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https://discord.gg/JupXu2F83G this is our channel, from the latest evolution Caesar Universalis
Pena que o jogador médio, muito por anos de mecânica quebrada que torna o jogo chato por volta da Era do Absolutismo, tem quase fobia ou não tem paciência - talvez por estarmos na era da dopamina e déficit de atenção em decorrência das redes sociais - para captar/assimilar/compreender um mod hardcore como esse. Quem é um history buff como eu é um prato cheio de imersão e realismo num jogo que outrora parecia quebrado ou até mesmo datado.
Mas veremos como serão os próximos capítulos. Queria ter tempo pra organizar um discord mas mal tenho pra testar e ajustar o mod, quando consigo kkkkkkkkkkkkkkk
O jeito que organizei os modificadores de exército ficaram muito mais realistas do que esperava, esse aspecto que falta do BTC, fazendo com que - por exemplo - a retaguarda de canhões só comece a ser viável perto da mil tech 16-18. Sobretudo, Quantity volta ser importante pelo impacto econômico e logístico que causa. Xorme AI também dá um tapa gigantesco na questão da inteligência do jogo e outro que tentarei fazer um compatch com BTC.
Eu tô testando com muito ânimo o Beyond the Cape e gostei do trato geral que deram, principalmente eco-administrativo. Tenho muita limitação em modificar o básico, aprendi na tentativa e erro fazendo engenharia reversa. Quando se trata de UI então, uma tristeza kkkkkk
Eles já cuidam deste aspecto muito importante do jogo que necessita ser lento inicialmente, queimando no fundo enquanto acontece a revolução religiosa para depois do aspecto nacionalista tomar ideia - junto com a evolução comercial/econômica - para ser uma fonte de renda das nações. Naturalmente, Inglaterra/GB demora pra explorar pois precisa unir primeiramente pra depois entrar nessa "corrida". Da mesma forma, França precisa quase "quebrar a coluna" - religião - pra entrar nessa disputa.
Eu notei que o mod auxiliar Colonial Freedom interfere no seu mod, ele reverte o fim das eras para o padrão do jogo vanilla. Mas acho que isso é simples de resolver, basta colocar o liberty_desire em -15% no age_of_revolutions do seu mod, já que o Colonial Freedom muda o "Anti-Revolutionary Zeal" no ages/00_default.txt.
Sobre a parte colonial, tem alguns mods abandonados no wokshop que deixavam a colonização mais lenta alterando os valores do 'Global settler increase' nas tecnologias de diplo. Acho que seria um caminho interessante já que a colonização do Eu4 é um processo relativamente rápido comparado com a vida real, já que até os anos 1600 não havia colônias no Canadá, por exemplo. Outros mods já bloqueavam a colonização em certas áreas até um certo período. Talvez fazer um mix disso resulte em um overhaul bom no sistema de colonização.
I've been working a lot since the beginning of the year but with the spare time I have might focus to shift a little bit towards to work alongside another mod. I will keep the "main one" updated but the workhorse will be the addon, as it seems fixed some issues like colonial game, diplo and administration. It lacks, though, on the Age of Reformation touch where my humble mod features Schmalkaldic War (thanks to EE) and will re-work French Religion Wars and England turning Anglican. The first one less than 30% they convert to Reformed and the second around 35-45% they keep catholic. I wanna see how to make 50/50 at least!
My question is whether the mod is compatible with a mega campaign like Ck3 -> Eu4 -> Vic2. I compared the mod files with a saved save from Ck3 but it doesn't seem like there is a conflict, just replacing values in ages/00_default.txt and /technologies which <I think> won't break the game
I will check it out, if you could send screenshots I would appreciate a lot.
Thanks again for the feedback.
Also, which year you are, please? Gonna check on my test run files!
The current buff for mercs:
"Early modern army" = {
trigger = {
is_year = 1444
NOT = { is_year = 1650 }
}
merc_maintenance_modifier = -0.25
So as you see it should not help by age of absolutism onwards. I could flip the coin and make em more expensive as you said. I will revise the mercenary events but I was too dumb (maybe still lol) to try to have more bad events. I will check this other mod out, thank you very much again, sir!
Maybe we can get a debuff if we rely to much on mercs for too long? or negative events of them demanding more money the longer they are employed, looting your provinces or stuff like that.
By the way since we seem to have similar taste I recomend checking Strategic Wasteland, I really like that mod and feel it could fit inot yours.
I'm studying Xorme AI mod to check if it might overlap what I put together on this on but it seems unlikely. Need further research though. My next test run will feature it, gonna play on the current one at least mid 1700s to see how the cost of army will cause, because it needs to spike near or some time after the time period of Spanish's war of succession.
End of part 1.
For intance at the start of the game maintaining a size 9 regular army costs the same as having a size 14 mercenary army but you do not spend manpower and mercenaries increase your force limit meaning you can have a bigger army too, so mercs are just better and there is no reason to have a normal army. And responsible bloobing just makes historically accurate big empires explode and makes mid sized countries richer by comparison.
As emperor I assume he would receive the "empero's quota" of soldiers, but even most of the videos (with good sources) doesn't show anything much bigger than those mods allows. It might raise some eyebrowns at the beginning but after a few decades traditional countries like France, PLC and Spain tend to have the biggest armies around.
Like I said before, on this Styria run I'm only using mercs with the discounts for the two first eras. You receive force limit modifiers as you recruit more mercenaries, but isn't a big buff, it however works. I will see how it will rolls with also a buff for manpower to reflect the major impact no manpower causes.
Total manpower back in the day could be used in, beg your pardon if talking bs -
*Garrison
*Logistics in general
*Reserves
*Actual standing army
If one recollect, Karl V/Charles V reelection was costly for both him and Francis I. So he actually started with a negative on HRE's "safes", also he was fighting always a two front war. In the West with european's shenanigans and Ottomans. This aspect still need to address, especially if you play with Europa Expanded as Ottobros tend to implode. My third test run if I didn't start with Styria, just to be the other Habsburgs, and handicapped Hungary they would be the major power in the Balkans.
This also applies to the increasing size of the armies on both sides of the Thirty Years' War. before the 18th century there were small and expensive but highly trained standing armies/new but poorly trained levy armies after war begin.
In the vanilla game everyone will have a strong standing army and mercenaries cannot be fully utilized as case in history, It is a good idea to keep some army caps and reduce the maintenance cost of mercenaries.
1 Responsible Warfare
2 Reborn Military Updated
3 Combat Width Terrain Restored
4 Decisive Battles (Higher Warscore From Battles)
5 Historical Land & Naval Sizes