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Difficulty-and-AI

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