Europa Universalis IV

Europa Universalis IV

Optimized Rebalance
leoaleq  [开发者] 2018 年 12 月 25 日 上午 10:02
Extended Description
Overview of the major rule changes and their justification
  • The states are severely reduced at the start of the game
    The states are pretty much like the duchies in Crusader Kings 2. So for a duchy only 1 state is enough. For a kingdom, 2 states are enough, and for an empire 3. Additional bonuses from the government type apply normally.

  • Advances in Administrative Technology do not increase significantly the number of states
    Every time the normal game gave 2 to 5 states as bonus for the advancements in the administrative technology, this mod gives only 1. There is no need for ending up the game with available states able to cover the whole Asia. It didn't feel realistic to me having a country in the 1800's able to administrate such a huge are without any flaws.

  • Aggressive Expansion impact increases with the government rank
    The concept here is that a duchy which wants to expand can be forgiven more easily than an empire. For the same expansion, an empire terrifies people much more than a duchy.

  • Manpower Recovery Speed decreases as the government rank increases
    Going to an offensive war should not be taken lightly. An empire has additional mobilization issues than a duchy, and this is what this rule reflects.

  • Fabrication of claims needs a network of 90 spies
    In the original game it is easy for everybody to set up a spy network and withing a short period of time initiate a propaganda that would claim a nearby region. As it takes years of waiting in Crusader Kings 2, I found it extremely useful to imitate this fact. Increasing the required spy network was the key. Now claims fabrication takes years, effort, and planning.

  • The imperialism casus belli is now valid after Diplomatic Technology 29 (1790)
    This casus belli reflects the Napoleonic wars. For some reason in the original game it becomes valid with the Diplomatic Technology 23, at 1700. The result is that the big countries after 1700 can initiate any offensive war which leads to annexation after 1700, so at this point small countries are cleared out of the map. This shift reduces significantly the impact of this casus belli.

  • The nationalism casus belli is now valid after Diplomatic Technology 31 (1820)
    Historically nationalism appeared in Europe in early 1800's and matured about 50 years later. I see no reason to be set in 1700 (as Diplomatic Technology 23 indicates).

  • Institution spread for non Europeans is reduced from 5% to 15%
    This is a lite version of the Realistic Institution Spread (No Voltaire in Kongo) mod. It gives the technological variability required so that the Europeans won't find modern muskets in Africa, America etc.

  • Diminishing manpower recovery speed
    Inspiration came from the Fairer Blobbing - Diminishing Returns on Development mod. As the development grows, urbanization makes people less willing to join the army.

  • Constant diplomatic and military options
    For any government type: diplomatic_upkeep + diplomats + free_leader_pool should be constant. This means that Duchies now receive an extra 2 diplomatic_upkeep, kingdoms receive 1 additional diplomatic_upkeep (as they already have 1 diplomat from the original game rules), and empires do not receive any bonuses, as they already get 1 diplomat and 1 military leader from the original game rules.

  • No annexation for trade and humiliation wars
    Trade and humiliation wars are mainly to boost prestige, so annexation is prevented (as of pre v1.23.0.0). However, they can still be used as a mean of demanding provinces. Players seem to love annexation, and so does Paradox, but not me.

  • Claims Fabrications restrictions
    It turns out that the easiest thing one has to do in the game in order to expand is to fabricate claims on another province, and then declare war based on these claims. I am not sure if I am going against historical examples, but I decided that there should not be any claims fabrication after Diplomatic Technology 5 (1466). It was so easy and so common... Moreover, Duchies have and extra 50% spy defense, kingdoms an extra 45%, empires an extra 40%, and tribal governments have an additional 30%. Finally, the conquest casus belli, which comes after the fabrication of claims, requires that both the attacker and the defender have the Feudalism Institution. Don't worry... You won't miss the war at all!

  • AI uses historical idea groups
    A flag that is now activated, bounding the AI to its historical role.
最后由 leoaleq 编辑于; 2019 年 9 月 2 日 上午 9:08
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leoaleq  [开发者] 2018 年 12 月 25 日 上午 10:16 
Minor rule changes
  • Stability cost modifier increases with the number of cities
    Obviously, the more cities a country has, the more difficult the stabilization becomes. The inspiration was again from the Fairer Blobbing - Diminishing Returns on Development mod.

  • Prestige decay decreases as the government rank increases
    The idea behind this rule is that duchies need more effort to maintain high prestige compared to empires.

  • Development cost increases dramatically when at war
    War, sieges, and blockades increase the development cost by 20% to 50%. This increase is accumulated.

  • Republics do better in manpower recovery speed
    A 10% bonus to manpower recovery speed is given to republics. As people are closer to the decision makings, so the war can partly be considered as their decision and therefore the show more willingness to fight for it.

  • Republics at war [thanks to Jlitton83]
    Republics lose 5% republican_tradition when they are involved in a war, and an additional 10%, when they are leading an offensive war.
最后由 leoaleq 编辑于; 2019 年 9 月 2 日 上午 9:08
leoaleq  [开发者] 2018 年 12 月 25 日 上午 10:41 
War rule changes
  • Raised the province development Aggressive Expansion cap
    In the original game, any province with development above 30, counts as 30 for Aggressive Expansion penalty. This cap was raised to 50.

  • Shortened the months before total occupation
    Before 60 months the attacker occupying the wargoal was not able to achieve 100% warscore. This period has been shortened to 36 months.

  • Disease impact on siege increased
    In a case of a disease outbreak during the siege, the impact used to be 5%. It has been raised to 10%.

  • Raised the warscore from occupying the wargoal
    This used to be 5, now is raised to 12. This shortens the duration of war. Inspired by Cae's Expensive Wars.

  • Raised the warscore from winning battles
    This used to be 3, now is raised to 8. This increases the role of the battles. Inspired by Cae's Expensive Wars.

  • Raised the maximum warscore from battles
    This used to be 40, now is raised to 200. So a 100 warscore can be achieved only by winning battles, without any need of occupation. Inspired by Cae's Expensive Wars.

  • Raised the war enthousiasm low threshold
    This used to be 0, now is raised to 10. More desire for peace for someone who is losing the war.

  • Readjusted the suppression by different army units
    It used to be 0.25 for all. Now it is 0.40 for Infantry, 0.25 for Cavalry, and 0.10 for Artillery. The sum is the same but the balance is now different.
最后由 leoaleq 编辑于; 2019 年 9 月 2 日 上午 9:10
leoaleq  [开发者] 2018 年 12 月 25 日 上午 10:41 
[Reserved for future use]
leoaleq  [开发者] 2018 年 12 月 25 日 上午 10:41 
[Reserved for future use]
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