EU4 mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2453967654
Content:
- Added 10 Idea slots in a balanced way.
- Tweaks to ideas and policies, to make more idea groups relevant.
- 5 New Estates; Mamluks, Janissaries, Ghulam's, City States, Nomadic Aristocracy.
- Added optional Auto Development decision, that develops the cheapest province at monarch point cap. Works for both the Players and AI. Big thanks to LoStack for implementing it. ( https://github.com/stackpoint/Dev-Click )
- Added 5 terrain types to the game, replacing most of the vanilla ones, reworking problem areas of the map. The source of the Images is CK3 and I:R.
- Small map & trade region changes. For example CoT and starting Fort in Paris.
- Monarch point bonus from Consort if consort skills are higher.
Republic Election Changes:
- Elections Candidates will have randomized above average stats.
- Reelecting the same candidate will increase random stat by 1. Reelection cost increases over time.
- Enabling estates for Trade republics.
Nomads:
- Adding 2 new eastes for Nomads and Nomads like government types and cultures. City States and Nomad Aristocracy.
- Enabling Clergy for Hordes that have organized religion.
- Nomads or Tribal Federations always have access to Tribes estate. Steppe cultures still can get acces to Tribes estate as long as they own steppe provinces.
- Removing banners reinforcement speed penalty, mainly for gameplay reasons. Reducing the amount of available banners.
- Hordes combat bonus in plains is reduced to 10% shock damage, and penalty to -10% shock damage.
- Horde unity should be easier to maintain.
- Adding Dzungar khanate as possible formable for Oirats with unique NI’s.
Asia:
- Buffing Mandate reforms slightly limiting mandate lost from devastation
- Celestial Empire will lose 5 Mandate for losing a war.
- Adding 2 more Important Chinese Cities, and corresponding penalties for not controlling them.
- Limiting tributary interactions, monarch point tribute is capped at 6.
- Laying down ground work for AI to form Qing and fully conquer China.
- Changing names for several countries in the region to more appropriate historical counterparts.
- Decision to reform Shogunate to simulate centralized nature of Tokugawa Shogunate a bit better.
Middle East:
- New Estates for Major powers in the region. Mamluks, Janissaries, Ghulam's.
- Tribal Governments and Ardabil are getting acces to Tribe estate.
- Reducing requirements for Unite Islam decision, turning it on for AI with exceptions of Ottomans and Mamluks.
Buildings:
- Ramparts and State House are no longer considered as manufactries. Both have a limit per state and no special bonus from trade goods.
- Ramparts gives 1 fort level and 15% for defense. Defence edict was nerfed a bit to compensate.
- Reducing flat manpower from Soldiers Households from 750 to 600.
- Naval Battery provides Statewide Block on Slave Raids, but can only be built in a province with Fort. In addition Provides a minor amount of fort defense 10-15%.
- University provides Statewide -10% to local development cost, in addition to provincial -10% to local base development cost. Limited to 1 per state, building cost incised to 500.
Gameplay and Balance changes:
- Added 10 Idea slots in a balanced way.
- Tweaks to ideas and policies, to make more idea groups relevant.
- Major reduction of the amount of Discipline, Force limit and Manpower in the game. For performance and gameplay reasons.
- Small adjustment to cavalry pips, mostly adding defensive pips in a late game.
- More meaningful advisers, weaker Advisers have more to offer.
- Major Mercenary company Rebalance. Adding additional requirements to most unique mercenary companies and making them stronger. Adding new mercenary companies.
- Light tweaks to Basic Government reforms.
- Effect of corruption was reduced to 1/5 of original game values, and AI is less willing to use debase currency.
- Increased base supply limit by 2, AI tends to have more troops with this mod.
- Adds leaders without upkeep from various sources.
- Custom Ruler traits. Restricting Ruler traits distribution, rulers with high stats are less likely to get negative traits.
- Reducing the price of Coal, getting Coal in a province should automatically delete existing outdated manufactory.
- Fixes and tweaks to Hegemon’s. Preventing AI from claiming Eco hegemon after getting some cash in a peace deal.
- Small touch to Muslim faith, reworking old convert decisions and enabling it for AI.
- Increasing duration of Muslim Schools bonuses by 10 years.
- Buff to Marines, marines will have -10% shock damage received.
- Changing naval doctrines a bit.
- Small changes to trade regions, Bordeaux is an end node, White sea flows into Novgorod.
- Nerf to trade propagation, from 20% to 10%. It makes Inland trade nodes much more viable.
- Naval attrition is reduced to 5%, as it’s currently bugged and ticks 2 times per month.
- Small Adjustments to Monuments.
- Various small exploits and bug fixes. If we know about it and it can be fixed.
Everything AI:
- Added difficulty scaling and settings screen.
- Added AI expansion planer.
- Enabled and updated AI building script.
- AI is more aggressive on higher difficulty.
- Stopping AI from releasing a bunch of vassals when it exceeds governing capacity.
- No debase currency.
- Restricting AI army movements a bit, AI should behave more defensively.
- Improved AI building logic, AI should build manufactory in every province.
- More aggressive AI logic for new Estates, the bottom line for AI is 10% crown land.
- Added AI events that disbands Mercenary Companies. ( Temporary workaround )
- Added AI scripting that upgrades Forts and deletes redundant Forts.
- Fix for logic behind Religious interaction. Orthodox Icons and Anglican aspects.
- Some AI personalities can dev push institisions.
- Increased AI budget fraction for missionary maintenance.
- Lowering early game cannons ratio for AI.
- Lowering AI transport ship ratio.
- AI should use guarantee less often.
- Changed AI reasons for giving subsidies, AI will prioritize sending it to Allies in debt.
- Increasing AI score for accepting cultures.
- Enabling various decisions for AI.
- Reducing bonuses for Lucky nations, mainly 25% manpower recovery was changed to 10%.
- AI Pope can now use the Investigate Heresy button, with 10 years cd on it.
- AI will get less Army professionalism from hiring generals.
- Increase Autonomy and Harsh treatment interactions are disabled for AI.
- Various small AI fixes.
Known problems
- AI is not claiming DoF at all.
- AI doesn't like using Edicts, same issues as in 1.30.
Special thanks to ppl who helped us test development build and provided feedback along the way: Atwix Derrurak