Europa Universalis IV

Europa Universalis IV

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Responsible Fantasy Warfare (Anbennar Submod)
   
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File Size
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21.711 MB
Feb 23, 2024 @ 7:28am
Jan 23 @ 4:45am
13 Change Notes ( view )

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Responsible Fantasy Warfare (Anbennar Submod)

Description
A mod that lowers force limit and manpower levels similar to the Responsible Warfare mod by Zemurin. It also adjusts all relevant missions and events, buildings etc. A nice side-effect is that this improves mid- and late-game performance.

Currently updated for 1.37.5 and Fires of Conviction. I also made a comp patch for Dwarven Knowledge so that the forcelimit buildings keep their reduced forcelimit when using that mod.

Rough overview of changes
  • Most events and missions related to manpower and forcelimit I could find have been adjusted for proper balancing and so that missions can be completed when they should. Overall most values have simply been halved. Let me know if you find something that needs adjustment.
  • Liberty desire from subject army strength has been adjusted. Overall it's probably still harder to keep a lot of subjects if you don't have a decent army yourself.
  • The requirement for the force limit age objective has been reduced. Other mods that change ages will overwrite this, not much I can do there.
  • Hegemon requirements have been adjusted.
  • Uncolonised provinces have half as many natives. This was mainly done to ensure that Dwarves can still colonise early on.
  • Battlemages have been nerfed. They are still very strong, but they aren't the completely unstoppable force they were before (i.e. their pips won't go over the vanilla pips). However, I certainly haven't caught all instances of battlemages being created, but I don't want to touch some of them to keep this compatible).
  • Quantity ideas now give flat 5 force limit per age, Offensive ideas give morale damage instead of force limit. This was done because stacking percentage force limit modifiers is very strong and can create huge gaps between army strength especially early in the game.
  • Mercs are weird to balance, I don't use them as much as I should so I don't actually know how balanced they are for players right now.

Compared to Responsible Warfare this mod does not
  • Give you forcelimit when hiring mercs (mercs are weird and hard to adjust without vanilla values).
  • Add modifiers related to your manpower level.
28 Comments
Serelia  [author] 8 hours ago 
@eeee outside of deleting a couple of files not, sorry. I might change it so that's two mods when the next big update drops, but atm you'd have to find the relevant files in the mod and delete them.
eeee 21 hours ago 
Is there a way to disable the changes to battlemages? I kind of liked them being OP.
Serelia  [author] Apr 21 @ 6:53am 
@Abortus Couldn't tell you, sorry, haven't used that mod in years. Just try it, I'd imagine the gov cap stuff should work just fine.
Abortus Apr 21 @ 4:44am 
Does respnosible blobbing by Zemurin needs a compatch/anbennar version or does it work just fine?
Serelia  [author] Apr 1 @ 6:34am 
Oh, woops lol. I'll try to remember to update it when I get back home in a few days!
guto8797 Mar 30 @ 2:55pm 
Love the mod, just noting that it breaks Duwarkani's mission, the "Paladins of the Sorrow". That missions requires you to disband your army completely, so the way that is set up in the files is that it has to be smaller than 1, but you halved it to 0.5, which apparently the game rounds down, so with the submod it reads "smaller than 0" and cannot be completed.
localimam Mar 2 @ 2:28pm 
I think the mod disable Transmutative Path province interactions. Cannot make chi wells on provinces unless I disable this mod.
Serelia  [author] Feb 6 @ 3:12am 
@GabeC Okay I checked, must be a conflict, they are working fine for me!
Serelia  [author] Feb 5 @ 6:29am 
@GabeC I don't think I did, either it's another mod overwriting ideas too or I made a mistake somewhere. I'll be home tomorrow to double-check!
GabeC1997 Feb 4 @ 9:07am 
Ah, did you change Offensive Ideas back to normal, or did my game just fuck up somehow?