Europa Universalis V

Europa Universalis V

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Metropolitan Government Policies
   
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11 月 22 日 上午 5:41
11 月 28 日 上午 9:53
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Metropolitan Government Policies

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描述
📌 Metropolitan Government Policies/Reforms

Metropolitan Government Reforms expands the depth of late-game government management by linking the strength of a nation’s bureaucracy to the development of its capital city.

Instead of treating the capital as just another province, this mod turns it into the political heart of the nation, unlocking new layers of reforms as the capital grows from City → Metropolis → Megalopolis.

🔹 New Reforms Included

B-Tier: Military Schools, Commercial Chambers,Subject Integration Bureau, Temple of Authority, High Court Inspectors, Economic Syndicates, War Directorate

C-Tier: Metropolitan Strategic HQ, Council of Great Houses, Global Trade Hub, Academic Consortium, Urban Planning Authority, Treasury Secretariat

D-Tier: Imperial Legions Doctrine, World Trade Directorate, Cultural Hegemony Edict, Imperial Central Authority, Megalopolis Economic Overdrive, City of Cities Charter

🏛 What this mod adds

A fully structured government reform progression based on the rank of your capital:

Reform Tier Requirement Count
Tier B Always available 7
Tier C Capital must be Metropolis 6
Tier D Capital must be Megalopolis 6


All reforms are carefully balanced — strong bonuses come with meaningful trade-offs, just like in vanilla.

🔑 Capital Progression Requirement

Only the C-Tier (Metropolis) and D-Tier (Megalopolis) reforms require a capital of that rank.

All A-Tier and B-Tier reforms work exactly like vanilla reforms and can be selected regardless of capital rank.

In short:

You do not need a Metropolis or Megalopolis to enjoy the mod —
but the stronger reforms are earned by developing your capital.

⚔ Design Philosophy

This mod encourages a different type of progression:

Not just conquering land, but cultivating the capital

Not only military snowballing, but administration, culture, and diplomacy

Rewarding players who build tall as well as wide

A powerful empire starts with a powerful capital.

🧩 Compatibility

Fully compatible with vanilla

Works with ongoing saves

Only conflicts with mods that overwrite the same reform files

Reform icons and scripts are modular for maximum compatibility

🗺 Recommended Playstyles

This mod fits especially well for:

Trading republics

Cultural and diplomatic empires

“Tall play” campaigns

Late-game statecraft and roleplay

🗨 Feedback & Suggestions

All feedback is welcome — especially balancing notes, new reform ideas, and compatibility reports.
If you enjoy the mod, leaving a rating helps visibility a lot. ⭐

Thanks for playing — and remember:

Empires are forged not only by wars, but by the city that governs them.
12 条留言
2810267296 11 月 29 日 上午 5:45 
c and d conflict
^Sturm  [作者] 11 月 28 日 上午 9:53 
Big thanks to **d0sada** for helping track down the crash source and contributing fixes.
The update is now live — please let me know if you run into anything else.
QuadKings 11 月 26 日 上午 10:49 
Oh yeah, the costs for some of these look insane on paper, the way the modifiers work, but the economy was so busted that you could actually make them work if you were already winning the game hard. There was one that gave 20% or 25% extra cost of court. The bonuses are cool and all but it's hard to predict by how much your costs will rise with such modifiers. Also when the modifiers are so great, there are massive income swings if you have to pay full cost for legitimacy increase if it gets under 100
^Sturm  [作者] 11 月 26 日 上午 8:23 
@SgtPeppersSoul thank you for your comment.Will tune the cost a little bit lower.Will try to add beligerent also. Will update in a short time.
SgtPeppersSoul 11 月 26 日 上午 6:36 
Love this, but some of the penalties on the high level ones are overtuned. Like +25% cost of court or expected diplomacy cost is insane, even for 30% crown power.

Also, I think "expected diplomatic spending" is additive, so it's not "Spend 25% more money" it's "25% more of your tax base needs to go to this", in a game where the base cost is 10%. Meaning taking that policy takes you to 35%, for a nearly 300% increase.

Also, I think some of the policies should trend towards belligerent rather than towards land. It's a value that there are fewer things pushing towards and all the land movement makes it a pain to move towards the navy, which for some empires is vital.
^Sturm  [作者] 11 月 23 日 下午 4:55 
Lowered the growth and threshold greatly. Should be OK in the current state. Buffed some of the low-level reforms. Fyi.
^Sturm  [作者] 11 月 23 日 下午 4:47 
@QuadKings thank you for the information. Will fix in the next update.
QuadKings 11 月 23 日 下午 4:04 
Hi, amazing mod, as always. Just quick note. The supreme cultural Hegemony reform, pretty much makes your nation explode. The 20% Rebel Growth and Threshold pretty much means that anyone that might revolt will and progress to rebelion in about 5 months.
牛奶大魔王 11 月 22 日 下午 8:18 
Greeting! I have translated this and 「Metropolitan Estate Privileges」 in EU5 mod Chinese submod.
Would u include a line in the description?

Here's my Chinese translation:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599706198
smirkyshadow 11 月 22 日 下午 12:25 
Ok by the way when you make laws, you should make new law groups, rather than adding laws to existing law groups, for compatibilty

if your mod adds a law to an existing law group, then it will be completely incompatible with any mod that adds a law to any existing law group