Europa Universalis IV

Europa Universalis IV

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Cavalry Redux 2.0 - A Cavalry Rework Mod (1.32)
   
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1.774 MB
May 27, 2021 @ 5:37pm
Jan 8, 2022 @ 1:25pm
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Cavalry Redux 2.0 - A Cavalry Rework Mod (1.32)

Description
I think it is clear to a lot of EU4 players that cavalry are in almost every way not really worth the hassle.
They cost 2.5 times as much, cannot assault forts, and due to how tech scaling is handled they barely do any more damage than their infantry counterparts a lot of the time (before modifiers of course).

I have pondered these issues for quite some time, and while there might be easier ways to implement them, these are my ideas for how to fix cavalry!

Main Features:
  • Cavalry-to-infantry ratio is reduced by 30% for everyone (1)
  • "Insufficient support" is now called "Protected Flanks", and grants +10% tactics to whichever side of a battle achieves it. (the red minus symbol will still be there, but is now a good thing! now shows accurately!)
  • Revised cavalry damage scaling tied to mil tech level (2)
  • Increased AI minimum desired cavalry amount from 5% to 10%, and maximum from 50% to 75% (so they actually make use of the changes)
  • Speed of cavalry increased to add an incentive for detaching them to chase or scout (CAVALRY_SPEED = 1.0)
  • Should work with most (non-total conversion) mods out there! (3)
  1. This means that most nations that aren't hordes, sunni, tengri or a combination thereof will be at 20% ratio.
    For those nations with access to higher amounts there are modifiers that kick in to represent your nation's reliance on cavalry.

  2. Several mil tech breakpoints are in kind terms, scuffed. So i put together a spreadsheet where i compared the relative shock/fire modifiers of infantry and cavalry throughout the game to pinpoint where to buff and where not to.
    You can give these a look for yourself with the links below.
    VANILLA: https://docs.google.com/spreadsheets/d/1N8ekURF7Kzqo7zjb9jnSSMAFEs5yTeMwZz2qJo6UkhY
    MOD: https://docs.google.com/spreadsheets/d/1BMXPu1YurL68Df5bDNVvIsD45_uqlM6YguHDyH5V7QU

  3. The mod uses hidden events and event modifiers to simply counteract vanilla stats and modifiers.
    For example at mil tech 2, a hidden event (MTTH = 1 day) will add a buff of 0.2 cavalry shock. and will later at tech 8 remove it after the same delay.

TODO:
  • Re-do the cavalry-to-infantry tweaks to a new system (not all countries will have 20% as their starting ratio) instead cavalry oriented nations should get access to various cavalry related effects based on how high their ratio is. (this should also hopefully alleviate unintended effects of playing with mods that grant cavalry-to-infantry ratio)
  • Add compatibility to any major mods that may indirectly cause gameplay issues due to added modifiers, possibly anbennar (this could take some work....)
  • Create a 'Lite' version of the mod which only includes the damage tweaks and nothing else (for maximum compatibility with other mods)

Feedback would be very much appreciated! :D

Changelog:
  • 1.0: Initial release
  • 1.1 (29/05-2021):
    - 'Insufficient Support' penalty renamed to 'Protected Flanks' as the effect is reversed with this mod (this includes several localisation mentions of this effect)
    - Plus/minus icons in the battle screen indicating having or not having this modifier have also been flipped for the same reasons
  • 1.2 (30/05-2021)
    - Snuck in a tweak to the AI so that they hopefully stop releasing vassals due to being above governing capacity. because i'm just getting tired of it.
  • 1.2.1 (31/05-2021)
    - [FIX] Issue where non-english versions of the game had alot of english localisation has been resolved.
  • 2.0: (08/01-2022)
    - The biggest change in this update is the rework of how i've decided to handle cav-to-inf ratios. Instead of trying to force everyone down to 20% i have added triggered modifiers based on how high your ratio is (picture included at the top), secondarily base cav cost has been increased from 25 to 30 and there has been added a minor adjustment (nerf) for tech 11 to 13.
Popular Discussions View All (2)
3
Apr 16, 2022 @ 6:24am
PINNED: Suggestions
proferty
0
Jan 8, 2022 @ 8:13pm
PINNED: Issues/Bugs
proferty
51 Comments
JFK is AFK Oct 22, 2023 @ 3:06am 
Hi could you please make a mod that only increase the moving speed of full cavalry troop? Or please tell me which code in this mod made this possible? thanks a lot.
Aedelbrecht von Hassel Oct 20, 2023 @ 9:44am 
Hey I was looking into integrating this mod into my own MP mod (for my friends) and as I was looking into the mod files I noticed that the "global_modifier_value = cav_to_inf_ratio" doesn't seem to be working anymore (maybe Paradox changed how it works?). Any idea of solutions to this?
Repixirq Sep 13, 2022 @ 5:28pm 
please make the blue jacket 1800's ottoman reskin unit
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 Sep 5, 2022 @ 11:11pm 
:C
Chaplain Silas Drake Jun 30, 2022 @ 6:02pm 
Please update this great mod.
door Jun 26, 2022 @ 5:43pm 
update?
EmeraldPhoenix Jan 25, 2022 @ 1:49pm 
Does anybody have a bug where custom terrain pictures don't work with this mod installed?
EmeraldPhoenix Jan 14, 2022 @ 8:32pm 
Nice! I liked the way this gave at least *somewhat* of an incentive to having more balanced armies. I love this game, but the combat is pretty garbage; it boils down to 'how many cannons can you build.'
proferty  [author] Jan 8, 2022 @ 1:37pm 
@EmeraldPhoenix, lucky you, i've just updated it =)
EmeraldPhoenix Jan 4, 2022 @ 9:40am 
Hope you'll come back to this mod, it was really cool.