Europa Universalis IV

Europa Universalis IV

Poignant Pirates
Showing 1-5 of 5 entries
Update: Apr 2, 2022 @ 9:10pm

Updated for 1.33.2

Due to craziness, I haven't put enough TLC into this mod since Leviathan dropped. 2 DLC later and I finally updated it, but had to trim a bit of incompatible fat in the process.

Major Changes for 1.33.2:
- Removed Map/Provinces changes for the moment, as the newly added provinces have caused conflicts.
- I was never happy with the initial outcome of the heightmaps, so this is a good opportunity to start fresh. Yes...all in the plan.
- Not Laziness or an aversion to messing with heightmaps again.
- Cleaned up the Free Port progression mechanic a bit. It still feels a bit overtuned, but it is functional again for now.
- Refined the Free Ports and Naval Monarchy mechanics a bit.
- I quite enjoy this method of automatic republic propagation, but there were some features not properly firing that I noticed while updating the mod. This should now be cleaned up.
- Refined the Pirate Cove creation CB, Vassal Interaction, and Reforms. They should now correctly swap to Pirate Republics.
- Various value tweaks that seemed more outrageous than the rest - as noted, most values are still a bit overtuned, but these were egregious offenders.

Minor New Features:
- Refined the Fencing Ports Reform.
- Now, Pirate Republics with this reform selected will be able to utilize the Create Trade City mechanic to spawn a special type of Free Port that provides improved goods produced alongside joining your Trade League. I have never been entirely thrilled by this mechanic, but from initial tests, it is a "good enough" state for now in use and theme. In the future, I plan to revisit the accompanying event to make this a bit more valuable as compared to the Pirate Cove Reform. For now, the AI is hardlined into a unique final reform to avoid it swapping to another reform type.
- New Monument in the Bahamas for Fort Nassau, a historic fort that for a time was a known pirate stronghold.
- Mostly a good excuse to play with the new Monument system and delay the aforementioned redesign of the Map/Provinces. Provides various Naval bonuses - namely local ship building reductions and enemy disembark/attrition. When fully built it generates a Center of Trade - again, so I didn't have to edit the province...efficiency.
-

Update: Sep 20, 2020 @ 1:51pm

1.1.0 - Full Recap including changes from 1.0.0

With these changes, I have nearly fully updated all of the existing components that were in my original mod. There are a few minor tweaks to be done for localization, and it will be clear that some features received more love than others. There is still a need for custom icons, flavor text, etc. for various items throughout. The Pirate Republic itself has received the most love, and with few exceptions is nearly fleshed out; looking at you Government Reform icons.

New CB for Pirate Republics - Pirate Raid
- Only valid against nations with coastal Centers of Trade in range.
- Can be used to capture coastal Centers of Trade or create Pirate Cove Vassal.
- Needs some fine-tuning, but is functional.
- High AE and war score costs for taking provinces, but COT cost no dip.
- The idea being that you can take these provinces, but nations may coalition if you aren’t careful.
- A great way to make Gold as well!
- War Goal of blockading.
Buffs to Coastal Center of Trade
Various Defines and Static Modifier changes
Added new Vassal Types
- Pirate Coves
-- Creates a pirate republic that provides various naval buffs to both parties.
-- Target must have only coastal provinces to be an eligible target.
-- Requires the Pirate Coves government reform to create.
- Free Port
-- Created by Naval Monarchy via Event
-- Provide no force limit, but twice as much vassal income.
-- Receive various naval buffs
-- Works side-by-side with the new Government type of the same name.
Added new Government forms:
- Naval Monarchy - Currently WIP
-- Provides various naval bonuses.
-- Has a few additional unique reforms available.
-- Has a unique event system for creating Free Port vassals.
- Free Ports - Currently WIP
-- Build blocks for the new “Raise the black flag” mechanic.
-- Allows you to decide on the build blocks for your new port city.
-- Meant to be a temporary transition towards Pirate Republic or Naval Monarchy.
-- Allows swapping to Merchant Republic as well.
New Piratical Idea groups - Essentially increased Naval buffs with pirate flavor.
- Piratical Naval
- Piratical Maritime
- Piratical Innovative
New Naval Doctrine available to Pirate Republics
Changes to the Raise the Black Flag decision
- Still work in progress.
- With the new system in place, the decision is redundant, but will be kept until a few additional kinks have been worked out.
- Removed the Mahgreb and Island requirement.
- Allows more areas of the map to bask in the glory of open piracy.
- Provides an event to swap to Piratical ideas, if desired.
Added 25 new provinces
- These nullify the need for the change above, as nearly every province in the game is now within raiding distance of an island province.
New Events
- Create Free Port
-- If you have the Naval Monarchy government type, at least 2 cities, and one of them has a Center of trade or at least 10 development, there is an event that may fire with a MTTH of 1 year, with certain modifiers to speed this up.
-- Gives the option to exploit the port, invest in the port, and potentially create a free port vassal.
- Become Free Port
-- All of the normal requirements of becoming a pirate republic, but with two specific methods of firing the event:
--- Home Trade Node Privateer 10%
--- Home Trade Node Most province Trade Power
-- Depending on the method used to fire the event, certain reforms and modifiers will be available.
-- Targets a random port in the Home Node, and applies a modifier.
-- Provides the opportunity to become a Free Port or Not

# There are still a few localization and flavour tweaks to make, but it should all be fairly functional in its current state.

## Plans for the next push ##

Bug Fixes
Take on my nemesis once again; I’m coming for you height map.
There is a desperate need for some additional localization and icons.
I will be exploring getting some custom icons made for various bits and bobs.

New Features
Continue work fleshing out the Naval Monarchy reforms and mechanics.
This will push certain Monarchy nations that meet certain requirements to swap over to a naval monarchy.
The goal being that there will be a dynamic way for Pirate Republics to generate on the map, without the need for the scripted tags to appear.
First steps towards fleshing out the new Raise the Black flag mechanic.
Along with the new Free port mechanic reforms, I intend to flesh out a bit of story via event chains to coincide with the current reform levels.
Choices made during the formation of the republic will have long-reaching consequences.
Implement the first of many new scripted Pirate Republics.
Rockfleet Castle seems like a prime first target.

Balance Changes will likely come in the following release, as many of the modifiers are currently standing in as support for yet to be implemented features. If this next push goes well, I should be in a reasonable place to begin tweaking a bit before diving back in. For those that have given it a go, I would love to hear your thoughts on the current state of the reforms/modifiers.

Update: Sep 12, 2020 @ 5:03pm

Stable 1.0
--------------
This mod was originally written some time ago for 1.28, but never release, and it took a bit to make the leap to 1.30. There are still a few key components that I need to migrate over, but for the moment it has enough of the basics to share. I have had quite a few fun games while testing the tweaks, and hopefully you all will also! Many of the values set in this initial version are intentionally over-tuned as this began as a way of over-exaggerating certain aspects of the pirate republics. In some cases I have already begun reigning this in, and have some plan for how to best handle this, however, it will require some of the additional components that will hopefully be added next.

(I may expand on this later on if there is an interest)

Government Reform Changes
The initial steps have been taken to provide at least one unique Pirate reform within each tier on the reform tree.
Many of the categories maintain the 3 Faction dichotomy set by Paradox.
New Island Provinces, including a bit of extra love to the Caribbean.
Adjustments to the Black Flag Decision for becoming a Pirate Republic.
Port Center of Trades have been buffed a bit, causing them to have a larger impact on the Navies of the owner.
Various Tweaks
Reduced the pirate raid cool down
Increased base sailors
Reduced ship build times
Increased potential for Looting
Higher crossing/landing penalty to help encourage the value of marines
Flagships more accessible for smaller nations
Privateers have a larger impact on trade nodes, incentivizing the use of protect piracy.
Blockades have a much bigger impact, causing devastation, cutting off nearly all trade income, and devastating the coastlines.


Provinces Added:
---------------------
Channel Islands
French Isles - Belle Isle
Heligoland
Adriatic Islands
Pantaelleria
Sharqi Island
Pelagie Islands
Tuscan Archipelago
Tiwi Islands
Kangaroo Island
Red Sea Islands - Dahlak
Kuriya Muriya Islands
Kasirah Island
Ascension Island
Tristan Da Cunha
Koh Samui
Koh Trall
Riau Archipelago
Ilhabela
Ihla Grande
Vila dos Remédios
The Florida Keys
Northern Bahamas
Central Bahamas
Southern Bahamas
Turks & Caicos
Cayo Romano
Isle of Pines
Cayman Islands
Gonave Island

Update: Sep 12, 2020 @ 4:49pm

Update: Sep 12, 2020 @ 2:35pm