Europa Universalis IV

Europa Universalis IV

38 ratings
Boby's Tweaks V2 (AKA Better Rebels)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
11.922 KB
May 29, 2016 @ 9:04am
Jan 13, 2017 @ 7:41pm
12 Change Notes ( view )

Subscribe to download
Boby's Tweaks V2 (AKA Better Rebels)

Description
I made this mod for myself is a collection of various changes and tweaks that just feel right to me. For the most part, that just means more rebels! Anyways, I'm sticking it up here in case anyone else likes these changes too :)

Here is a more detailed list of the changes (plausibly mostly accurate).

What: Rebel occupied territory will occasionally spawn new rebel units
Why: As they capture more territory it seems like they should be able to build and recruit from it.

What: Uprisings spawn less rebels.
Why: See above. Uprisings are easy if you crush them quickly and menacing if ignored too long.

What: Removed the 100 development limit for diplo-vassalise.
Why: The AI checks relative development anyways so this limit seemed strange to have.

What: Set the maximum crown colonies to 1.
Why: Let's you play as colonies from the very beginning (for the 3ish of you plus me who wanted to do that).

What: Uprising progress increases by %20 (rather than %10)
Why: Short term unrest (example: seperatism) should still be something to worry about.

What: "Distance between borders" diplomacy modifier reduced (like, a lot)
Why: In case you're playing extended timeline modern day and want world wars to be a thing.

What: Separatists are more probable than other rebel types.
Why: The world becomes stable and bloby after a while, new countries help make it feel more dynamic.

What: Base national unrest set to 3.
Why: A little less prodding is required for you to collapse into civil war.

What: Each level of stability changes unrest by 3.
Why: Helps counter the extra base unrest and gives you another option to stop revolts.

What: Overextention no longer increases unrest.
Why: Rapid expansion should make the game harder, not impossible.

What: The unrest effect of tolerance is decreased.
Why: Felt too high before

What: Having active missionaries increases intolerance for heretics and heathens.
Why: When you're the Ottomans and are trying to push the Christians out of your realm, they don't like it.

What: Decreased the prestige and unrest penalty for counter revolution countries.
Why: Gives the monarchies a fighting chance.

What: Corruption now increases unrest and it costs more to decrease it.
Why: Corruption used to be pay money to not lose money. Basically letting corruption grow was like taking out a loan.

What: The more corruption you have the slower it grows.
Why: Previously the thing to do was leave the fight corruption slider on max and forget about it. Now though there may be some cases where you want to leave it alone and avoid paying anything (cheaper, but at the cost of unrest)

What: Mercantilism now increases corruption. You can decrease mercantilism at the cost of stability.
Why: It seemed weird that mercantilism was just objectively good. Now there is some actual level of decision making with regards to letting it rise.

What: Doubled the unrest effect from horde unity/legitimacy
Why: These are the factors that could make or break a country historically. In game having low legitimacy or horde unity would just mean hitting the stability buttion a couple times

What: Doubled the unrest effect from unaccepted cultures.
Why: Cause it was neglect-ably low before.

What: Prestige now affects unrest.
Why: A good string of victories and a sense of national pride can sometimes be enough to keep a nation together (I'm thinking of Napoleon as an example)

What: WE costs nearly triple as much to decrease as before but only causes half as much unrest.
Why: 20 Unrest from a bad war? Even I say it's too much. WE should represent the effects of a hard fought war that last years, not just a few days until you hit the magic button.

What: Horde unity affects WE
Why: If the plunder keeps getting plundered then there won't be as much objection if a few people died in the process.

What: Stability costs 50% more to increase.
Why: I want to move away from the "magic button" solution to problems. You can still use stability to fix your rebel problem but it's gonna cost ya.

What: Gives all countries some extra monarch power and stability at the start.
Why: Stops countries from instantly collapsing.

I can't put a direct download here. But I can put it on the paradox forums and link to that the forum from here!
So go to the forum thread here if you want a direct download: Mod on Paradox Forums[forum.paradoxplaza.com]

I think that's about it, enjoy :)
Popular Discussions View All (2)
16
Jun 22, 2017 @ 11:33pm
PINNED: Whadya wanna see changed (AKA suggestions)
Emmiboo
13
May 29, 2017 @ 9:05am
PINNED: What aint working right (AKA Bug Reports)
Emmiboo
68 Comments
Cynic Jun 14, 2018 @ 4:02am 
I have remade this mod as it has been dead for a while here is the link to the current one https://steamcommunity.com/sharedfiles/filedetails/?id=1411354031&searchtext=cynictweaks
Anonymous Awesomeness May 31, 2018 @ 1:42pm 
Dropbox download doesn't work anymoore?
Aidansibylla Dec 23, 2017 @ 12:26pm 
WHY!?!??!?!?!!!
......... Nov 29, 2017 @ 2:36am 
will you update this?
humbleacadie Oct 11, 2017 @ 1:42pm 
Really interesting changes... almost fully agree with them
Akestro Sep 18, 2017 @ 9:20am 
Just do it he isnt gonne update this mod anytime soon
Cynic Jul 21, 2017 @ 1:03pm 
@Lord Bobyness Would you mind if I try and update this mod?
CanonDelightingUalways Jul 20, 2017 @ 4:27am 
update
Еуромантик Z Jul 6, 2017 @ 9:51pm 
update please))
Diamondhero253 Jun 3, 2017 @ 10:24am 
as if we need MORE rebels. its not like they dont already have double your force limit on spawning.