Europa Universalis IV

Europa Universalis IV

Institutions Reworked
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user12343  [developer] 14 Nov, 2016 @ 2:13pm
Detailed Explanation
More details of mod mechanics
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user12343  [developer] 14 Nov, 2016 @ 2:14pm 
Institutions Reworked attempts to take the best of the institutions system and apply it to the best parts of the earlier system.
It puts a basic structure on institution spread to 'guide' it based on historical trends. This means that the great variance present in the vanilla system is greatly reduced in favor a system in which technology change flows largely from Europe.

Institutions List

Tech Penalty at Game Start

The above graphic indicates which insitutions are present at campaign start for nations that are not Tribes or Steppe Hordes sorted by technology group.

Please note: high american tech group is fully supported, they use the same dates as western

The logic of chronological advancement variance by technology group is applied to the institutions sytem by creating a set of embracement penalties organized by technology group and year.

Tech Penalty Projected at Game End

In the above graphic, dates in black indicate the insitution is present at campaign start for nations that are not Tribes or Steppe Hordes. Dates in red indicate that the mod expects (meaning does not penalize) instituional spread to the given tech group after the date. For technology groups with blank spaces in certain institutions, this means that the mod will always impose a penalty on embracement spread, but this DOES NOT mean that the technology group country cannot embracement the institution by overcoming the penalty via a number of other embracement modifiers.

IR replaces vanilla concepts like the Renaissance (which don't really apply outside of a European context) and replaces them with their essential elements. This helps the mod affect a reasonable and gradual seperation in tech penalty between West and East by restricting some European concepts about Liberalism to European tech groups.
Last edited by user12343; 17 Nov, 2016 @ 2:11pm
user12343  [developer] 14 Nov, 2016 @ 2:15pm 
Reformed Technology Groups

Reformed Technology Groups essentially allow non-Western tech group nations to gain faster and more complete access to institutions.

To become a Reformed Technology Group nation, a natio must pass a series of reforms. The number of reforms depend on their starting technology group.

List of Reforms

The cost of these reforms is dynamically calculated and goes up to a maximum of 300 diplomatic power points.

The mod takes 300 as the base figure and then multiplies it by a variable which is calculated according to the following two forumulas:

Changes related to relations (only 1 will apply):
Modifier
Reduction
Know Reformed
-0.025
Know West
-0.05
Neighbor Reformed
-0.075
Neighbor West
-0.1
Ally Reformed
-0.15
Ally West
-0.2
Is Subject of Reformed
-0.25
Is Subject of Western
-0.3
Overlord of Reformed
-0.35
Overlord of West
-0.4
Protectorate
-0.4

Changes related to Total Development (only 1 will apply):
Total Development 50-100 (-.02)
Total Development 100-150 (-.04)
etc up to
Total Development 1000 (-.4)

So ultimatly a country's reform cost is calculated by multiplying 300 by the final variable which adds the two bonus variables together. Assuming that some bonus is applied, this will give you a figure less than 300.

Benefits of Reformed Technology Group

As you can see from the graphic above 'Tech Penalty Projected at Game End', reforming your technology group grants two kinds of bonuses.
1) Time based penalties are moved to earlier dates, allowing for faster embracement
2) Technology Group based penalties are reduced, allowing for the embracement of more insitutions without penalty
Last edited by user12343; 17 Nov, 2016 @ 1:46pm
user12343  [developer] 14 Nov, 2016 @ 2:38pm 
Shift Away from Province Development Focus for Institution Spread

Vanilla game heavily focuses on province development as a means of spreading and embracing institutions. While this has its merits, IR introduces a more varied system that includes many new spread mechanisms.

Hopefully this is appreciated by players who do not enjoy the gamey province development mechanic or, for lack of DLC, are unable to pursue that strategy.

Embracement Spread Modifiers

Category
Name
Scaled?
Triggers
Political
Ally Embraced
N
Ally has embraced institution; Is capital
Political
Subject Embraced
N
Subject has embraced institution; Is capital
Political
Overlord Embraced
N
Overlord has embraced institution; Is capital
Political
Colonial
N
Colonial master has embraced institution; Is colonial nation; Is capital or port
Institution
Embraced Institution
N
Owner has embraced institution
Institution
Requisite Institution
N
Owner has embraced requisite earlier institution(s)
Trade
Foreign Merchant
N
Foreign merchant from nation that has embraced institution is active in a trade node that country is also active in; Is port or center of trade
Development
Port/Capital
Y
Is port or capital
Development
10 Development
Y
Has at least 10 development; Has less than 20 development
Development
20 Development
Y
Has at least 20 development; Has less than 30 development
Development
30 Development
Y
Has at least 30 development
Development
100 Total Development
N
Owner has 100 total development; Owner has less than 250 total development; Is capital, port or center of trade
Development
250 Total Development
N
Owner has 250 total development; Owner has less than 500 total development; Is capital, port or center of trade
Development
500 Total Development
N
Owner has 500 total development; Owner has less than 1000 total development; Is capital, port or center of trade
Development
1000 Total Development
N
Owner has 1000 total development; Is capital, port or center of trade
Tech Group
Tech Group
N
Is within the chronology for the owner's technology group
Geography
Friendly Coast/Border
N
Shared border with a foreign province that has institution; Friendly relations with foreign country
Geography
Neighbor
N
Shared border with a foreign province that has institution
Geography
Old World
Y
Capital in the Old World; Country is not a tribe or steppe horde
Building
Governance
N
Has a governance related building
Building
Applied Science
N
Has an applied science related building
Building
Trade
N
Has a trade related building
Building
Industry
N
Has an industry related building
Building
Research
N
Has a research related building

Modifiers that are marked above as not Scaled indicate that those modifiers are not scaled to province development. This means that these modifiers represent new, more varied sources of embracement spread.
Last edited by user12343; 17 Nov, 2016 @ 1:42pm
user12343  [developer] 14 Nov, 2016 @ 3:18pm 
Changes to Native American Advancement and Central American Religious Reforms

Because of hard coded elements, I had to remove support for DLC introduced Native American Advancement and Central American Religious Reforms.
I wanted to set institutions back in time and allow Native American tech group nations to pursue institutions from day 1 of the campaign.

Accordingly I have effectively disabled these features.

North and South American tech group nations (formerly designated as primitives) can now start pursuing the institution of Chiefdom and work their way up. They can gain the same bonuses available in the vanilla mechanic by enacting a series of decision that cost diplomatic power points.

They can change their government type via decision when the following conditions are met:
Have embraced the Bureaucracy, Early State, Engineering and Manoralism institutions
Stability 1
Have full idea group for Economic, Administrative or Innovative

Central American Religion nations can 'reform their religion' and gain access to expected benefits by completing a series of similar decisions that cost diplomatic power points. There is no need to reform their religion prior to pursing a Reformed Technology Group

Steppe Hordes can reform their government when the following conditions are met:
60 legitimacy or horde unity
Have embraced the Bureaucracy, Early State, Engineering and Manoralism institutions
Stability 1
Have full idea group for Economic, Administrative or Innovative
No Ruler Succession Crisis
user12343  [developer] 14 Nov, 2016 @ 3:30pm 
Eligibility for Reforms

The player is always eligibile for access to the Reformed Tech Group reforms
AI nations have to pass an eligibility check where they have a 30% chance of becoming eligibile. This keeps makes the Reformed Tech Group concept meaningful by ensuring that not everyone pursues this path.
user12343  [developer] 16 Nov, 2016 @ 12:47pm 
Institution Starting Conditions

Era
Institution
Starting Conditions
Start Year
Early Renaissance
Mass Communication
Province or neighbor province has wine or grain; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1450
Early Renaissance
Humanism
Country is not Defender of the Faith; Has marketplace; Owner has embraced Mass Communications; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1475
Late Renaissance
Advanced Navigation
Has shipyard; Owner has embraced Humanism; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1500
Late Renaissance
Finance
Country is not Defender of the Faith; Owner is the strongest trade power in any active trade node; Has marketplace; Owner has embraced Advanced Navigation; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1525
Late Renaissance
Natural Rights
Country is not Defender of the Faith; Country is not a Theocracy; Owner has embraced Advanced Navigation; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1550
Late Renaissance
Consent of the Governed
Country is not Defender of the Faith; Country is a Republic; Owner has embraced Natural Rights; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1575
Late Renaissance
Scientific Method
Country is not Defender of the Faith; Country is a Republic; Owner has embraced Natural Rights; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1600
Enlightenment
Manufactories
Has any manufactory building; Owner has embraced Scientific Method; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1625
Enlightenment
Chemistry
Country is not Defender of the Faith; Country is not a Theocracy; Has a university; Owner has embraced Scientific Method; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1650
Enlightenment
Coal Energy Transition
Province or neighbor province has iron and has the hill or mountain terrain type; Owner has embraced Scientific Method; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1675
Enlightenment
Civil Society
Country is not Defender of the Faith; Country is not a Theocracy; Owner has embraced Scientific Method, Consent of the Governed, Natural Rights and Humanism; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1700
Enlightenment
Physics
Country is not Defender of the Faith; Country is not a Theocracy; Has a university; Owner has embraced Scientific Method, Consent of the Governed, Natural Rights and Humanism; At start date; Not an island; 10 development or Capital; Europe Super Region, Western tech group or any Reformed tech group
1725
Last edited by user12343; 16 Nov, 2016 @ 12:49pm
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