Europa Universalis IV

Europa Universalis IV

Leadership Modifiers
29 Comments
KillWonder Aug 28, 2020 @ 3:32pm 
Super mod, thanks! I wish Paradox had implented something like this.
Lunar Magister  [author] Jul 9, 2020 @ 9:59pm 
Updated for 1.3 and changed tech from 5% to 2.5%.
Lunar Magister  [author] Jun 12, 2020 @ 3:15pm 
@Emiya

As for your part 3, (Thanks for sharing that design philosophy, I'll remember it.) In retrospect I feel the player does have significant power over the RNG, in that they can abdicate, get events that allow them to pick an heir, etc. I concede that the bonuses offered are strong, and I probably didn't balance them. (I made this mod quickly and cared more about the concept than the exact numbers.) But it is balanced "Enough" (For my arbitrary, perhaps unsophisticated tastes) at the end of the day all nations get access to this mechanic, so it is sort of balanced in that way. Also remember things like 15% tech cost reduction only happen at the extremes of monarch power.

To be completely honest, I am lazy and can't be bothered to make an alternative version of this mod, but if you or anyone else wants to release a tweaked version to the workshop you have my blessing. I am very free with how others use my mods.
Lunar Magister  [author] Jun 12, 2020 @ 3:12pm 
@Emiya

I appreciate reading your thoughts. Thanks for sharing them.

Vohen voiced my opinion on the justification for manpower.

As for using maintenance reduction in military, I didn't want to because I wanted to differentiate the bonuses from each other as much as possible. It is too similar too taxes in that both give you money. (I know that is kind of broad, but for only a total of 9 bonuses I feel it is relevant.) Discipline is also very similar to morale in that they make your army stronger directly.

Lunar Magister  [author] Jun 12, 2020 @ 3:04pm 
You don't need to update the mod to make it work. This mod doesn't do anything that the new update will break.
Vohen Jun 12, 2020 @ 3:03pm 
As for the impact of the manpower thing, I'd say it's not really about size, but the ability of the ruler to organize his manpower efficiently, with higher skill ones being capable of mobilizing a larger portion of his population.
Vohen Jun 12, 2020 @ 3:00pm 
Well, the game does give you ability to somewhat control your sucession by using the disinherit and abdicate buttons.
Of course, the price is steep, as it should be, so it's up to the player to weigh his options.
Emiya Jun 12, 2020 @ 7:26am 
Part 3:

Game design in terms of RNG: The less control a player has over the RNG, the weaker the the RNG needs to be to ensure the player doesn't feel constantly cheated by it. If you want to put such drastic swings in terms of the modifiers for RNG based skill points, you need to also give payers a way to kelp skew the RNG in their favor. (For an example of really bad RNG look at the old Artifact with Creeps)
Emiya Jun 12, 2020 @ 7:25am 
Part 2:

MIL feel a little misplaced in terms of logic. Manpower is not something that is historically tied to a ruler so their skill modifying that seems misplaced. I would recommend replacing it with either a professionalism modifier or 2% discipline. I would also lower both the morale to a similar percent and replace Defense with 5% upkeep cost reduction.

These of course are my opinions. I like the concept of the mod but the modifiers just seem too drastic, especially in the early game when most large nations have really strong rulers while smaller ones don't. Smaller and still significant modifiers can still have large impacts throughout the lifespan of a campaign without throwing everything out of balance due to some RNG that is near impossible to control.

Emiya Jun 12, 2020 @ 7:25am 
Part 1:

I hope this gets updated so I have a chance to try it (just got back into EU4 with Emperor), but my only criticism on first look is that these modifiers may be too drastic.

I understand the concept of a lot of these but you need to keep game balance in mind so 1 good generation won't snowball a nation into ruin/immortality.

ADM looks may to strong/generation defining. Tech cost reduction is too important, especially with a smaller nation, to grant such a potentially large swing on. Maybe 2% could be reasonable but giving a nation like France or Austria 15% tech cost reduction would snowball them out of control if the ruler lives longer than average. 10% tax is also a little steep IMO but it better justified in terms of game balance. I would personally make it 5% per tick.

DIP looks good for the most part. Maybe tune it down to 2 or 3% for both instead of 5 but its easily the most balanced of the 3.

AndSoDerp Jun 12, 2020 @ 3:46am 
pls update :)
Marble Worker May 11, 2020 @ 8:36pm 
I think this is better:

ADM:
2 unrest reduction
20% more taxes
10% tech cost reduction
5% administrive effiency

DIP:
2 diplomatic reputation
10% less aggressive expansion
10% reduced warscore cost
10% navy morale

MIL:
10% land morale
20% manpower
20% fort defense
5% discipline

plus personalities.
Sorge_ May 9, 2020 @ 4:08pm 
I see your point.
Lunar Magister  [author] May 9, 2020 @ 1:28am 
I thought about that but I wanted to give bonuses to each power type that were different from the other types. For instance, Mil doesn't have land maintenance reduction because you already get money from Adm's Tax bonus. Giving each power type a bonus to their specific tech would be too similar and thus boring. Also if you have something like a Dip 6 leader you don't really need the Dip tech cost reduction.
Sorge_ May 9, 2020 @ 12:46am 
just as an idea perhaps make it so instead of having a flat tech cost reduction in admin the tech cost was spread out between the three in a corresponding fashion. Eg. a 6 adm ruler gets -15% adm tech cost, a 6 dip ruler gets -15% dip tech cost etc. I feel like that would be more interesting than just putting it all in admin.
Marble Worker May 7, 2020 @ 4:30pm 
good secondary mod.
🌟 Nyru May 7, 2020 @ 4:25am 
This mod buffs republics really hard. I personally think that republics are a must if you play this mod making monarchies garbage. Still a nice mod tho (even if the balancing lacks).
Sum Sine Regno May 5, 2020 @ 1:33am 
Nice, I missed this feature from the previous game. EU3 was fun.
Princeps May 4, 2020 @ 11:18pm 
Looks very neat and promising!! Its a wonder how this has not been implemented in vanilla...
Lunar Magister  [author] May 4, 2020 @ 5:45pm 
Aggressive expansion is so good though. And warscore cost is op when stacked
Vohen May 4, 2020 @ 5:39pm 
I see, then perhaps you could buff the AE and WS bonuses?
I think 30% would be very significant, without being too OP like 6 dip rep.
Lunar Magister  [author] May 4, 2020 @ 5:15pm 
Also Vohen, I didn't want to give dip/mil a money bonus, because adm already does that. Diplomatic Rep is great because it helps with lots of different things, like Subject loyalty or ability to gain alliances.
Lunar Magister  [author] May 4, 2020 @ 5:14pm 
Okay, changed the Diplomatic Reputation from 2 to 1. Guess bird mana is useless again.
Vohen May 4, 2020 @ 4:30pm 
I like it, but agree that +-2 dip rep per step is way too much, I'd suggest adding something for trade.
ChimiChingus: HumongusChongus May 4, 2020 @ 3:50pm 
Never mind, I didn't realize you could have more than 1 modifier at a time.
Lunar Magister  [author] May 4, 2020 @ 3:46pm 
What do you mean by scale? Also, Republics can potentially keep a 6/6/6 ruler if they have stacked enough Republican Tradition. So it could potentially be a buff. It is more risk but also more reward, I think.
ChimiChingus: HumongusChongus May 4, 2020 @ 3:39pm 
I'm surprised you didn't make the modifiers scale. Seems this would harm republics significantly. I like the idea regardless.
Lunar Magister  [author] May 3, 2020 @ 12:38pm 
I know its a lot, but dip bonuses tend to be the weakest of the 3, so I made it large to compensate.
Coruja Chamuscada May 3, 2020 @ 6:55am 
Looks nice, but I would suggest the 2 dip rep to be just 1. +6 or -6 dip rep is a LOT.