Europa Universalis IV

Europa Universalis IV

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Optimized Rebalance
   
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2017 年 10 月 26 日 下午 1:30
2019 年 2 月 12 日 上午 10:45
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Optimized Rebalance

描述
The aim is to restore the historical balance which is lost in the original game, by making few simple rule changes. Many simulations were ran till the current state has been stabilized. Crusader Kings 2 and other mods has given some inspiration.


In the original game, large countries tend to become larger, and swallow the small ones near their borders. Overhaul mods have been developed which restore the balance, at the cost of making the game too complicated, so a long sequence on new rules have to be memorized. Moreover, the overhaul mods are not compatible with the 99% of the other available mods.

The concept of this mod is simple and straightforward: make as few rule changes as possible, in order to end up with a map which looks like the historical one, given that no human players are involved in the game. As the start date is considered the year 1444, and as the end date is considered the year 1821. Dozens simulations have been ran for this mod, using the original map, on the "observer mode" from the day 0 of the game. The final result is that the various small countries in today's Italy, Germany, still survived to 1821, and there are also medium sized countries in Central Africa. Russia, the Ottoman Empire, and the Ming Empire are still holding expanded borders and there are no obstacles in colonization. Finally, observing each game throughout, it became obvious that non European technology groups were lagging in technology, without the European countries invading them; and the reformations in the Catholic Church were spread extensively in Northern Europe. I took care of the Central African countries, to remain intact (as much as possible) by the end of the game.

In conclusion, this is the mod I am going to play from now on, till I see some decent mechanism in the original game which discourages blobbing. This mod doesn't make blobbing impossible, but increases the expansion penalties as the country gains in size.


Overview of the major rule changes and their justification
  • The states are severely reduced at the start of the game

  • Advances in Administrative Technology do not increase significantly the number of states

  • Aggressive Expansion impact increases with the government rank

  • Manpower Recovery Speed decreases as the government rank increases

  • Fabrication of claims needs a network of 90 spies

  • The imperialism casus belli is now valid after Diplomatic Technology 29 (1790)

  • The nationalism casus belli is now valid after Diplomatic Technology 31 (1820)

  • Institution spread for non Europeans is reduced from 5% to 15%

  • Diminishing manpower recovery speed

  • Constant diplomatic and military options

  • No annexation for trade and humiliation wars

  • Claims Fabrications restrictions

  • AI uses historical idea groups


Minor rule changes
  • Stability cost modifier increases with the number of cities

  • Prestige decay decreases as the government rank increases

  • Development cost increases dramatically when at war

  • Republics do better in manpower recovery speed

  • Republics at war [thanks to Jlitton83]


War rule changes
  • Raised the province developmet Aggressve Expansion cap

  • Shortened the months before total occupation

  • Disease impact on siege increased

  • Raised the warscore from occupying the wargoal

  • Raised the warscore from winning battles

  • Raised the maximum warscore from battles

  • Raised the war enthousiasm low threshold

  • Readjusted the suppression by different army units


Compatibility
  • Feel free to use this mod along with other mods which do not affect the core rules

  • Avoid using this mod with other mods which affect the historical balance


Always open to structured comments and discussion!
See the Extended Description for a justification of the rule changes.
Needless to say that this mod is NOT Ironman compatible.

Enjoy!
热门讨论 查看全部(1)
4
2018 年 12 月 25 日 上午 10:41
Extended Description
leoaleq
73 条留言
leoaleq  [作者] 2020 年 6 月 23 日 上午 8:29 
Guys please give me some time. The mechanics have changed significantly since the last time I updated it. I am not sure if claims fabrication apply any more. And I see no states, I believe it has been substituted with governing capacity. I need to play and study the new setup.
Sullivas 2020 年 6 月 21 日 下午 6:56 
Please update
Elemmor 2020 年 6 月 12 日 下午 9:42 
update pls
leoaleq  [作者] 2019 年 4 月 19 日 上午 9:07 
@Calico Jack Thanks for the feedback and your encouraging words!
Richard Hudson 2019 年 4 月 19 日 上午 6:44 
Great mod! I have not had any issues as of yet with it.
leoaleq  [作者] 2019 年 2 月 13 日 上午 10:39 
Updated for v.1.28.3, with some additional changes. Now AI uses historical idea groups. Moreover, the war rules have changed, favoring attrition, and battles over occupation.
Please give me your feedback.
leoaleq  [作者] 2019 年 1 月 4 日 上午 11:31 
@Mayo Hmmm... Yes, you have a point. I will need to investigate. Possibly the creation of a brand new casus belli would help, although this is something I would like to avoid. I will get back the following days.
Pepega 2019 年 1 月 4 日 上午 8:09 
Oh no I dont mean mexican natives fabricating claims on each other. Im talking about European colonial powers fabcricating claims. They just colonise around mexico and simply ignore them. Even though in real life they were swallowed up fairly quickly.
leoaleq  [作者] 2019 年 1 月 4 日 上午 3:05 
@Mayo Well, the whole point of this mod is to move away from the claims fabrications and consecutively the easy wars. I believe that historically the natives in Mexico didn't fabricate claims on each other, or if that happened, it was not as easy as it appears to be in the vanilla game.
Pepega 2019 年 1 月 3 日 下午 1:45 
Since theres so many natives in Mexico i think the AI just has a hard time fabricating up to 90 for all of them. Though I will try running a sim with the AI difficulty on hard and see if they fabricate more aggressivley