Europa Universalis IV

Europa Universalis IV

Common Universalis 5.0
Bappa Rawal 21 Dec, 2020 @ 6:03am
Some feedbacks
Hi,
I've been a fan of the mod for quite a time. It was already great, but you brought it to a another level so congrats and thank you very much for all the work you've done on the mod.

I really enjoy that it is now way more challenging as the buff given to the ai makes it so that you need to be very careful in your choice (compared to before when most AI collapsed). It is sometimes a bit overwhelming when too many ai packs together, but I feel for now that it does not break immersion, which is great. Overall I think you balanced quite well the AI (especially compared to the previous version).

I personally like the manpower change. Although it was already a precious resource in previous patches, it is even more so now and you are really forced to be really careful with your amry as well as choose your war wisely.

I however had some points I wanted to share. I suppose this is stuff that you are still balancing and thought that you may already have.

First concerning land warfare, I found the merc system very difficult to use in the mod. Your land generally has relatively high autonomy (although you can work on it, it takes a lot of time to get it to value like 20% and you're stuck with value in the 60-70% at the beginning and for quite some time). But I believe that the mercenary size is based on your total dev (and not autonomy modified dev), so this gives quite large mercenary compared to your force limit, to what you can generally afford and also to combat width (which is more variable and sometimes really small). I'm aware this is linked to problems in the base game (with mercs increasing way too much in size to be usable in practice), but if there are some room for improvement there that would definitely be welcomed changes.

Second concerning naval forcelimit. I'm perfectly fine with navy being something that you need to heavily invest in and you cannot beat english navy without a deep focus on naval development (ideas, buildings, coastal dev ...) and this seems for what I've seen now quite balanced. (by the way I love that it takes so long to build a heavy ship). But I feel that starting naval forcelimit may be a bit too restrictive. I've mostly played with France, which starts with a naval forcelimit of 1 boat which is like nothing. And even with a more naval focus nation, like Aragon (which I confess I played pretty badly as I did not manage autonomy - just getting back to the mod), with high starting autonomy it was quite hard to get more than a few boats at the beginning. My suggestion was just to set a minimal forcelimit a bit higher so that with relatively big countries as Aragon and France you could have at least 5-6 boats.

Thirdly, I really love the reform system (not sure how much changed compared to before, but it is definitely great). I'm generally okay with how you can change into republic but I felt that the AI was doing that a bit too much. I had a game where in 1550, England, Burgundy, Bohemia and most of South German states had reformed into republic. Some of my vassal even regularly switched between republic and monarchy every 20 years. I'm perfectly fine with AI being able to switch, even for big countries, but right now I feel it was a bit too frequent (and too early) and with some inconsistency (vassal AI switching back and forth).

And finally, It would really be helpful if you could make a map mode for available agricultural capacity and urbanization capacity (and maybe art slot?). I believe those are two thing quite fundamental to develop well your province and it is quite hard to systematically check provinces. By the way, the new tools in macrobuilder (and literacy check mapmode) are really helpful, so thanks a lot. Maybe you can get inspiration from this to get a map mode with provinces with 0 or less urbanization/agricultural capacity.

Anyway, I was really sad when the former dev stopped this project, so thanks a lot for having continued the mod!