Europa Universalis IV

Europa Universalis IV

Military and War Reworked [1.35.6]
30 Comments
Gnasty Gnome Jun 17, 2024 @ 3:57pm 
Hey man, good mod. You gonna keep it updated?
DoubleCheeseVonHabsburg May 5, 2024 @ 7:30pm 
i think the recover of manpower is too fast. can you make the time of recover of manpower from zero to max just be like one generation? (15 or 20 years?) (just use percentage to modify the recover speed and need a simple computation) besides you can try to combine or just integrate the mod 'responsible warfare'
SANDE iG. Jan 25, 2024 @ 10:35pm 
god tier. teach me how to make eu4 mods papa
TEAM COPE  [author] Sep 5, 2023 @ 4:39pm 
Updated
TEAM COPE  [author] May 3, 2023 @ 1:25am 
Fix pushed, should hopefully work now! :steamhappy:

As always, if I somehow messed something up or there's other problems just let me know.
coffeeparadox Apr 27, 2023 @ 3:02am 
Fix: Paste the following line into mod\static_modifiers\00_static_modifiers_army.txt

land_province = {
max_attrition = 5 #Maximum Attrition is 5
local_manpower_modifier = 0.25 #25% of manpower.
local_has_musketeers = yes
local_has_streltsy = yes
}
Silver K. Apr 26, 2023 @ 4:40pm 
I guess that's probably have a link with the fact that Streltsy, Musketeer, Janissaries and some other special units are linked to country, unless for Japan, Samuraïs are gained by an National Idea from Japan Ideas so..

I think it could be linked to a priority in the settings about the right or not to spawn these units, feel like the mod have a superior priority on the game, and because these features are not implemented in the mod, it act as if the "permission" is not granted.

I don't know how all these things work, so i'm just writing my thoughts about it, I hope it can help you finding where the bug is ! o/
coffeeparadox Apr 26, 2023 @ 2:17pm 
I am unable to recruit French Musketeer special unit on any province when this mod is activated.
Silver K. Apr 26, 2023 @ 9:45am 
I've got some bugs with the mod, with Russia for exemple. I wasn't able to spawn the Streltsy until the mod was disabled. I don't know if there's any other issues but I guess there is something that was added or modified with Military in the 1.3.5 that was not before.

You should look at it ;)
Great balanced mod anyway ! I played with an other mod like that but it was not really balanced so I appreciate this one !
TEAM COPE  [author] Apr 24, 2023 @ 9:18pm 
Update pushed, lmk if there's any bugs(i wouldnt be surprised if i somehow added a gamebreaking issue)

Will change some things related to professionalism eventually like slackening
TEAM COPE  [author] Apr 24, 2023 @ 9:05pm 
Yeah I can update this mod, not sure if there's any issues. Just let me know and I'll get around to it
A.R.B.E. Apr 22, 2023 @ 7:36am 
any plan to update your mods for the new patch? Keep up the good work anyway man! Nice job ;)
Maddy Apr 19, 2023 @ 10:31am 
Does this need an Update?
Shrike10011 Apr 4, 2023 @ 5:47am 
It's working now, for some reason. Not sure how, it just suddenly popped up in the list now. It still causes crashes when I try and recruit a leader, but that might be a compatibility issue with another mod, will have to investigate that one a bit more
yeehaw Apr 3, 2023 @ 5:23pm 
he doesnt know what to put there!
TEAM COPE  [author] Apr 2, 2023 @ 12:46pm 
Honestly no idea, I wasn't able to replicate that and got some friends to try too but it appears for them. Likely on your end if I had to guess
Shrike10011 Apr 1, 2023 @ 8:35am 
For some reason, this mod doesn't show up in my installed mods list, despite me being subscribed. Any idea what the issue could be?
TEAM COPE  [author] Mar 30, 2023 @ 3:37pm 
I'll def look into it. Seems really interesting
VITOR ALBUQUERQUE Mar 30, 2023 @ 10:24am 
This mod sounds amazing, I'll try it on my next run. Have you ever heard about War & Armies Reworked? (https://steamcommunity.com/sharedfiles/filedetails/?id=1264575328) . I love this mod, played a lot with it in old runs, and it has great features, maybe some of them are worth adding?
Nuggz Mar 24, 2023 @ 5:17pm 
Nah yeah, This and Reborned Military conflict with this mod coming out on top, nothing from MR shows up when ur at 100% professionalism @Astragon
TEAM COPE  [author] Mar 19, 2023 @ 1:22am 
Astragon: Both mods change very similar aspects of the military side of things, so I can see it conflicting.

Lunar Magister: I see your point, I'm thinking of making each level of professionalism slightly increase land maintenance by about 4%(20% at max), this would of course mean removing the peace/war changes. I think it'd remove some of the more "artificial" difficulty.
Lunar Magister Mar 19, 2023 @ 12:25am 
It's just going to be annoying being at your max force limit at war then as soon as you peace out you have to disband 20% of your force limit to go back to your limit. It's a lot of annoying micro. Not to mention you can game it by declaring easy or distant wars.
Ckasaron Mar 18, 2023 @ 2:30pm 
I very much love these, but do have to wonder if it will conflict with "Reborned Military," the current mod I use to make Professionalism actually worth a damn and not acting like an alternative nonsensical manpower supply.
TEAM COPE  [author] Mar 18, 2023 @ 12:56pm 
As for the war/peace stuff, I get where you're coming from. I tried having it stop being an issue mid game using the permanent army aspect. (I managed to reach permanent army by 1500 iirc)
TEAM COPE  [author] Mar 18, 2023 @ 12:55pm 
To simplify it, breakthrough is the chance a unit pulls artillery into the front row when they defeat the unit infront of the artillery
Lunar Magister Mar 18, 2023 @ 12:14pm 
No idea what breakthrough is
Lunar Magister Mar 18, 2023 @ 12:14pm 
Love it except the war and peace economy changes.
TEAM COPE  [author] Mar 18, 2023 @ 12:19am 
Strongly considering nerfing siege ability to 40 or even 30%
blademaster Mar 17, 2023 @ 5:58pm 
thank you
TEAM COPE  [author] Mar 17, 2023 @ 4:40am 
not a significant amount of changes yet since i just made this on impulse for my friends
will update so feel free to recommend changes