Europa Universalis IV

Europa Universalis IV

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Responsible Warfare
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7 févr. 2021 à 4h16
14 janv. à 9h45
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Responsible Warfare

Dans 1 collection faite par Zemurin
Historical Eurocentric Collection
7 objets
Description
"He who wishes to fight must first count the cost. When you engage in actual fighting, if victory is long in coming, then men's weapons will grow dull and their ardor will be dampened. If you lay siege to a town, you will exhaust your strength."
-- Sun Tzu


Responsible Warfare
A Victoria II Clamp Mod

For historical aficionados among the Europa Universalis IV community, who gaze at hundreds of thousands, even millions soldiers in standing armies roaming the map in 16th century with disgust, I proudly present this mod.

Inspired by Karrjaga's Voltaire's Nightmare reduction in provincial manpower, as well as Lunar Magister's Manpower Effects, this very light mod aims to drastically reduce the size, as well as raise the costs, of standing armies.

Goals of this mod
A simple goal can be put in but a single sentence: "Make Vic2 conversions suffer less on behalf of EU4's ahistoricity".

With less armies about, less ships, less manpower, Vic2 conversions are more realistic as less soldier POPs are created and economy doesn't bear the brunt of ridiculously overblown armies.

As far as EU4 is concerned, Regiment Camps and Barracks now matter. Impressment offices and Soldier's households even more so. Take heed when placing buildings of trade good effects in provinces. Rely more in FL increase from vassals. Also, coalitions against many small opponents are now deadly.

"Features" (rather, penalties)
  • Development grants half the manpower (and banners, and cawi),
  • Development grants half sailors,
  • Land force limit from provinces is quartered,
  • Naval force limit from provinces is quartered,
  • Land force limit and manpower from HRE states and Free Cities for HREmperor are quartered,
  • Similarly, land and naval force limit from Trade League members is quartered,
  • Banners use double manpower,
  • On the upside, rebel stacks are also smaller. A bit.
  • On a major upside, mercenaries only count 50% against the forcelimit. More or less.
  • Also, every fort level only now requires 2k soldiers (down from previous 3k).
But wait, not all is lost, some numbers are now larger!
  • Army maintenance costs are almost doubled,
  • Heavy ship maintenance costs are almost doubled,
  • Galley maintenance costs are almost doubled.
To add insult to injury, manpower levels now have effects:
  • Over 85%, they give 5% morale, representing abundance of replacements,
  • Under 15%, they give a stark -10% penalty to morale,
  • Under 5%, one enjoys the -15% penalty to morale as well as -5% penalty to discipline, representing untrained and unequipped replacements.

But Why?
As all clamp mods, none of this will stop the player, and this was never the goal.
  1. Players looking to roam with hegemonic levels of soldiers will simply not use this mod. That's perfectly acceptable.
  2. Players looking to play tall and see more smaller countries survive until Vic2 conversion will probably be pleased with these changes.
  3. Players looking to roleplay historically won't notice this mod exists.

Victoria 2 Conversion?
Yes. For those out of the loop:

See also:

Is this mod compatible with...?
Not a clue! If it is, cool, if it isn't, oh well. The mod is very light and alters only precious few bits needed to work, so it should be compatible with a vast majority of mods - and for this reason I can't make it compatible with anything that it already isn't. Why don't you try yourself and see?

For modders: Terms of Sharing or Altering
You are free to publish a variant of this mod, incorporate it into your work, change, alter, reduce, expand it in any way you wish, provided you credit me and include a link to this mod.
369 commentaires
Zemurin  [créateur] 9 mai à 15h21 
Sorry, I don't play BT and don't know the first thing about it.
DrHouse "The Plain" 9 mai à 5h25 
Can you make a Compatch for Beyond Typus?
Zemurin  [créateur] 21 avr. à 22h29 
Yes.
ÅℭℨÅℽ 21 avr. à 13h58 
Can I add this into the game mid-late game?
ÅℭℨÅℽ 21 avr. à 13h57 
Like the idea that troops quality matters more and late game isn't just a bunch of moving huge armies around but this mod absolutely kills Ottomans early on. 14k troops for Ottomans at that time? Really? They had 100K troops to siege Constantinople and at the same time sent armies of 20k to subjugate Skanderbeg and the Albanians.
UjinK 21 avr. à 10h22 
Vanilla's problem is not so much the numbers as it is the obnoxious micromanagement
Itachi Uchiha 20 avr. à 23h38 
I like the mod's concept for historical gameplay! It is silly to see 30 stacks rolling around before 1550, and creating smaller armies makes things feel more true to the period. I haven't played it for long, but do these armies eventually scale up towards the Napoleon period? Maybe we can counteract the mod's debuffs by focusing reg. camps and other such things by that point.

However, not being able to do hardcoded missions, as other users have mentioned, really breaks the illusion/fun for me. I personally would not recommend this mod for anyone looking to incorporate unique missions trees or even historical events into their gameplay.

In my case, I was unable to get claims on Constantinople and a few other early Ottoman missions. Again, i like the concept but I think I will just stick with Responsible Blobbing and Xorme for now.
Faker kk 11 avr. à 3h31 
I'll try to use this with ET to counter the lag of the latter startdates.
UjinK 29 mars à 1h52 
But is it impossible to make a modifier of hiring mercenaries only for AI? It seems to me that it is worth doing.
B 14 mars à 22h41 
the ai does often go over army limit is this intendet behavior? or could it be just anotehr mod messing with the ai behavior? i also have a question about load order, should this mod and Responsible Blobbing be the last mods on the load order to have the highest priority? at the moment Xorme - AI is the last mod on the laod order.