure ideas is for playing tall vs Economic is for playing diagonal.
Retinue Ideas lets you select a special unit to be able to recruit.
Drasilabyss  [author] 11 Nov, 2022 @ 1:42pm 
Mod updated.

Nerf to Quantity. Deduced Max Manpower to 20% and Recovery Speed to 20% and now 30 Land Force Limit.
Changed Eco to give Dev Efficiency 10% due to the sheer amount of dev cost reduction in missions and other mods.
Buffs to Aristocratic policies to have a couple military policies
Nerf to Influence mil policies due to the amount of good mil policies.
Humanist or Admin + Espionage or Influence now allows for client states to be made in policies. (play testing this change still. Would like feedback)
ScH 20 Oct, 2022 @ 12:31am 
Might wanna update the mod file, as it says its for 1.33 (at least for me) still
Drasilabyss  [author] 17 Oct, 2022 @ 4:04pm 
@Zelley It did. I forgot to mention it though.
Zelley 17 Oct, 2022 @ 3:53am 
will this get updated to most recent patch soon?
Drasilabyss  [author] 8 Aug, 2022 @ 2:11pm 
@Dr.Dicker Max https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2846550463 Mod has been created for Ante Bellum.
Drasilabyss  [author] 29 Jul, 2022 @ 1:45pm 
Mod Updated. Will update homepage with changes soon.

Aristocratic changed to have its own identity. Influence changed to make it not scale as hard mid to late game.
Slapnuts 1 Jul, 2022 @ 4:17am 
Would it be possible to get a version of this compatible with Ante Bellum?
Drasilabyss  [author] 4 Jun, 2022 @ 1:34pm 
@Neomoore122333 Took your idea and removed Discipline from Naval-Eco and reduced Construction Cost on Defensive-Eco
Drasilabyss  [author] 4 Jun, 2022 @ 1:27pm 
Mod Updated. Removed discipline from both Quality and Offensive. The Buffs to Quality already "give" discipline, you just need to drill armies. Offensive was out performing by giving too much of everything. Eco took a 5% nerf to dev cost (Too many mission trees give dev cost reduction for easy stacking).

These changes should allow for more thought to be had when choosing a mil idea, and should open other idea groups as competitive options.

Friend brought up to me that Divine Ideas can get nutty on Persia. Maybe make a house rule that Persia shouldn't be allowed to take them. The Divine has smaller powers in mind for balancing.
Drasilabyss  [author] 4 Jun, 2022 @ 1:17pm 
@Theothain I don't believe it is compatible, looks like Ante Bellum changes Tech so Espionage Ideas wouldn't work correctly. Idk other issues it would cause.
Fizzet 3 Jun, 2022 @ 10:47am 
Is the mod compatible with Ante Bellum?
Drasilabyss  [author] 20 May, 2022 @ 10:23am 
@neomoore122333 I like your feedback. My biggest concern for rebalancing at the moment is the dominance of Quality ideas. It gives too much of everything. I like the idea of removing the construction cost from defensive/eco and adding construction time. I don't think I could make it 50% because of mods/modifiers making it so someone could get near -100% time. But making it like 30% or something would be good.
EinZwei 18 May, 2022 @ 9:08pm 
I like a fair few of the choices that you made, especially in looking at the policies. Re-election cost with espionage+plutocratic feels flavourful
Some policies are oddly valued;. Expansion+quality is only 10 global settler, which isn't that much, when Expansion+offence is +15% settler chance AND eliminates need for conquistadors. Also, economic has two construction cost+time, but one of these policies is twice as better as the other (Economic+Defence/Plutocratic). What if you gave economic+defence a massive construction time buff (~-50%?), but a non-existent construction cost buff.
As well, it seems you gave Naval and Maritime incredibly good policies to make them more worth getting, but it seems somewhat dissonant. I like Maritime policies giving core-creation costs; However, Naval+Economic doesn't make a lot of sense. W hy would Naval Combat and Economic Growth affect my Land troops discipline on the field?
EmpressMelanie 10 May, 2022 @ 6:27pm 
Lol I run this mod with Xorne Ai and I thought Xorne was causing the bug. I can report its very fixed and even save game friendly. I jumped into my Venice game 1579 year and all the 3 dip countries immediately started upgrading their dip levels.
Drasilabyss  [author] 10 May, 2022 @ 9:51am 
Mod updated. The AI no longer bugs out. Had to completely change how I went about compatibility, and now the mod still works with TGE.
Drasilabyss  [author] 10 May, 2022 @ 8:14am 
Looking into it now. For some reason the work around I used to compatibility broke the AI dip teching. Should release an update by tonight hopefully.
steezy 10 May, 2022 @ 3:35am 
something in the mod added something called cov_tech in the technology mapmode and it is preventing the AI from progressing past adm 9, dip 3 and mil 11. (or atleast in my game) Hopefully a fix soon.
Drasilabyss  [author] 6 May, 2022 @ 10:57am 
Updated mod to fix compatibility issue with Trade Goods Expanded. Might run into issues with compatibility with different mods now, please let me know if you run into issues.
Drasilabyss  [author] 1 Apr, 2022 @ 5:16am 
@夏北泽Channel Mod is more balanced towards MP than SP. At least for me, I don't remember seeing anyone take Admin Ideas in a MP game that wasn't just casual. You are correct in saying though that SP Admin doesn't need a buff.
Drasilabyss  [author] 1 Apr, 2022 @ 5:12am 
@WotanVonEdelsburg, Mod shouldn't have any issues with AI mods.
Wotan von Edelsburg 31 Mar, 2022 @ 8:25am 
Works wit Xorme AI mod?
夏北泽Channel 31 Mar, 2022 @ 5:32am 
Well it's hard to be called "rebalance" for some of these idea groups are too imba, especially Administrative
Wzard 30 Mar, 2022 @ 4:17am 
Finally diplomatic ideas matter lmao
Hoihaufen 30 Mar, 2022 @ 3:00am 
With this changes I would go Diplomatic 100% of the time.