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    DW Balance Improvement Mod (for DW 5.1)

    Balance Improvement Mod for EU3 Divine Wind 5.1
    ...because we all hate no brainers!

    This mod also includes all features from the DW hotfix mod.

    REMEMBER THAT USING A MOD WILL DISABLE ACHIEVEMENTS!

    Download:

    Version 2.5b: http://www.gamefront.com/files/21402...t+Mod+2.5b.rar

    How to install:
    Unpack the downloaded file in your EU3/mods folder, select the mod via the launcher.


    What's new?

    Version 2.5b:

    General:
    - Some smaller fixes & tweaks.
    - Fixed a problem that would prevent the "total_war" modifier from disappearing once the situation was resolved.

    Version 2.4b:
    Version 2.4b:

    General:
    - Badboy/Infamy: Increased diplomats penalty from BB to 0.1 (up from 0.05), added -0.05 officials penalty (new) and -0.001 prestige penalty (new).
    - Prestige: Added 0.25 officials (new), increased prestige decay to 5% per year (up from 3%).
    - Reduced diplomat gain from monarch DIP to 0.2 (down from 0.3).
    - Added 0.15 spies per ruler DIP.
    - Increased global_spy_defence from ruler DIP to 0.02 (up from 0.01).
    - Increased revolt risk from regency council to 3 (up from 1), but reduced legitimacy penalty to -0.005 (down from -0.01).
    - Reduced effect of tolerance and intolerance for missionary conversion to 0.002 (down from 0.003).
    - Increased the bonus from the "resist_the_horde" modifier a bit.
    - Reduced trade efficiency penalty for placed merchants to -0.005 (down from -0.01), but increased merchants penalty to 0.2 (up from 0.1) and added a 0.02 merchant_cost penalty (new).

    Advisors:
    - Colonel: Increased global_manpower bonus to 0.02 (up from 0.01).
    - Quartermaster: Reduced reinforce_speed to 0.04 (down from 0.05).
    - Inquisitor: Reduced global_spy_defence to 0.03 (down from 0.04).
    - Ambassador: Increased badboy_limit to 1.0 (up from 0.5).

    Policies:
    - Centralization vs. Decentralization: Added a -0.001 legitimacy penalty for centalized and increased max_war_exhaustion to 1.0 (up from 0.5).
    - Aristocracy vs. Plutocracy: Reduced diplomats for aristocracy to 0.4 (down from 0.6), reduced spies for plutocracy to 0.2 (down from 0.4) and increased merchants from plutocracy to 0.4 (up from 0.2).
    - Serfdom vs. Freesubjects: Reduced global_spy_defence to 0.01 (down from 0.02), reduced stability_cost_modifier to 0.04 (down from 0.05) and reduced infantry_cost to 0.05 (down from 0.06).
    - Innovative vs. Narrowminded: Reduced stability_cost_modifier to 0.04 (down from 0.05) and reduced technology_cost to 0.02 (down from 0.03).
    - Mercantilism vs Freetrade: Reduced global_spy_defence to -0.03 (down from -0.05), moved made trade_efficiency = 0.02 from right specific to generic, removed merchant_compete_chance modifiers for both sides, reduced production_efficiency for mercantilism to 0.01 (down from 0.02), reduced modifier_province_owner_trade_chance for free trade to -0.05 (down from -0.06) and added -0.06 merchant_cost (new).

    Casus Belli:
    - Imperialism: Reduced prestige_factor to 1.0 (down from 1.5) and increased peace_cost_factor to 1.0 (up from 0.75).
    - Excommunication: Increased peace_cost_factor to 1.0 (up from 0.75).
    - Border Friction: Increased badboy_factor to 0.75 (up from 0.5).
    - Tribal Feud: Increased badboy_factor to 0.5 (up from 0.25).

    Buildings:
    - Spy Agency: Reduced local_spy_defence to 0.1 (down from 0.15), increased stability_cost to -2.5 (up from -2.0).
    - College: Reduced local_spy_defence to 0.05 (down from 0.1), but added 0.05 spies in return (new).
    - Cathedral: Reduced local_spy_defence to 0.05.
    - Shipyard: Added 0.05 local_production_efficiency (new).
    - Counting House: Reduced local_production_efficiency to 0.2 (down from 0.25).
    - Trade Depot: Increased local_tax_modifier to 0.05 (up from 0.025).
    - Canal: Increased local_movement_speed to 0.2 (up from 0.1).
    - Road Network: Increased local_movement_speed to 0.2 (up from 0.1).
    - Post Office: Added 0.05 merchants (new).
    - Customs House: Reduced trade_efficiency to 0.005 (down from 0.01), but added 2 trade_income (new), 0.5 local_tax_modifier (new) and 0.05 merchants (new).
    - Glorious Monument: Reduced cultural_tradition to 0.005 (down from 0.01), but added -0.01 war_exhaustion (new).

    Ideas:
    - Naval Glory: Increased prestige_from_naval to 2.0 (up from 1.0).
    - Improved Foraging: Reduced land_attrition to -0.25 (down from -0.33).
    - Vetting: Reduced global_spy_defence to 0.1 (down from 0.2), but increased spy_efficiency to 0.1 (up from 0.05).
    - Bureaucracy: Added 0.05 global_spy_defence (new), but reduced government_tech_cost_modifier to -0.05 (down to -0.1).
    - Bill Of Rights: Increased legitimacy to 0.005 (up from 0.003).
    - Church Attendance Duty: Reduced tolerance_own to 0.5 (down from 1.0).
    - Patron Of Art: Reduced cultural_tradition to 0.025 (down from 0.03).
    - Humanist Tolerance: Reduced stability_cost_modifier to -0.1 (down from -0.15).
    - Revolution And Counterrevolution: Increased legitimacy to 0.003 (up from 0.0025).
    - Scientific Revolution: Reduced technology_cost to -0.075 (down from -0.1), but added -0.25 advisor_cost modifier (new).
    - National Bank: Reduced inflation_reduction to 0.05 (down from 0.1), but increased interest to -0.05 (up from -0.03) and added a -0.05 build_cost modifier (new).

    Decisions:
    - Moved some slider requirements from "potential" to "allow" to make decisions and their requirements visible for the player.
    - Added "the_royal_academy_of_turku" decision for FIN, SWE and SCA.
    - Added "the_hussite_movement" decision for BOH.
    - Expand The Bureaucracy and Formalization Of Measures are now country decisions instead of province decisions, removed national focus requirement.
    - School Establishment Act: Reduced innovative_narrowminded requirement to <0 (down from <-2) and now grants innovative_narrowminded = -1 when issued.
    - Swiss Mountain Warfare: Fixed missing country modifier restriction that allowed to enact the decision multiple times.
    - Expand The Bureaucracy: Now requires at most 0 centralization OR bureaucracy NI.
    - AI Steppe Nomads will now reform their government in 1550.
    - AI Tribal Governments will now reform their government in 1650.

    Event Modifiers:
    - Reduced cultural_tradition for many modifiers.
    - Made some additional balance tweaks.
    - Added 0.1 land_maintenance_modifier to "prussian_military_reforms"

    Events:
    - MTTH for "Local Fortification" events is now increased by number of cities, but these events will also trigger when the owner has Engineer Corps - even if Offensive vs. Defensive is lower than +1.


    Version 2.3:
    Version 2.3:
    General:
    - Reworked missionaries and conversion: Reduced convert chance significantly and increased missionary maintenance cost to 12 (up from 10), but decreased missionary placement cost by 50%. In addition, tolerance will now decrease conversation chance a bit, while intolerance will increase it a bit. All in all conversation will now require much more time and money.
    - Reworked colonial range: Increased range from naval tech levels around 1500, but reduced bonus from QFTNW. In addition trade winds are stronger (0.75 instead of 0.5), a "supply_route_new_world" modifier has been added and Land vs. Naval will now influence colonial range. All in all colonial range should be a bit higher for potential colonial powers during the early game and for everyone during the mid and late game.
    - Reworked merchants: Countries will no longer receive a penalty from negative stability and lower penalty from being at war, but reduced overall number of merchants, e.g. from monopolies and event modifiers.
    - Reworked defensiveness: Reduced overall defensiveness gain (march, capital city, Engineer Corps, etc.).
    - Reduced colonial maintenance to 12 (down from 20), but increased colonist cost to 50 (up from 20).
    - City population: Will now grant a small manpower and tax boost.
    - COT: Reduced pop growth to 0.005 per level (down from 0.01).
    - war_exhaustion: Reduced global revolt risk to 0.5 (down from 0.8), but incrased defensiveness penalty to 0.02 (up from 0.01).
    - Sphere: Each country in your Sphere of Influence now reduces number of diplomats by -0.25.
    - Reduced minimum duration for emergency measures to 6 (down from 12).
    - Steppe Hordes will now start with tech level 2 (and thus no longer field artillery from the beginning). Moved nomad INF model to match new tech level and decreased tech cost penalty a bit.
    - Fixed "cav_to_inf_ratio" for all tech groups (added 0.01, so western with "cav_to_inf_ratio = 0.51" may now use 50% CAV).
    - Steppe Horde CAV now has 3 maneuver.
    - Added a lvl 2 fort to Rome.

    Policies:
    - Offensive vs. Defensive: Reduced defensiveness bonus to 0.03 (down from 0.05).
    - Land vs Naval: Added 0.05 colonial range modifier (new).

    Triggered Modifiers:
    - Added an invisible "PvE_War" modifier (no effect, used for AI_War).
    - Added an invisible "AI_War" modifier which grants the AI -0.03 war_exhaustion during an AI vs. AI war.
    - Reduced the legitimacy penalty for all "inept_ruler" modifiers to -0.01 (down from -0.0125).
    - rise_of_an_empire: Added a 0.2 land_forcelimit_modifier bonus (new).
    - fractured_government: Fixed some errors and reduced personal penalties to -0.5 (down from 1.0), but will now also trigger for rulers that have no stat above 4 (new).
    - ai_colony_bonus: Has been deactivated.
    - Added a "decline_of_the_hordes" and "fall_of_the_hordes" modifier that will bestow heavy penalties to steppe nomads after 1425 and 1500 (new).
    - Added "good_ruler", "great_ruler" and "fantastic_ruler" modifiers. These will trigger if the current ruler has all three stats above 6 / 7 / 8 and grant a neat bonus.
    - Added a "supply_route_new_world" modifier that grants 0.1 colonial range as long as either The Azores, Cap Verde or The Bahamas are discovered and empty or owned by a friendly nation (relation 125+ or alliance).

    Ideas:
    - Land Of Opportunity: Now requires naval tech 7 and year 1492, but allows recruitment of explorers and cinquistadores.
    - Naval Provisioning: Now allows recruitment of explorers and cinquistadores.
    - Engineer Corps: Reduced defensiveness bonus to 0.15 (down from 0.20).
    - QFTNW: Reduced colonial range bonus to 0.25 (down from 0.5).
    - Ecumenism: Added 0.005 cultural tradition bonus (new).
    - Church Attendance Duty: Added 0.005 missionary chance (new).
    - Divine Supremacy: Added 0.01 missionary chance (new).
    - Humanist Tolerance: Added 0.005 cultural tradition bonus (new).
    - Revoltion And Counterrevoltion: Now grans -2 maximum war exhaustion (new).

    Government:
    - Nerfed Steppe Nomads. Again. Nasty buggers. Die already.

    Buildings:
    - Fine Arts Academy: Reduced cultural tradition bonus to 0.002 (down from 0.005).
    - March: Reduced defensiveness to 0.1 (down from 0.15).

    Decisions:
    - promote_national_unity: The AI will now promote national unity if it has less than 10% max BB.
    - enlist_privateers: Does no longer requires a privateer.
    - steppe_horde_reform: Requirements are less strict.
    - Removed duplicate "dispers_the_rebel" entries from construction.txt.

    Events:
    - Fixed some errors within civilwar.txt and totalwar.txt. The king will still commit suicide, however. Pity.
    - Fixed some minor event errors in MoreRandomEvents.txt.

    Legitimay:
    - Balanced many modifiers to make legitimacy a bit more stable.
    - Increased the effect on land moral to 0.25 (up from 0.125) and increased max BB limit to +2.5 (up from +0.125).

    Ruler:
    - Increased max_war_exhaustion from ruler MIL to -0.25 (up from -0.2).

    Advisors:
    - Reduced range bonus from navigator to 0.03 (down from 0.05).


    Version 2.2:
    Version 2.2:
    General:
    - Reduced base number of merchants to 1.0 (down from 2.0).
    - Reduced tax bonus from cities to 0.75 (down from 1.0).
    - Reduced base tolerance for heretics and heathens to -3 (down from -2), but added tolerance for ruler_DIP.
    - Increased the effects of tolerance and intolerance.
    - Added -0.5 global_tariffs penalty (new) and added +0.5 global_tariffs bonus to naval_maintenance (new).
    - Added -0.02 missionary_placement_chance.
    - Increased time for core loss to 100 years (up from 50).
    - Increased economic impact of blockades.
    - Doubled the penalties for placed merchants.
    - One Province Minors may now always negotiate with rebels, as long as they are at peace.
    - Each active loan will now apply a -0.002 prestige and -0.001 legitimacy penalty.

    Policies:
    - Innovative vs. Narrowminded: "build_cost = 0.01" will now affect both directions.
    - Innovative vs. Narrowminded: Exchanged "global_spy_defence" with "tolerance_own = 0.2".
    - Mercantilism vs. Free Trade: Increased "trade_range_modifier" to 0.05 (up from 0.04).
    - Quality vs. Quantity: Increased "global_manpower_modifier" to 0.03 (up from 0.025).

    Triggered Modifiers:
    - Increased late game land_maintance cost modifiers.
    - Balanced_policies now grants +2 force_limit and +10% force_limit (up from +0.1 force limit).
    - Added "war_with = TIM" to the "resist_the_horde".
    - Rise_of_an_empire will now trigger if it is before 1450 and TUR owns Thrace, or if it is after 1450 and TUR does NOT own Thrace. Increased bonus a bit.
    - Made "ai_colony_bonus" visible fot the player and extended duration to 1700.

    Ideas:
    - Naval Provisioning: Increased "naval_morale" bonus to 0.75 (up from 0.5).
    - Grand Army: Reduced "land_maintenance_modifier" to 0.1 (down from 0.15).
    - Battlefield Commissions: Reduced "land_maintenance_modifier" to 0.1 (down from 0.15).
    - Regimental System: Reduced "land_maintenance_modifier" to 0.2 (down from 0.25).
    - Merchant Adventures: Now grants +1 merchants (up from +0.5).
    - Colonial Ventures: Added -0.1 colonist cost (new).
    - QFTNW: Added -0.1 colonist cost (new).
    - Improved Foraging: Reduced "land_maintenance_modifier" to 0.2 (down from 0.25).
    - National Trade Policy: Added +0.05 "global_trade_income_modifier" (new).
    - Reduced papal_influence for all NIs except Unam Sanctam to 0.03 (down from 0.05).

    Government:
    - Reduced missionary chance for Theocracy and Papal Government to 0.025 (down from 0.05).
    - Reduced laind maintenance bonus and landforce limit bonus for hordes to 0.25 (down from 0.5).

    Buildings:
    - Decreased "local_missionary_placement_chance" for all forts to 0.002 (down from 0.004).

    Decisions:
    - Hire Privateers no longer requires naval NIs.
    - Fixed some broken country decisions (Papal State, Ireland).
    - Added several new country decisions to circumvent endless rebel sieges against OPM.

    Events:
    - Fixed several minor event errors.

    Legitimay:
    - Moved "tolerance_heretic" and "tolerance_heathen" from legimimacy to "ruler_DIP".
    - Removed "tolerance_own".
    - Increased effect on global_manpower_modifier to 0.2 (up from 0.1).
    - Now grants prestige, as well as land and naval morale.

    Ruler:
    - Now provides 0.3 tolerance for heretics and heathens per DIP star.

    Advisors:
    - Court Marshall: Reduced prestige to 0.001 (down from 0.002) and legitimacy to 0.003 (down from 0.004).

    Event Modifiers:
    - Reduced missionary_chance for many religious decision effects.


    Version 2.1:
    Version 2.1:
    Triggered Modifiers:
    - Added "resist_the_horde" and "rise_of_an_empire" for TUR to support the (AI) Ottomans during the early game.
    - Added an "extreme_policies" modifier that will penalize -5 / +5 slider settings when stability, prestige or legitimacy is low.
    - Added a "fractured_government" modifier that will trigger if the government is performing poorly.
    - Added the "little_ice_age" modifier that causes severe unrest in Europe from 1630-1670, 1750-1790 and 1830-1870.


    Version 2.0:
    Version 2.0:

    General:
    - Now compatible and adjusted for DW 5.1!
    - Several small bugfixes.

    Military:
    - Added increased land maintenance system, akin to increased naval maintenance from patch.

    Ideas:
    - Grand Army: Decreased landforce_limit to 0.25 (down from 0.33), but added -0.15 land_maintenance modifier (new).
    - Battlefield Commissions: Added -0.15 land_maintenance modifier (new).
    - Improved Foraging: Added -0.25 land_maintenance modifier (new).
    - Grand Navy: Decreased navalfore_limit to 0.33 (down from 0.5), but added -0.25 naval_maintenance modifier (new).
    - Excellent Shipwrights: Added -0.15 naval_maintenance modifier (new).

    Events:
    - Deactivated the bi-annual event system from patch 5.1.


    Changelog 1.9:
    Version 1.9:

    General:
    - Completely reworked forts: Increased garrison size to 2000 per fort level, removed fort lvl from cities, reworked all defence buildings, made high tier forts available much earlier and reduced most defensiveness modifiers.
    - Completely reworked prestige: Reduced prestige decay to -3% (from -5%), increased defensiveness from presitge to 0.15 (up from 0.1) and reworked all prestige modifiers.
    - Completely reworked governments: Balanced many modifiers to give more choises and adjusted tech levels to make late game governments available a bit earlier.
    - War taxes have been turned into "Emergency Measures": These might be necessary to save your country during war - but they come at a price!
    - Bankrupty: Now also reduces discipline by -0.15 and number of all men for the court (diplomats, spies, etc) by -2.
    - Reduced tax penalty for intolerance to -0.0075 (down from -0.01).
    - Monopolies now cause 0.02 BB.

    Military:
    - Increased overall supply limit a bit (larger effect for the early game).
    - Increased land and naval morale by 1.0
    - War exhaustion: Reduced RR to 0.8 (down from 1.0), but increased morale penalty to 0.04 (up from 0.025).
    - Added a -50% base MP modifier and added a +50% MP modifier to army upkeep slider.
    - Reduced ART cost to 24 (down from 30).

    Legitimay:
    - Inept Ruler: Reduced legitimacy penalty to -0.0125 (down from -0.015).
    - Reduced max_BB to 3 (down from 5) and RR to 5 (down from 6).
    - Positive stability now provides 0.0015 legitimacy (up from 0.001).
    - Negative stability now provides -0.007 legitimacy (up from -0.008).

    Ruler:
    - Ruler ADM now provides 0.001 cultural tradition.
    - Ruler DIP now provides -0.02 spy cost (new), 0.02 spy efficiency (up from 0.01), 0.01 spy defence (new) and 0.001 prestige (instead of prestige decay bonus).
    - Ruler MIL now provides 0.02 defensiveness.

    Ideas:
    - NI slot 9, 10, 11 and 12 are now available a bit earlier.
    - The AI is now allowed to pick QFTNW before 1492 (solves some severe colonisation issues).
    - Moved all tier 8 ideas from tech level 54 ideas to tech level 39 (1725).
    - Naval Provisioning: Added a +0.5 naval morale bonus (new).
    - Improved Foraging: Removed -25% colonist cost, but added 0.1 defensiveness and 0.1 oversea income.
    - Espionage: Improved spy_efficiency to 0.1 (up from 0.05).
    - Vetting: Increased number of spies to 0.5 (up from 0.33), but reduced spy_efficiency to 0.05 (down from 0.1).
    - Cabinet: Added 0.25 spies (new).

    Policies:
    - Land <-> Naval: Reduced naval leader maneuver bonus to 0.3 (down from 0.5).
    - Offensive <-> Defensive: Reduced defensiveness impact to 0.04 (down from 0.05) and increased offensive land attrition bonus to 0.04 (from 0.02).

    Buildings:
    - Reworked fort lvl and defensiveness for all forts.
    - Fort 3 now requires LT 18 (1530), fort 4 LT 22 (1565), fort 5 LT 27 (1625) and fort 6 LT 34 (1700).
    - Fort lvl 3 & 4 now add +1 max_attrition each, lvl 5 & 6 add +2 max_attrition each (new).
    - Decreased missionary chance to 0.004 per fort level.
    - Level 5 & 6 fort now provide +0.05 spy defence (new).

    Advisors:
    - Military Engineer: Now provides 0.04 defensiveness (down from 0.05).
    - Court Marshall: Reduced prestige to 0.002 (down from 0.003) and legitimacy to 0.004 (down from 0.005).

    Event Modifiers:
    - Revisited many event modifiers.
    - Renaissance Philosophy: Increased tech cost reduction to -0.05 (up from -0.01).
    - Gold Standard: Decreased inflation reduction to -0.02 (down from -0.04).
    - Russian Patriachy: Reduced max_WE to -3 (down from -5), but added a -0.02 WE modifier (new).


    Changelog 1.8:
    Version 1.8:

    General:
    - Peace now grants 0.25 officials (up from 0.2).
    - Penalties for non accepted cultures are now more severe and have a wider range.
    - Increased heir spawn ratio by roughly 10%.
    - Reduced mercenary cost to 0.33 (down from 0.5) and reduced upkeep cost to 2.0 (down from 3.0).
    - Reduced the prestige loss from uncontested claims to 0.002 (down from 0.003).

    Ideas:
    - Reworked tooltips for several NIs to explain hidden benefits and granted CB.
    - Cabinet: Now provides +1 DIP skill (new).
    - Glorious Arms: Now provides -25% mercenary cost (new).
    - Vice Roys: Reduced tariffs to 0.25 (down from 0.33) and reduced global_trade_income to 0.05 (from 0.1).
    - Smithian Economics: Reduced production bonus to 0.1 (down from 0.2), but added 0.25 officials (new) and 0.05% compete chance (new).
    - Revolution And Counterrevolution: Added 0.002 legitimacy (new).
    - Scientific Revolution: Now grants -5% build_cost (new).
    - Engineer Corps: Fixed the associated events - now allows construction of additional forts, as intended.
    - Land Of Opportunity: Added +0.05 oversea income.

    Policies:
    - Land <-> Naval: Added 0.001 tradition modifier to the associated slider side and added a general +0.5 naval leader maneuver modifier.
    - Serfdom <-> Free Subject: Reduced spy_defence modifier to 0.03 (down from 0.04).
    - Innovative <-> Narrowminded: Increased max_warexhaustion to -0.4 (up from -0.3).
    - Mercantilism <-> Free Trade: Removed merchant_cost modifier, increased spy_defence modifier to -0.05 (from -0.04).

    Decisions:
    - Promote Cultural Unity: Now requires less than 25% max BB, 4 officials, can only be used on core provinces and will produce 3 BB.
    - Fixed insane amount of prestige loss from religious_revoke decisions.
    - Fixed several typos in other decisions.

    Events:
    - Reduced MTTH for all slider and NI events to 2500 (down from 5000) and increased effect of war to 0.5 (down from 0.95).
    - A Formal Request: The AI will be even less cooperative towards the emperor.
    - Added 3 new epic options to event 5060 (comet sightet).

    Advisors:
    - Completly reworked advisors: Every advisor now provides a second modifier. *cheers at Anthracer in reminiscence of the Advisor Mod.*

    Buildings:
    - Fort 5: Reduced defensiveness to 0.2 (down from 0.25).
    - Fort 6: Reduced defensiveness to 0.2 (down from 0.5), but added +1 fort level (new).
    - March: Reduced defensiveness to 0.25 (down from 0.5).

    Government:
    - Increased number of officials for republican_dictatorship quite a bit.
    - Seperation of power no longer grants additional officials.

    Economy:
    - War now has greater impact on good production and demand.
    - Reduced quality impact on fur price a bit.
    - Trade refusals and agreements now reduce TE only by -0.02 (down from -0.05), but also cause 0.02 BB and -5 trade tech investment.

    Spies:
    - Support Revolt: Now bestows +1 min RR and has a slightly increased chance to spawn 2 weights of rebels.

    Event Modifiers:
    - Reduced mercenary_cost reduction for most modifiers a little bit.
    - Reduced defensiveness bonus for most modifiers.
    - Great Wall Repair: Increased defensiveness modifier to 0.25 (up from 0.1).
    - Capitals now provide 0.2 defensiveness.
    - Number of HRE states now increases emperor DIP value by 0.04 per state.
    - Veterans Home: Reduced land_tradition to 0.002 (down from 0.005), but increased local_manpower to 0.25 (up from 0.2).
    - Ewiger Landfriede: Reduced land_tradition penalty to -0.01 (up from -0.02) and increased stability effect to +/-0.15 (up from +/-0.1).
    - Erbkaisertum: Added -0.05 BB reduction for members and +0.1 BB increase for the emperor.
    - Revoke The Privilegia: Now reduced member DIP skill by -1 (new), provides +0.005 prestige for the emperor (new), added +/-0.03 BB reduction for members/emperor.
    - The Staple Port: Increased local_trade_income bonus to 0.5 (up from 0.25).
    - Penal Colony: Increased colony growth to 3.0 (up from 0.1), added 0.1 local_production efficiency and increased RR to 3 (up from 2).

    Religion:
    - Defender Of Faith: Reduced WE bonus to -0.02 (down from -0.025) and exchanged production and trade tech cost increase with a flat +10% tech cost modifier.
    - Reduced Shiite and Shinto land_morale bonus to 0.33 (down from 0.5).
    - Reduced BB reduction from cardinals to -0.05 (down from -0.1).

    Triggered Modifiers:
    - Added a special Player vs. Player modifier.


    Changelog 1.7:
    Version 1.7:

    General:
    - Warscore cost for provinces will now reduce after 2 years of occupation (down from 5).
    - Reduced BB limit to 20 (down from 25).
    - Decreased the effect of legitimacy to 5 (down from 10).
    - Base National Focus movement cooldown is now 10 years (down from 20).

    Events:
    - Civil wars will now trigger less often, esp. when at war.
    - Good ruler and high stab now also increase Civil War MTTH.

    Casus Belli:
    - Rebalanced most CB.
    - Defection CB: Now lasts 3 years (up from 1).
    - Cancelled Loan CB: Now lasts 2 years (up from 1).
    - Discovered Spy CB: Removed revoke core discount.
    - Guarantee CB: Removed revoke core discount.
    - Warning CB: Removed revoke core discount.
    - Trade League CB: Now lasts 3 years (up from 1).
    - Insult CB: Now lasts 3 years (up from 1), removed revoke core discount.
    - Alliance CB: Removed revoke core discount.
    - Sphere CB: Now lasts 3 years (up from 2).
    - Fabricate Claims CB: Now only grants 50% prestige (from 100%).
    - HRE Religious CB: Now lasts 5 years (from 2).
    - Border Friction CB: No longer provides a peace_cost bonus.
    - Nationalism CB: No longer provides a peace_cost bonus.
    - Imperialism CB: Reduced BB bonus to 0.75 (from 0.5), but increased prestige gain to 1.5 (from 1.0).
    - Revolution CB: Reduced BB bonus to 0.5 (from 0.25), but increased prestige gain to 2.0 (from 1.0).
    - Liberation CB: Will now also be triggered by Liberté, Egalité, Fraternité NI.
    - Holy War CB: Will now also trigger for theocracies.
    - Religious Liberation CB: Will now also trigger for theocracies.
    - Heresy CB: Decreased BB bonus to 0.75 (from 0.5).
    - Excommunication CB: Decreased BB bonus to 0.75 (from 0.25), but increased prestige gain to 1.5 (from 1.25) and reduced peace_cost to 0.75 (from 1.0).
    - Trade War CB: Removed revoke core discount.
    - Imperial Ban CB: Increased BB to 0.25 (from 0.1).
    - Throne Claim CB: Increased BB to 0.2 (from 0.1).
    - Alliance CB: Reduced Prestige gain to 1.0 (from 2.0) and increased peace_cost to 1.0 (from 0.5).

    Peace Options:
    - Annul Treaty: No longer provides prestige.
    - Concede Defeat: Increased prestige gain/loss to 10 (up from 5).
    - Release Nation: Now provides 2 prestige per province (up from 1).
    - Demand Gold: Doubled warscore requirement.

    Triggered Modifiers:
    - Nerfed SCO bonus quite a bit.
    - Western arms trade now provides +10 LT investment (up from 6).
    - Added a hre_elector modifier that provides a small prestige and legitimacy boost.
    - Added a strong_western_influences modifier for all tech groups below muslim, providing an additional tech bonus at mediocre stab cost increase.


    Changelog 1.6:
    Version 1.6:

    General:
    - Added beta3 features.
    - Fixed some typos.
    - Cities now provide +1 fort level.
    - Added new early game ART model: Medieval Artillery (requires land tech 3).
    - Increased early game ART fire values a bit.
    - Increased defensive stats for most early game ART.
    - Moved Bronze Mortar from LT 12 (1495) to LT 9 (1465).
    - Added +2 fire to Galoop CAV.
    - Ruler MIL does no longer affect tradition decay, added 0.001 tradition gain instead.
    - Reduced leader tradition cost to 0.15 (from 0.2).
    - Increased the shock bonus for horde units in plains to 1.2 (from 1.1).
    - Reduced the national defence bonus during defensive wars to -3 RR (from -5).
    - Increased minimum trade value to create a COT to 500 (from 400).
    - Reduced treshold to destroy a COT to 250 (from 300).
    - Increased RR for wrong culture provinces to +2 (from +1) for monarchies and to +1 (from +0.5) for republics.
    - Increased stab cost for wrong culture provinces to 15 (from 10).

    Policies:
    - Land vs. Naval: Decreased global MP effect to -0.03 (from -0.05) per step.
    - Aristocracy vs. Plutocracy: ship_cost modifier is no longer right-sided, increased the effect to -0.02 (from -0.01) per step.

    Buildings:
    - Buildings below level 5 will no longer be destroyed after conquest.
    - Moved fort2 from LT 16 (1508) to LT 14 (1498).
    - Decreased defensiveness bonus for fort5 to 25% (from 50%).
    - Decreased defensiveness bonus for march to 50% (from 66%).

    Government:
    - Reduced Steppe Horde LF limit bonus to 0.5 (from 1.0).
    - Decreased maintance cost for nomades to 25% (from 75%).

    Decisions:
    - Revoking a religious decision now only causes -4 stab, but also reduces prestige by 20.


    Changelog 1.5:
    Version 1.5:

    General:
    - Squashed yet some more bugs.
    - Reduced colonists from catholic and reformed to 0.5 (from 1.0) and reduced colonists from protestant and orthodox to 0.25 (from 0.5).
    - Reworked all trade goods benefits - they now grant several small ones instead of a single big one.
    - Increased officials from ruler ADM to 0.1 per star (from 0.05).
    - Losing the capital has now negative effects on magistrates and war exhaustion.

    Events:
    - Reworked Civil War: Will now spawn nobles instead of pretenders when supporting the opposition, and a winning monarch will no longer kill himself.

    Ideas:
    - Excellent Shipwrights: Added -15% ship build time (new).
    - Superior Seamenship: Added -15% big ship cost (new).
    - Grand Navy: Reduced NF limit modifiers to 5 (from 6) and 50% (from 66%), but added a -10% maintance modifier (new).
    - Naval provisioning: Now grants +100% naval and trade range (new).
    - Grant Army: Added -15% INF cost (new).
    - Land Of Opportunity: Added -15% colonist cost (new).
    - Colonial Ventures: Now grants +5% colonist chance (new).
    - Shrewed commercial practice: Now grants +0.25 spies (new) and -10% spy cost (new).
    - Bill Of Rights: Increased legitimacy to 0.003 (from 0.002).
    - QFTNW: Added +0.5 colonists (new). Can no longer be picked before 1492 (new).
    - Viceroys: Added +10% global trade income (new) and 0.25 magistrates (new).
    - Improved Foraging: Reduced reinforce speed to 0.1 (from 0.2), but added -25% colonist cost (new).
    - Scientific Revolution: Added 0.01 culutral tradition (new).
    - Bureaucracy: Increased GOV tech cost reduction to -7.5% (from -5%).
    - National bank: Added -3% interest reduction (new).
    - Cabinet: Added 0.25 magistrates (new).
    - Smithian Economics: Added +10% global trade income (new).
    - Church Attendence Duty: Added +1 tolerance for own faith (new).
    - Patron Of Arts: Now reduces advisor cost by 33% (new).

    Advisors:
    - Reworked advisor spawn ratio: NI and sliders have stronger influence, higher overall spawn ratio.

    Buildings:
    - Tier 1 and 2 buildings will no longer be removed after conquest.
    - University now provides 0.05 magistrates instead of culutral tradition.
    - Changed magistrate demand for buildings:
    Tier 5 now requires 2.
    Tier 6 now requires 3.
    Unique buildings except march and embasyy now require 4.
    March and embassy now require 2.
    Manufactories now require 2.

    Government:
    - Increased number magistrates from higher tier governments.
    - Improved administration and magistrates for empire.

    Decisions:
    - Comission painting now requires 25 ducats.


    Changelog 1.4:
    Version 1.4:

    General:
    - More typo and bug fixes.
    - Effects of badboy are now much more severe.
    - Reduced regency counsil penalty to legitimacy to -0.02 (from -0.04).
    - Legitimacy now also affects BB reduction and global manpower.
    - Being at war now gives -0.5 magistrates.
    - Increased fire modifers for galleys, esp. during the early game, to make combat faster.
    - Increased basic tolerance of heretics and heathens a bit.
    - Removed base magistrate gain.
    - Ruler ADM now also grans 0.05 magistrates per star.
    - The dissolution act modifier now provides +0.25 magistrates.

    Events:
    - Added events that cause damage to forts during a siege, temporary reducing fort level, local defensiveness and bump the siege by +2. Can only occur while the fort is undamaged, and damaged forts may be repaired via a province decision. High number of besieging units and offensive slider (and some other stuff) decrease MTTH, while engineer corps and defensive slider settings (and some other stuff) increase MTTH.

    Decisions:
    - Added "Repair Fort" decisions to remove the "damaged fortress" modifier early.
    - Fixed an issue that allowed recently added decisions to be fired multiple times.

    Policies:
    - Innovative <-> narrowminded: Added a -0.4 tolerance for heretics and heatens modifier.

    Ideas:
    - Liberté, Egalité, Fraternité: Added +1 tolerance for own faith.
    - Divine Supremacy: Added +1 tolerance for own faith.
    - Unam Sanctam: Increased papal influence to +0.1 (from +0.5).

    Advisors:
    - Privateer: Reduced blockade efficiency to 0.4 (from 0.5) per star, added +0.05 naval morale modifier (new).
    - Artist: Now also provides -0.005 WE per star (new).


    Changelog 1.3:
    Version 1.3:

    General:
    - Made modification compatibel with current beta patch.
    - Some typo and bug fixes.
    - Reduced economic impact of revolt risk a bit.
    - Further refined the legitimacy system.
    - Added a triggered modifier for the AI that will keep war tax related WE at bay.

    Policies:
    - Added +0.2 legitimacy to decentralized.
    - Reduced CAV cost impact from aristocracy <-> plutocracy to 0.03 (from 0.05).
    - Added -1% ship cost to plutocracy.
    - Added +0.05 magistrates to innovative.
    - Offensive <-> defensive will now affect CAV cost (0.03 per step).
    - Removed morale effect of offensive <-> defensive.
    - Added -0.02 land attrition to offensive.
    - Added +0.04 garrison growth to defensive.
    - Added +0.02 tariffs to mercantilism.
    - Increased land upkeep impact from quality <-> quantity to -0.03 (from -0.025).

    Ideas:
    - Sea Hawks: Now reduces light ship cost by 25%.
    - Naval Provisioning: Replaced bonus range with -20% ship cost.
    - Esprit De Corps: Reduced discipline to +10% (from +15%), increased morale to 1.0 (from 0.5).
    - Engineer Corps: Added +20% fort defence.
    - Land Of Opportunity: Increased growtz bonus to +33%.
    - Vice Roys: Increased tariiffs to +33% (from +25%).
    - Bill Of Rights: Added +0.002 legitimacy.
    - Liberté, Egalité, Fraternité: Increased tax bonus to +15% (from +10%) and added +0.005 legitimacy.
    - Ecumenism: Increased tolerance to 4 (from 2).

    Government:
    - Added 0.1 legitimacy bonus to Feudal Monarchy.
    - Added 0.2 legitimacy bonus to Empire.

    Events:
    - Gave revolutionary events a bit more restrictive trigger values.
    - Made several minor changes to event effects.

    Advisors:
    - Marshal: Reduced legitimacy bonus to 0.005 (from 0.01).

    Buildings:
    - Reduced Royal Palace legitimacy bonus to 0.005 (from 0.01) and increased build time to 36 months.
    - Reduced march defensiveness to 0.66 (from 2.0), but added +2 fort levels (new).


    Changelog 1.2:
    Version 1.2:
    - Further rebalanced many sliders, NIs, government types and unit types.
    - Tweaked many values in staticmodifiers.txt.
    - Added new decisions for Ireland, Switzerland, Hesse, The Papal State and Aragon.
    - It is now possible to revoke religious decisions - for a price...
    - Reworked legitimacy: Harder to gain by marriage, small bonus from several additional sources.
    - Added some inept ruler modifiers for low ADM/DIP/MIL value.
    - Royal marriages now increase DIP ratio a bit.
    - Reduced DIP bonus from HRE to 1 (from 2).
    - Reworked Civil war: Can now also trigger from low legitimacy, but increased MTTH a fair bit and reduced inital rebel spawn. Supporting the opposition will now kill off the current ruler after the civil war.
    - Civil Disorder Turns Into Chaos may now trigger from low stab.
    - Civil War and Total War now trigger additonal revolt risk.
    - Added a few legitimacy related events (Coup d'etat...).
    - Added a bonus modifer to Ireland (akin to Scotland, if IRE should ever appear).


    Changelog 1.0:
    Version 1.0:
    Advisors:
    - Reduced military tradition cost for all military advisors to 5% and increased their cultural cost to 15%.
    - Investing advisors: Increased investments from to 4 ducats/* (from 3 ducats/*).
    - Spymaster: Now grants an additonal 0.1 spies/* (new).
    - Sheriff: Increased tax bonus from to 3%/* (from 1%/*).
    - High judge: Increased RR reduction to -0.4/* (from -0.3/*).
    - Alderman: Increased PE to 2%/* (from 1%/*).
    - Colonel: Now grants -10% mercenary cost per star (from -5%).
    - Collector: Now grants 2% TE/* (instead of 1% TE/*).
    - Banker: Now also grants 2% tax/* (new) and -2% interest/* (from -1%/*).
    - Lord proprietor: Now grants 3% colonial growth/* (from 2%/*).
    - Pioneer: Now grants an addtional 0.05 colonists/* (new).
    - Grand Admiral and Grand Captain: Increased moral bonus to 0.1/* (from 0.05/*).
    - Navigator: Now also grants 5% trade range (new).
    - Privateer: Increased blockade efficiency to 0.5/* (from 0.2/*).
    - Inquisitor: Now also grants 0.05 missionaries/* (new).
    - Ambassador: Now also grants 0.05 diplomats/* (new).


    Ideas:

    - Press Gangs: Now grants +5 naval force limit (new), decreased cost reduction to -0.33 (from -0.5).
    - Grand Navy: Now grants +6 naval force limit (new), reduced nava force limit modifier to 0.66 (from 1.0).
    - Sea Hawks: Added -33% cost reduction for galleys.
    - Naval Glory: Now grants 0.5% prestige/a (new) and -10% naval tech cost (new).
    - Naval Fighting Instructions: Now also grants 1.0 naval morale (new).
    - Naval Provisioning: Now also increases colonial range by 100% (new).
    - Grant Army: Now also grants 3.75 land force limit (new).
    - Battlefield Commisions: Added +1 leader shock (new).
    - Military Drill: Reduced moral bonus to 0.66 (from 1.0), but added 5% discipline (new).
    - Engineer Corps: Now also grants +1 leader fire (new).
    - Glorious Arms: Added -0.02 WE reduction (new) and 0.5% prestige/a (new).
    - National Conscripts: Now grants +3750 MP, reduced global MP bonus to 0.33 (from 0.5).
    - Regimental System: Now also grants 0.5 morale (new).
    - Napoleonic Warfare: Decreased discipline bonus to 15% (from 25%), added 0.5 morale (new).
    - Land Of Opportunity: Increased growth to 25% (from 20%).
    - Merchant Adventures: Now also grants 0.5 merchants/a (new) and +33% trade range (new).
    - Vetting: Reduced spy defence bonus to 0.2 (from 0.25), added 0.33 spies/a (new) and 10% spy efficiency (new).
    - Bureaucracy: Added 0.25 magistrats/a (new) and now reduced gov tech cost by -5% (new).
    - Espionage: Now also reduces spy cost by 20% (new) and gives +5% spy efficiency (new).
    - Bill Of Rights: Added +5% PE (new).
    - Liberé, Egalité, Fraternité: Added 10% tax and PE bonus (new).
    - Ecumenism: Conversation events will now only trigger if an adjected province has the target religion (no more orthodox in the middle of europe).
    - Patron Of Arts: Added 0.5% prestige bonus (new).
    - Deus Vult: Now also gives 2.5% missionary chance (new).
    - Humanist Tolerance: Now reduces stab cost by -15% (new) and gives 5% PE (new).
    - Cabinet: Reduced BB reduction to -0.5 (from -1.0), added 0.5% prestige (new) and 1% cultural tradition (new).
    - Revolution And Counterrevolution: Added -0.02 WE reduction (new) and +0.5 land and naval morale (new).

    Buildings:
    - Increased build cost for tier 3 and 4 to 75 ducats and build time to 24 months.
    - Increased build time for tier 5 to 36 months.
    - Incresed build cost for tier 6 to 200 ducats and build time to 48 months.
    - Church: Added 1% missionary chance (new).
    - Town Hall: Decreased spy defence to 0.1 (from 0.25), added +10% tax bonus (new).
    - College: Reduced spy defence to 0.1 (from 0.25), increased RR reduction to -2 (from -1).
    - Cathedral: Reduced spy defence to 0.1 (from 0.25), added 5% missionary chance (new) and 0.5% papal influence (new).
    - Armory: Reduced MP bonus to +200 (from +250).
    - Training Field: Reduced MP bonus to +200 (from +250).
    - Barracks: Reduced MP bonus to +750 (from +1000).
    - Marketplace: Added +1% pop growth (new).
    - Trade depot: Added +2.5% tax bonus (new).
    - Canal: Added +10% move speed (new).
    - Post Office: Added +2 trade income (new).
    - Tax Assesor: Increased build time to 24 months.
    - Embassy: Increased build time to 24 months.
    - Glorious Monument: Increased build time to 48 months.
    - Grain Depot: Increased build time to 24 months.
    - Royal Palace: Increased build time to 24 months and added 0.5% prestige bonus (new).
    - Refinery: Now benefits from tobacco.
    - Naval Equipment Manufactory: Now benefits from fish.
    - Textile Manufactory: Now benefits from cotton and fur.
    - Fine Arts: Now benefits from gold.
    - University: Added +0.25% cultural tradition.

    Policies:
    - Centralized <-> Decentralized now: Now affects RR.
    - Serfdom <-> Free Subjects: Decreased impact on tech cost.
    - Innovative <-> Narrowminded: Increased impact on tech cost.
    - Mercantilism <-> Free Trade: Added +1% PE for mercantilism, reduced compete chance penalty.
    - Land <-> Naval: Increased morale bonus, increased galley cost reduction to -0.05.

    Static Modifiers:
    - Non-core provinces now only grant 50% menpower.
    - Monarch stats now have a broader impact.
    - Added a -1.5% base legitimacy decay (will be compensated by decent 5-5-5 ruler stats).
    - War exhaustion is now much more severe.
    - Countries with a regency now suffer +1 RR.
    - Increased maximal war exhaustion during war to 30 (from 20), decreased maximum war exhaustion at peace to 15 (from 20).
    - Capital provinces now grant +3 land and naval force limit.
    - Scorched earth now results in -30% pop growth and -90% tax.
    - Occupation now gives -0.05% pop growth.
    - Non-Core COT: Reduced compete chance penalty, added BB gain.
    - Placed merchants now decrease the number of merchants gained.
    - Troop desertion now adds a bit more weight to a province.
    - Despise Merchants now lowers compete chance by 5%.
    - Spy Ring Infiltration now reduces spy gain by -0.25.
    - Rebel Support now adds 5% RR .
    - Reduced tech penalty for Defender Of The Faith to 5% (from 20%).
    - Decreased DIP bonus from sphere to 0.25 per nation (from 0.5).
    - Removed the "non patrolled" penalties for coastal provinces.
    - Blockades now have a much larger impact on province economy.

    Defines:
    - Missionary maintaince doubled.
    - Increased ART speed to 0.85 (from 0.75).
    - Increased galley speed to 6 (from 4).
    - Decreased galley build time to 120 (from 180).
    - Increased the max amount of mercenaries to 20 (from 12).
    - Increased cardinal lifespan a fair bit.
    - Increased badboy cost for revoking cores to 1 (from 0.4).
    - Increased years of nationalism to 40 (from 30).

    Government:
    - Reduced officals for all early game government types.
    - Steppe Horde: Reduces max WE by 15.
    - Feudal Monarchy: Now reduces army upkeep by -10%.
    - Merchant Republic: Gains a 20% bonus for compete chance from owned provinces in a COT.
    - Empire: Now grants 0.33 land and naval morale.
    - Noble Republic: Added -10% stab cost bonus.
    - Administrative Monarchy: Added +10% tax bonus.
    - Administrative Republic: Added +10% tax bonus.
    - Republican Dictatorship: Added +10% tax bonus, increased land morale bonus to 0.5, increased magistrates to 1.5.
    - Absolute Monarchy: Added +1 RR and +0.5 land morale.
    - Constitutional Monarchy: Added -1 RR and +10% tax bonus.
    - Enlightened Despotism: Added +5% tax and PE bonus.
    - Bureaucratic Despotism: Added +5 BB limit and +10% tax bonus.
    - Theocracy: Added +0.25 missionaries and +5% missionary chance.
    - Papacy: Added 0.33 land morale and +5% missionary chance, increased prestige bonus to 1.5%.
    - Revolutionary Republic: Added 0.01 land tradition, +1.0 land morale and -5 max WE.
    - Revolutionary Empire: Added +1.0 land morale and -5 max WE.

    Rebels:
    - All rebels are now smart and use generals.
    - Increased weight for colonial rebels from colonial tensions.
    - Anti-Tax rebels no longer destroy constables.
    - Effects from occupied provinces and accepted demands now last a bit longer.

    Events:
    - Civil War, Total War, Peasant War, Times Of Trouble and Revolution event chain have less restricted trigger requirements and will thus fire more often.
    - Colonial Uprises may now occur earlier, are much more difficult to supress and give additional cores to Brazil and the USA.
    - Several small changes to random events.

    Technology:
    - Decreased the tech penalty for all countries of Indian tech group and lower.
    - Land and naval tech modifiers will now progress much more smoothly.
    - Increased early game supply limit a bit.
    - Increased early game land fire values a bit.
    - Increased galley shock a fair bit.

    Units:
    - Rebalanced most western army units.

  2. #2
    Colonel Rikh1's Avatar
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    Thank you, I'll give it a try.

  3. #3
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    A little update:
    I am currently working on a new version with additional country decisions. You can add requests and suggestions here.

    Current list:
    Done
    Working
    Refused


    Schwyz:
    The Rütli Schwur
    The Three Tells
    Swiss Mountain Warfare
    Swiss Mercenaries


    Papal State:
    Hire Swiss Mercenaries

    Hesse:
    Hesse mercenaries

    Avignon:
    The Anti-Pope
    End The Shism


    Aragon:
    Establish Fuero Administration

    Bohemia:
    Defend The Hussits
    The Basel Compacts

    Finland:

    The Royal Academy of Turku

  4. #4

  5. #5
    Private KillerTea's Avatar
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    This is really good. Keep up the good work!

    I've been playing as the Swiss so I'm looking forward to trying out the new decisions.

    e: After playing some hours I found some bugs with the new decisions. Many of them can be done repeatedly as long as the requirements are fulfilled. Getting full quality and 5000 gold by spamming the mercenaries decision is funny for a while, but I don't think it can be called "balanced" . Also the rütlischwur decision's tool-tip is in German.
    Last edited by KillerTea; 02-01-2011 at 01:33.

  6. #6

  7. #7

  8. #8
    F-CEO of EUIV:MEIOU and Taxes gigau's Avatar
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    Nice (although i missed it earlier)

    Added to the stickied Master Mod List thread.
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  9. #9
    I think I'm going to break my forum-stalking-silence for this one.

    I think the new bonuses on the buildings are rather hefty in some cases. At times it looks like you are trying to improve the governments and buildings you like the best rather than striving for balance. I see a lot of '+10% tax bonus' is that balancing a minus somewhere I DO like what you've done with the Decentralization-Centralization slider. In my Denmark-Scandinavia game, I was seriously considering some moves toward decentralization. That's pretty rare to consider.

    One suggestion I might make in line with your other decisions would be to make a decision or an event that triggers for nations with full manpower, and essentially allows them to lose a SUBSTANTIAL portion of their manpower in return for cash. The flip side would be to have that trigger an event (or allow a decision) for other countries to pay up and get units of the first country's type. A good way to recruit Landsknechts in Russia or Hussars in Italy, perhaps.

    I also like that it's compatible with other mods with minimal editing. (I have been playing it attached to vanilla and to Terra Universalis)

    I'm still not certain how effective galleys are in comparison to other ship types. Naval combat still seems weird, and I'm not sure how much is you, and how much is the new system being unaltered.

    I think Engineer Corps is overpowered. (though they seem to have lost their positive event tree?) I like what you've done with legitimacy. I think you should add in some things with defensiveness and garrison growth. In a few mods I played around with it, and I think its possible to have a really interesting game with fairly dynamic defensiveness (though the way prestige swings now, that can make defensiveness fairly dynamic) At one time in IN, I bumped the default fort level +1 in all provinces and gave all provinces -40 defensiveness to balance out a number of other modifiers. sticking a global defensiveness bonus in some decision modifiers could be really interesting.

    Overall I think it is a very good mod, and I'm not just saying that because you've modded in a lot of the same things I mod in.

  10. #10
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    Quote Originally Posted by gigau View Post
    Nice (although i missed it earlier)
    Added to the stickied Master Mod List thread.
    Thanks.

    Ikenos
    I think I'm going to break my forum-stalking-silence for this one.
    Well, I guess I can consider that quite an honor. Thanks for your feedback, I will make a few comments on your points.

    I think the new bonuses on the buildings are rather hefty in some cases. At times it looks like you are trying to improve the governments and buildings you like the best rather than striving for balance. I see a lot of '+10% tax bonus' is that balancing a minus somewhere
    To be honest, I am still not happy about building balance. There is still a lot to do, but since I received no(t much) feedback, tweaking for the next version is quite difficult.

    As for GOV buildings: Imo the original versions, esp. tier 3 upwards, where quite unbalanced. Spy defence is rather unimportant for most regular provinces, but for the capital it was way to overpowered, rendering the spy system almost completly useless.

    And while +10% tax seems to be a lot, there are several factors to keep in mind: First, a country at positive stability already gains +10% tax per stab point, so base tax values at +3 stab are 130%. Second, centralized countries get another tax boost, so the effective tax level will be around 140-150% most of the time, not counting a lot other modifiers and deicsions that can add up even more.
    What is really nice, though, is the fact that they can serve as buffers for times with low stab, high RR and high WE, where their bonus can negate - a thing that may be more benefital for the AI most of the times, but nevertheless, it makes them a vaild building choise for your richer provinces.
    In short, the +10% tax bonus from buildings is usually a relative bonus of 5% to 8% for stable empires, so the relative tax boost is good, but not too large imo.

    I DO like what you've done with the Decentralization-Centralization slider. In my Denmark-Scandinavia game, I was seriously considering some moves toward decentralization. That's pretty rare to consider.
    Yes, I think with the slightly reduced penalties for decentralized and the added RR effect, this slider has received a new level of strategic depths that is relevant for both small and large nations. I always hated this no-brain slider in vanilla.

    One suggestion I might make in line with your other decisions would be to make a decision or an event that triggers for nations with full manpower, and essentially allows them to lose a SUBSTANTIAL portion of their manpower in return for cash. The flip side would be to have that trigger an event (or allow a decision) for other countries to pay up and get units of the first country's type. A good way to recruit Landsknechts in Russia or Hussars in Italy, perhaps.
    Yes, I agree that more MP related events would be good. There is already the "improve the capital" event allows you to invest money or MP to gain a small bit of prestige - a good example how such an event could look like.
    As for the mercenary idea: While it sounds good in theory, it would require a lot of scripting to add the system and keep it dynamic. Too much, imo...

    I also like that it's compatible with other mods with minimal editing. (I have been playing it attached to vanilla and to Terra Universalis)
    It is quite restrictive (I had a lot more stuff I added to my old HTTT mod), but since the new patch is not too far away, I think keeping it simple is also good to allow easy adepting to the patch.

    I'm still not certain how effective galleys are in comparison to other ship types. Naval combat still seems weird, and I'm not sure how much is you, and how much is the new system being unaltered.
    I have not spend too much time with the naval combat system and all I did to test the changes was a handful of naval battles. Since there are still no coastal areas around the continent, the AI won't build them, so observing any battles during the campaign is still impossible. I suspect galleys will remain useless, even with my changes, but I want to address that issue in my next version. I thought about giving sea hawks a huge galley cost reduction - but in the end, I decided a polished fix would be better than a hastly patch strapped over it.

    I think Engineer Corps is overpowered. (though they seem to have lost their positive event tree?)
    Free forts from EC and the defence slider were removed in DW vanilla - the main reason I thought that this NI needed a buff. In the end, I wanted to give EC a bonus that would be worthwhile during war, even later in the game. Defensiveness seemed to be a solid choise as a bonus, so wasn't included? Well, see below for an explanation.

    I like what you've done with legitimacy.
    Thank you. The legitimacy fixes took quite some time and are still not perfectly balanced, but at least this value is no much more important than in vanilla, where it was almost only really important due to its max BB modifier. Adds a lot of flavor - and finally gives a chance (although quite dangerous) to get rid of your sucky 3-3-3 rulers.

    I think you should add in some things with defensiveness and garrison growth. In a few mods I played around with it, and I think its possible to have a really interesting game with fairly dynamic defensiveness (though the way prestige swings now, that can make defensiveness fairly dynamic) At one time in IN, I bumped the default fort level +1 in all provinces and gave all provinces -40 defensiveness to balance out a number of other modifiers. sticking a global defensiveness bonus in some decision modifiers could be really interesting.
    I have toyed a lot with defensiveness in my old HTTT mod. And as a funny side note: The first thing I did back then was adding a +1 fort level modifer to cities (great minds - think alike? ). I also added a very early ART unit (called medieval artillery, 0 stats and almost no combat power), but have refrained from doing so for this version (might add it in the next one).
    My main problem with defensiveness is that it can becomes too extreme once fort levels go up. While +200% DEF is okay for a lvl 1 fort, it is overpowered for level 3 or 4 and almost insane on level 5 or 6. On the other hand, while 20% is good for a lvl 5 or 6 fort, it is almost useless for a lvl 1 or 2 fort...
    If the relative increase in fort levels wouldn't be so huge, like the base level would be 5 and go up to lvl 12, it would be much easier to scale defensiveness. But most of the siege engine is hardcoded - so there is not too much room for us modders to adjust this values.
    I am still tinkering with DEF modifiers, but, honestly, I would prefer fort levels (for example via province modifiers) over defensiveness...

    As for garrison growth - yes, definiatly something I missed out in this version. I will add a few modifers in the next one.

    Overall I think it is a very good mod, and I'm not just saying that because you've modded in a lot of the same things I mod in.
    Again, thanks for your praise and feedback.

  11. #11
    F-CEO of EUIV:MEIOU and Taxes gigau's Avatar
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    Quote Originally Posted by GAGA Extrem View Post
    [...]
    To be honest, I am still not happy about building balance. There is still a lot to do, but since I received no(t much) feedback, tweaking for the next version is quite difficult.

    As for GOV buildings: Imo the original versions, esp. tier 3 upwards, where quite unbalanced. Spy defence is rather unimportant for most regular provinces, but for the capital it was way to overpowered, rendering the spy system almost completly useless.

    And while +10% tax seems to be a lot, there are several factors to keep in mind: First, a country at positive stability already gains +10% tax per stab point, so base tax values at +3 stab are 130%. Second, centralized countries get another tax boost, so the effective tax level will be around 140-150% most of the time, not counting a lot other modifiers and deicsions that can add up even more.
    What is really nice, though, is the fact that they can serve as buffers for times with low stab, high RR and high WE, where their bonus can negate - a thing that may be more benefital for the AI most of the times, but nevertheless, it makes them a vaild building choise for your richer provinces.
    In short, the +10% tax bonus from buildings is usually a relative bonus of 5% to 8% for stable empires, so the relative tax boost is good, but not too large imo.
    [...]
    Have you checked this thread. YvesP talks, not of building effects, but rather building triggers, preventing buildings of higher levels to be constructed in provinces of low base tax / low population. Might be worth considering.
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  12. #12
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    Quote Originally Posted by gigau View Post

    Have you checked this thread. YvesP talks, not of building effects, but rather building triggers, preventing buildings of higher levels to be constructed in provinces of low base tax / low population. Might be worth considering.
    Well, POP is totally irrelevant anyway. I remember I had tweaked it a bit so it gave a minor tax and prod bonus (1% tax and 0.25% prod per 25.000 or something), but in the end that would have required an extensive base pop adjustment and new pop growth modifier mechanic, so I more or less left it out for this mod. Maybe for a later version...

    About building restrictions, well, I was really happy to see buildings that turn weak provinces into strong ones. In HTTT, many provinces, esp. colonial with grain, fish, etc., were basicially worthless. It is good to see that finally base tax and base manpower are less important for expansion - not unimportant, but at last a colonial England that holds whole North America can get more than 50k manpower. Or a rich but small Netherlands can afford a larger navy.
    I think it would be good to shift some absolute values into relative % (so maybe 3k MP an +25% MP for tier 6 army instead of 5k), bit I don't like the idea of retricting buildings by base tax, MP or pop size. A limit like "max 20 per country" or "max 50% of all provinces" would be a better way to diversify high tier buildings.

    Or even better: Make all buildings worthwhile, at least somewhere...

  13. #13
    One thing that might add to building balance is to increase the bonus, but give the other trees a corresponding malus Let's say that workshop, while adding a hefty tax bonus, also gives a sizable manpower penalty (after all, those guys have to work, right, and aren't available to the military) government buildings could all give a revolt risk bonus, while the recruitment buildings each give a small penalty. If all buildings are built, the bonus should still be quite substantial, but lopsided provinces could actually end up being detrimental. Naval buildings should increase supply limit, representing supplies that could be brought in.

    What I did to get around the insane buildup of defensiveness was to toss in a baseline -30 or 40 defensiveness to make up for the extra fort level, and tack an additional -10 penalty on forts 5 and 6. I also gave substantial bonuses during winters, and I found that doing this sort of thing drastically changed combat, but I wasn't noticing anything impregnable that wasn't a march. (sure, one impregnable fortress in a country seems acceptable. At least you can't do the HTTT exploit of having 3 highly rated military engineers.

    Garrison growth can also prevent blobbing. if you have say -1 for same culture, -5 for same religion, +/- tolerance, Castille is going to have trouble getting those garrisons full before converting them. I gave a substantial bonus to 'friendly troops', so I would have provinces that would have negative garrison growth without a standing army requirement standing armies to keep the garrison from deserting.

    One thing that could be useful is allowing (if possible) non magistrates to build buildings...maybe an event where a country with 4-5 missionaries can build a temple with missionaries or merchants could build trade or colonists naval. I certainly focus on land in the early game (and in provinces where I want to station standing armies and production after that, even with this.

    I like Ideas to have more modifiers, mostly positive but 1 negative for each. Your point about EC is well taken. I hadn't noticed the EC event tree was completely deleted in vanilla. I very frequently took that idea for those events. I agree that they need some boosting, but straight up stat values have little use with armies without a general. Is military tactics potentially open for giving a bonus? or is that hardcoded into tech levels?

    I've started a Mamluks game, to see how these buildings seem to work (since they start with a full complement of buildings, we don't have to worry about it simply being me not building the buildings).

  14. #14
    Captain Geofferic's Avatar
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    I just wanted to chime in that I've enjoyed this mod/patch/fix/what-have-you quite a bit and I hope you add more to it and tweak what you've got.

    I really like the expanded functionality of things, ie, that most advisors/buildings/national decisions have more than one function even if it's a minor addition. I think it was mentioned in this thread earlier the idea of adding negatives to the buildings and whatnot, and I like that. I know it kinda moves this thing beyond its original purpose in some ways, but it would increase the strategy in choosing buildings and where to put them.

    Thanks!

  15. #15
    My first post !

    I've been trying out your mod, so thanks for coming out with one.

    If I knew how to create a screen shot I'd love to post my current game as Portugal.

    Biggest effect so far on my game ( still very early in the game. Year 1419) is the AI does not seem to know how to handle the WE changes from your Mod.

    - War exhaustion is now much more severe. (Biggest change would be the Revolt Risk. Its huge.)
    - Increased maximal war exhaustion during war to 30 (from 20), decreased maximum war exhaustion at peace to 15 (from 20).

    Just 19 years into the game and I have Dozens of Countries who are having 1/3 to 1/2 of their provinces under Revolt. Ottoman Empire is almost all gone... Morocco (with no help from me due to my war on them), Algiers, and Tripoli have massive Revolts.

    Think I've gotten about 12 Pop-ups on these Nations and a few other Nations going Bankrupt already. Ottomans have gone bankrupt at least 5 times.

    I'm sure this wasn't intended. And a side note on the WE changes. After my first war with Morocco I had around 12 WE and claimed two of their territories. The Revolt risk was so high for many years i had to keep a Large standing army in each piece of land and keep Army Maintenance at max. This Really hurts Countries who's objective in the game is not World Conquest, but say a Trader Nation or Colonist goals in mind.

    Just loaded the game up as Ottomans and their revolt chance is 24% in all provinces.

  16. #16
    Field Marshal sprites's Avatar
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    great work!
    do you plan to change the building destruction thing?

    Code:
    #Papal State decisions
    
    	swiss_mercenaries_pope = {
    		potential = {
    			tag = PAP
    		}
    		allow = {
    			SWI = { has_country_modifier = swiss_mercenaries }
    		}
    		effect = {
    			years_of_income = -0.2
    			quality_quantity = -1
    			add_country_modifier = {
    				name = "swiss_mercenaries"
    				duration = -1
    			}
    		}
    		ai_will_do = {
    			factor = 1
    		}
    	}
    you should put something like

    Code:
    		ai_will_do = {
    			factor = 1
                            modifier = {
                            factor = 0 { NOT years_of_income = 0.5}
                            }
    		}
    so the AI only uses that if it has some money ...

    well i'll have to test , and maybe watch WE a bit according to last post (hoping to see AI not more overwhelmed than usual)
    no more unfinished IN AAR's

  17. #17
    Captain Geofferic's Avatar
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    Having played about 50 hours of this mod, yes the WE thing is real. Constant revolts and the AI cannot handle it.

  18. #18
    Close the worLd,.txEn eht nepO GAGA Extrem's Avatar
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    Sorry that my reply is somewhat late, but I have been busy during the last weeks.

    Biggest effect so far on my game ( still very early in the game. Year 1419) is the AI does not seem to know how to handle the WE changes from your Mod.
    Yes, I feared that this would be the case. My old HTTT mod had almost similiar (if not even a bit more punishing) effects from WE - and the AI had serious problems. I was not sure if my DW version with a somewhat tuned down WE would also create these problems, but since that seems to be the case, I guess it is time for a fix.

    There are several things I could do:
    (1) Give the AI a bonus when it comes to WE. Don't like that, since I want the AI to play by the same rules as the player.
    (2) Reduce effects of WE. Don't really like that, because I think WE should have very bad side effects.
    (3) Help the AI to control WE. Well I like that. (). The easiest way to help the AI keeping it's WE under control would proabably be a simple triggered modifier that negates the effects of war taxes. I tried that with my HTTT mod - it worked quite well.
    There should proabably be a small WE increase that makes the AI keen to sign peace once the war has dragged on long enough, but maybe that can be done by a small WE increase from state of war itself and a small reduction depending on already accumulated WE. Another solution would be to reduce max WE during peace a bit or give small additional helpful modifiers while at peace.

    Bankrupty is another serious issue. I noticed it during my games, but was not yet able to determain the exact source.
    It can be tied to WE (since WE does reduce tax income directly and indirectly via RR). But it could as well be the nasty naval supply limit issue, that causes a spiral of bankrupties once a nation loses a coastal province (or has them taken by rebels?) and thus suffers an unbearable increase on naval upkeep cost. Since the AI will never disband ships, the nations go bankrupt on a yearly - or even monthly - basis.
    Can also happen if rebels take over and the AI receives an army too large to maintain by it's economy.

    This problem is much more severe than the WE issue. I remove ships from the game (or can I ?!), so a too large army and navy cannot be removed. I could reduce upkeep cost or increase supply limit by a triggered modifier (200% navy size = 50% cost, 300% = 33% and alike), but that could lead to situations where small nations could maintain way too large fleets.
    I tried to mitigate the problem by adding a greater base NF limit via the capital, but, alas, it didn't solved the issue. Any suggestions from your side?

    So far, from what I see, the only practical option would be to lessen WE and RR impact on tax income or - maybe - move it to tech/stab cost/investment.


    do you plan to change the building destruction thing?
    Not really, no. Maybe I will allow tier 1 or even tier 2 building to be taken over, but I don't want to create any exploits like "let's free a vassal, let him build and annex him again".

    you should put something like [...] so the AI only uses that if it has some money ...
    Yes, I will. Thank you for that suggestion, a clear oversight. I added these extra decisions shortly before release and forgot to check them again.

    Expect a new version soon!

  19. #19
    Field Marshal sprites's Avatar
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    Well , i tried it , dunno if this is the mod or DW , but playng Poland , Lithuania does not insult me to death , despite having 24 regiments to my 19 ...
    no more unfinished IN AAR's

  20. #20
    Where and Who the state began richelieu1628's Avatar
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    Noobish question: Gaga, if I wanted to use only your changes to the tradegood values/demand, which files do I have to keep? (I'm trying to put together my own personal mod for the first time, so I'm learning this stuff bit by bit, and so far I've little to no idea how the price system works)
    Cheers,
    Richelieu

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