Introduction
Il Principe is an overhaul, balancement and realism mod that concentrates on “Renaissance” period which can be seen the actual factor for European rising and starts from 1492 (it is the only scenario that is playable). Its name comes from the book “Il Principe” by Niccolo Macchiavelli and the meaning is simply “The Ruler”. This is a unique work that tells history of Italy at that time. I quoted some phrases from the book and I’m sure these will be very helpful during the game. And of course, I’m a Macchiavelli fan.
Map
The map of the mod based on CanOmer’s DAO. There are 60 new provinces compared to DAO and 170 new compared to vanilla. The map is far more vast than vanilla, almost %63 larger by area.
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Economy
The economic basis of the game relies on base taxes which are predetermined for all provinces. In Il Principe there is no such thing. Instead, I implemented a brand new system based on population. This is the first rule of economics: Wealth comes from population. In the mod, “population” refers to not only the population of province capital but total population of province by considering one fifth of the real population at that time. So, you can assume that these numbers indicate total households per province. I gave 1 base tax for every province. This is something that I had to do because of the game engine. So, what does population do? The answer is they pay taxes. You won’t count on your increased base tax values in your provinces anymore. This dynamic population system has given me much more freedom to adjust things such as manpower. Even magistrates will be produced from population.
Population of some regions at the late 15th and early 16th century:
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Manpower
In my opinion, the least crucial thing in the game is manpower. Why do I think that? Because major powers never crave for manpower. Numbers are huge, replenishment rates are even huger. What I did is just making manpower just rely on population. Worse, only your culture groups and the tolerated ones will give you manpower and tolerating some random culture by simply conquering them is not possible anymore. There are special decisions for that such as forming Great Britain. When you do that you will tolerate Irish and Scottish cultures. I also adjusted the recovery rate of manpower. In vanilla it only takes 2 years for full recovery but in Il Principe it takes 5 years. You will see more often your manpower has dried up and you will curse at me for this.
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Core gaining times is 50 years like in vanilla, losing time is 100 years but those are not important anymore as I implemented this dynamic population system. It used to cause unbalanced situations when you conquer a whole region and holding it for 50 years and making it your core lands. It used to give you benefits such as manpower and tax and those were the sources of the imbalancement mostly in multiplayer but in singleplayer, too.
Support Limits
Every player who plays this game create unbelievably grand armies when they acquire a considerable territory and they split them into several army corps which is very absurd considering the period. The largest army at that time in Europe was the Turkish army which consisted 75,000 soldiers at its height (late 16th century). Armies that larger than 100,000 is a matter of 19th century. A small country could raise 10,000 soldiers but raising 50k was uneasy even for a big country. In Il Principe you will find more realistic support limits and you won’t be able to rise it all of a sudden in a short period. To make comparison, France has 73, Spain has 41 and Portugal has 23 land support limit in vanilla while they have 34, 20, 8 respectively in Il Principe. These are good samples of big, medium and small sized countries, of course in the way of population. Manpower differences is even more dramatic: France has 136k in vanilla comparing to 56k in Il Principe. Surely numbers are not pure, modifiers have some effects on them. Another change is that you will have to pay more on military during war time and less during peace time. You can consider this difference as campaign expenses.
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Policies
Policy changes need more time to make and they have more logical effects. For example increasing your land support limit will decrease your naval support limits. Going for aristocracy will give you more magistrates but less merchants or going for offensiveness will give your armies morale but decreases defensiveness of your garissons.
Japan
With help of Japan Mod by chatnoir17, Japan is more interesting region now because of its isolated perfect feudal structure. Unrealistic 4 daimyo is now obsolete, instead there are real daimyos with their leaders. It’s very hard to survive in this country.
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Casus Belli
No more holy war CB, no more blitzkrieg, period. Imperialism CB is now active for both feudal and absolute monarchies. All casus bellis are now equal in the way of badboy except for Reconquest and Primitive CBs. There is also a new CB named Caliphate which is active for sunni countries which is bigger than 15 provinces. They must have passed khalifah decision and must be neighbours to each other. You can conquer by %25 bb with this CB. There is also a new spy action added. It is called “Claim Our Lands” which is similar to Forge Daimyo. By doing this, you will gain core in subject area. It is very hard to do, if you succeed you will get 2 BB, if you get caught you will get 2 BB more. So, be careful.
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Alliances
It is not impossible to make alliances with heathen countries. Not anymore. The mechanism of making ordinary alliances is not different from making alliances with heathens. Trust is very important of course but even just increasing opinion can provide you an important ally.
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Future Plans
The first thing I want to do is to add new scenarios. I might use your recommendations. The other plan is to add new units but I’m having crashes constantly when I do this. The mod is quite realistic and balanced now and I don’t know what to add more, your advices will just direct me.
Issues
There is no river on the map. No mercenary unit is active and I don’t know why. Probably it’s about base tax and manpower values but I prepared a decision that will give you the opportunity to hire mercenaries when you're out of manpower. These are not actual mercenaries, just regular troops but they're highly expensive and there are limits for hiring them. The other problem is even the greatest countries lack sizeable navies in the beginning of the game. This problem should also be related to base tax and manpower values. I handled this situation by preparing another decision which will provide remarkable navies to the countries which are historically strong at sea. So, no more important issuse left.
Acknowledgment
CanOmer for his excellent DAO map and
chatnoir17 for his excellent Japan Mod.
Download v0.1 (Compatible with DW 5.1)
Download v0.2 (Compatible with DW 5.1)
Download v0.3 (Compatible with DW 5.1) Up to date
Installation
Extract .rar into your EU3 main folder. Choose Il Principe from launcher and have fun.





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