Europa Universalis IV

Europa Universalis IV

Leadership Modifiers
29 kommentarer
KillWonder 28. aug. 2020 kl. 15:32 
Super mod, thanks! I wish Paradox had implented something like this.
Lunar Magister  [ophavsmand] 9. juli 2020 kl. 21:59 
Updated for 1.3 and changed tech from 5% to 2.5%.
Lunar Magister  [ophavsmand] 12. juni 2020 kl. 15:15 
@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  [ophavsmand] 12. juni 2020 kl. 15:12 
@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  [ophavsmand] 12. juni 2020 kl. 15:04 
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 12. juni 2020 kl. 15:03 
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 12. juni 2020 kl. 15:00 
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 12. juni 2020 kl. 7:26 
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 12. juni 2020 kl. 7:25 
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 12. juni 2020 kl. 7:25 
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 12. juni 2020 kl. 3:46 
pls update :)
Marble Worker 11. maj 2020 kl. 20:36 
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_ 9. maj 2020 kl. 16:08 
I see your point.
Lunar Magister  [ophavsmand] 9. maj 2020 kl. 1:28 
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_ 9. maj 2020 kl. 0:46 
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 7. maj 2020 kl. 16:30 
good secondary mod.
🌟 Nyru 7. maj 2020 kl. 4:25 
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 5. maj 2020 kl. 1:33 
Nice, I missed this feature from the previous game. EU3 was fun.
Princeps 4. maj 2020 kl. 23:18 
Looks very neat and promising!! Its a wonder how this has not been implemented in vanilla...
Lunar Magister  [ophavsmand] 4. maj 2020 kl. 17:45 
Aggressive expansion is so good though. And warscore cost is op when stacked
Vohen 4. maj 2020 kl. 17:39 
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  [ophavsmand] 4. maj 2020 kl. 17:15 
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  [ophavsmand] 4. maj 2020 kl. 17:14 
Okay, changed the Diplomatic Reputation from 2 to 1. Guess bird mana is useless again.
Vohen 4. maj 2020 kl. 16:30 
I like it, but agree that +-2 dip rep per step is way too much, I'd suggest adding something for trade.
ChimiChingus: HumongusChongus 4. maj 2020 kl. 15:50 
Never mind, I didn't realize you could have more than 1 modifier at a time.
Lunar Magister  [ophavsmand] 4. maj 2020 kl. 15:46 
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 4. maj 2020 kl. 15:39 
I'm surprised you didn't make the modifiers scale. Seems this would harm republics significantly. I like the idea regardless.
Lunar Magister  [ophavsmand] 3. maj 2020 kl. 12:38 
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 3. maj 2020 kl. 6:55 
Looks nice, but I would suggest the 2 dip rep to be just 1. +6 or -6 dip rep is a LOT.