Hi! This is my first attempt of a megacampaign. As the title suggests, I'll be playing as Ireland (or maybe under a different name depending on my modding). The CK2 game was my first attempt at the game so it was a rather interesting experience to say the least. This will also be my first time playing EU4 so I'll be learning as I go. I have played EU3 in the past but there are enough differences for this to be a completely new experience.
I will be doing things a bit differently where I'll be doing this in parallel with my CK2 AAR. I have completed the actual CK2 game but the AAR is progressing at a much slower pace. While my CK2 AAR focuses on Ireland, this EU4 AAR will be focusing on the of the world outside the regions with Irish provinces leading up to the start of the EU4 gameplay while I work on the modding of the game to suit the start I have in mind.
I am currently using a friend's EU4 game for the maps to be shown. I will be transitioning into the actual EU4 gameplay once my CK2 AAR ends and I get the EU4 game along with the DLCs during special sales (I will update once I get these). This AAR will be narrative style and the backstories should take awhile to cover. Because I wasn't paying attention to the world outside my immediate vicinity during my CK2 game, I will be making up the backstory completely from scratch.
Below are the changes (no particular order) I'll be modding for the game.
I will be doing things a bit differently where I'll be doing this in parallel with my CK2 AAR. I have completed the actual CK2 game but the AAR is progressing at a much slower pace. While my CK2 AAR focuses on Ireland, this EU4 AAR will be focusing on the of the world outside the regions with Irish provinces leading up to the start of the EU4 gameplay while I work on the modding of the game to suit the start I have in mind.
I am currently using a friend's EU4 game for the maps to be shown. I will be transitioning into the actual EU4 gameplay once my CK2 AAR ends and I get the EU4 game along with the DLCs during special sales (I will update once I get these). This AAR will be narrative style and the backstories should take awhile to cover. Because I wasn't paying attention to the world outside my immediate vicinity during my CK2 game, I will be making up the backstory completely from scratch.
Below are the changes (no particular order) I'll be modding for the game.
-Taxes, production and manpower improved for provinces Munster and Meath due to their importance in CK2.
-Indian Peninsula will not be changed at all
-Favors to increase trust: 20
-Favor cost for AI to enter war: 20
-Trust lost for dishonoring call to arms (caller): 30
-Trust lost for dishonoring call to arms (others): 0
-Trust lost for not giving land when promised: 30
-Trust lost for separate peace: 30
-Peace cost for vassalizing tripled
-Peace cost for releasing annexed nation halved
-Peace cost for forming union: 80
-Fraction of war score for war goal: 0.9
-Years to integrate vassals: 20
-Liberty desire where no diploannex progress is made: 30
-Regular colony growth: 1
-decline of Byzantium modifier: meant to cause the collapse of Byzantium
-decline of Seljuk modifier: meant to cause the collapse of Seljuk
-hurting for men modifier: negative effects if less than 10% of total manpower
Espionage Idea:
-agent training: +1 diplomat, +1 diplomatic relations
-efficient spies: +50% spy network construction, -10% advisor cost, +10% fort defense
-bonus: +50% rebel support efficiency, -1% prestige decay
Maritime Idea:
-ship's penny: -20% ship cost
-merchant marine: +50% national sailors modifier, +1 merchant, +10% trade efficiency
-bonus: ship repair, +15% trade range
Quality Idea:
-bonus: +5% discipline, -33% land attrition
Quantity Idea:
-mass army: +50% national manpower modifier, -10% discipline
-expanded supply trains: -5% land attrition
Naval Idea:
-naval glory: +100% prestige from naval battles, +1 prestige yearly, +5% trade efficiency
-superior seamanship: +15% morale of navies, +20% trade range, +1 merchant
-bonus: +10% ship durability, -10% ship cost
Economic Idea:
-bureaucracy: +15% national tax modifier
-organized construction: -15% build cost
-nationalistic enthusiasm: -15% land maintenance modifier
-Indian Peninsula will not be changed at all
-Favors to increase trust: 20
-Favor cost for AI to enter war: 20
-Trust lost for dishonoring call to arms (caller): 30
-Trust lost for dishonoring call to arms (others): 0
-Trust lost for not giving land when promised: 30
-Trust lost for separate peace: 30
-Peace cost for vassalizing tripled
-Peace cost for releasing annexed nation halved
-Peace cost for forming union: 80
-Fraction of war score for war goal: 0.9
-Years to integrate vassals: 20
-Liberty desire where no diploannex progress is made: 30
-Regular colony growth: 1
-decline of Byzantium modifier: meant to cause the collapse of Byzantium
-decline of Seljuk modifier: meant to cause the collapse of Seljuk
-hurting for men modifier: negative effects if less than 10% of total manpower
Espionage Idea:
-agent training: +1 diplomat, +1 diplomatic relations
-efficient spies: +50% spy network construction, -10% advisor cost, +10% fort defense
-bonus: +50% rebel support efficiency, -1% prestige decay
Maritime Idea:
-ship's penny: -20% ship cost
-merchant marine: +50% national sailors modifier, +1 merchant, +10% trade efficiency
-bonus: ship repair, +15% trade range
Quality Idea:
-bonus: +5% discipline, -33% land attrition
Quantity Idea:
-mass army: +50% national manpower modifier, -10% discipline
-expanded supply trains: -5% land attrition
Naval Idea:
-naval glory: +100% prestige from naval battles, +1 prestige yearly, +5% trade efficiency
-superior seamanship: +15% morale of navies, +20% trade range, +1 merchant
-bonus: +10% ship durability, -10% ship cost
Economic Idea:
-bureaucracy: +15% national tax modifier
-organized construction: -15% build cost
-nationalistic enthusiasm: -15% land maintenance modifier
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