Europa Universalis IV

Europa Universalis IV

Economy Reimagined
188 Comments
Riwan Nov 19 @ 1:29am 
Yes Indeed, AI reduces their armies after few years.

For Korea, is an exemple. The mission is "Prospering Economy", and the trigger is "has an income of at least 1.5 times the starting one". The problem is : the starting income is biased because of trade income, which is rougly 5 to 8 times greater than after the 1st month tick.

I also noticed some logical inconsistencies in certain events that add development points ; due to the tax <-> infrastructure inversion. I imagine the work involved in fixing this isn't worth the effort.
ChrisTheWildman  [author] Nov 17 @ 7:38pm 
@the.whizzbanger
It's the first proper calculation of state maintenance, the original amount is the vanilla one. ER limits blobbing through State Maintenance. The distance to capital is much more punishing until you start building State Houses.

@Riwan
Yes, until Feudalism is embraced, your economy will be terrible. AI should adjust as well, having 1k-2k armies only.

The Korean missions were specifically fixed in one of the updates months ago. What missions like these did you notice?
the.whizzbanger Nov 8 @ 11:11am 
Why the hell when I pass the first month my steta maintenance increse like 500%??
Riwan Oct 31 @ 1:37am 
Hi,

I discovered your mod while looking for an alternative to the annoying development via the 3 mana points. I really like the philosophy of changing many aspects of the economy without turning the tables, and de facto staying close to the vanilla.

I have two comments to make :

- I tested Kongo : without the feudalism bonus, I'm forced to liquidate most of my army and navy. I'm not sure the little neighboring AI countries will do the same...

- There is a problem with missions of the type "have an income X times superior to starting one". Because before the first tic, the income from trade is much much more greater than after (I think it's because traders take only 20% of local production after the first tic). So a trigger designed like this "Has an income of at least 1.5 times its starting income" transforms into "6 to 8 times". This is problematic for example, for Korea, which must complete this mission in 30 years (before peasant disaster).
bloodsport2023 Oct 20 @ 8:17pm 
hola, alguien podria hacer una traduccion al español del mod. Gracias de todas formas. Este mod es genial
ChrisTheWildman  [author] Oct 11 @ 10:20am 
@DeathStar
Of course, just mention my mod and provide a link to it in your mod's description :)

@d_Kaiser
Unfortunately not and it probably never will be. The Extended Timeline makes too many changes that would require a separate (and quite complicated) compatibility patch.
Hello! I’m currently working on a new mod and found some of the content in your mod to be really impressive. I was wondering if I could have your permission to integrate part of it into my project? Of course, I’ll give full credit and cite the source on the Workshop page. Thank you!
d_Kaiser Oct 3 @ 2:59am 
is it compatible with extended timeline?
ChrisTheWildman  [author] Sep 30 @ 6:21pm 
@ChaffyExpert unfortunately not, to both questions. Random New World is never possible for mods that do mass calculations on all provinces using their tags.
ChaffyExpert Sep 4 @ 3:35pm 
Is there any way to make it compatible?

Also is there a version compatible with Anbennar?
ChrisTheWildman  [author] Sep 1 @ 5:41pm 
@ChaffyExpert,
Unfortunately not. RNW completely destroys a lot of the initial calculations.

@adriant05,
I just investigated, reloaded Europa Expanded from scratch, as well as ER and the comp patch. At the game start and the first game tick the French vassals stay vassals (called appanages). I do not see this at all. However, I have noticed that quite often these vassals are given independence. I assume it's through one of the events in Europa Expanded. Did you mean that French vassals are independent straight from the start or a few years into the game?
Aug 26 @ 5:47am 
Economy Reimagined with Europa Expanded together caused French vassals to be independent at the game start, I have the com-patch on, any fixes?
ChaffyExpert Aug 23 @ 3:17pm 
Is there any way to make this not disable RNW
ChrisTheWildman  [author] Aug 22 @ 5:21pm 
@Astolfo Datta,
Initially, there is A LOT less money in the game and that's by design. It grows a lot by the 1500s with the right kind of management. I always recommend learning ER by playing in the trade-heavy regions (Genoa, Venice, English Channel), because it gives you some breathing space to understand how different your gameplay should be.

Definitely avoid vast nations in the beginning (France, even England). State Maintenance penalty from distance to capital is extremely high in ER, until you start building State Houses. It makes decisions such as moving your capital extremely profitable/unprofitable. You might also consider unstating some states if you can't give them to a vassal.

Please do read as much as you can from documentation [eu4.paradoxwikis.com] If you're interested in the economic side of the game, it's worth learning!
ChrisTheWildman  [author] Aug 22 @ 5:20pm 
@Huyckhl98,
It is only compatible with Europa Expanded through the special compatibility mod that I have created: https://steamcommunity.com/sharedfiles/filedetails/?id=3451415242

@adriant05,
Yes, they are predefined and calculated at the start. I think on my Discord you'll find a way to add provinces and what else you need to change to make it work.
Aug 19 @ 5:01am 
is the distance to capital data predefined? I tried to add a map mod that add provinces and it's distance to capital went up to ~5800.
Astolfo Datta! Aug 19 @ 4:30am 
there's less money in general, even after taking trade and eco ideas. I guess it comes from the absence of production revenue and increased state maintenance costs... I'm also pretty disapointed at the dev points gather rate, which seems extremely low and allows much less developping than in base game, which feels pretty bad for a mod focused on economy to not be able to develop provinces much
Astolfo Datta! Aug 19 @ 1:53am 
maybe I'm playing it wrong, but at least in early game I have much less money than in normal game
Huyckhl98 Aug 17 @ 12:33pm 
does this mod compatibile with the expanded-family??
ChrisTheWildman  [author] Jul 28 @ 4:45pm 
Some Quality of Life mods might be incompatible too. Try ER without any other mods and you should see much smarter AI behaviour around stating new provinces.
assblaster69 Jul 26 @ 6:17pm 
It could be the "Historical Colonies" mod, other than that i only have quality of life mods.

I'll also try reinstalling this mod.
ChrisTheWildman  [author] Jul 26 @ 5:59pm 
Ok now I'm convinced that you're either playing an old version of the mod, or you're having other mods running at the same time. In recent versions of the mod, AI will NOT state everything. See this image of AI-controlled Muscovy from 1468 in a random game I was playing:
https://ibb.co/7dsFf29X

This is Muscovy's economy after I switched to it:
https://ibb.co/Y4rF69QH

You can see that there is a +10% base Tax Collection Efficiency. Not to mention the +10% from Clergy.

Do you have any other mods running together with Economy Reimagined?

If not, uninstall the mod and add it again. This would force the update to the newest version. You should definitely see big AI nations avoid stating some of their territories. In the same game, England is not stating Ireland:
https://ibb.co/21kv3FQZ
assblaster69 Jul 25 @ 6:46pm 
@ChrisTheWildman i am talking about tax efficiency, not base tax.

At the start of the game its usually between 0-35%, but it can often go to the negatives or stay absurdly low the entire game.

When it goes to negatives, the nation literally has no tax income. '0'

Combine that with no production income at the start + unbalanced trade nations as large as Russia have 2-3 ducats income per month.


Speaking about Russia, they always state their states no matter what and that leads them to a bankrupcy loop because they have like 4 total income per month with their state expenses reaching 40 ducats per month alone.

You really should make taxes more profitable, i recommend adding base tax EFFICIENCY because currently there is none.
ChrisTheWildman  [author] Jul 25 @ 5:13pm 
@assblaster69
Are you playing on the last version of the mod? The base tax is 5%. Let me know if you have any other mods combined with ER. Especially mods changing state maintenance might be a problem.

@DJ Dislexia
I wanted colonies to be quite hard to manage. However, they receive a buff straight away which in half the games results in stable colonial nations. It does depend on the RNG though and in the other half of the games you will see lots of devastation and overall madness :steamhappy:
Lil DJ Zyn Jul 21 @ 4:41pm 
I've been noticing my Colonies are absolutely brain dead, while the other AI player colonies are barley doing better. Rebels decimate the colonies, I look over and 3 years later I've lost 1/3 my colony to an offshoot enemy colony
assblaster69 Jul 20 @ 12:38pm 
you should increase the base tax efficiency, or add it at all.

the ai always goes bankrupt, even human player gameplay can be similar.

but the biggest issue is that colonial powers are absurdly overpowered. in my current game the netherlands wield an 80k army fighting prussia that only has 12k and is almost bankrupt.
ChrisTheWildman  [author] Jun 17 @ 2:59pm 
@DUCATISLO both ER and BT are based on the same mod. However, ER is more challenging as you can lose development in an organic fashion. Going into the negatives was an addition on purpose to allow for this :)
DUCATISLO Jun 9 @ 8:05am 
beyond typus has a similar dev resource like urs but idk maybe works better as you get more of it and dosent go into the negatives
ChrisTheWildman  [author] Jun 7 @ 2:00pm 
@Danceymetal performance has been improved as much as possible, but there is an element of randomness to it. If the game's RNG decides that this year all calculations must be spread evenly - it slows the game down each month by around 10%.

@rotit yeah trade goods expanded is definitely not compatible with ER and it won't be. Managing trade goods, their prices and price change events was one of the hardest elements of this mod :steamsad:
rotit Jun 7 @ 11:08am 
It had something to do with trade goods expanded, so nevermind
rotit Jun 7 @ 10:46am 
Great mod but i seem to be having quite a major issue. basically development points from buildings just dont apply at all. my only source of development points is population. is this a bug or an intended feature? i am using quite a few mods, most notably europa expanded [with the compatibility patch] and trade goods expanded.
DUCATISLO Jun 6 @ 10:44am 
ah hell yeah
Danceymetal May 31 @ 9:23am 
I complained about performance not being as good as the description stated before, but I noticed now that its much faster after the recent patch, not sure if related to the update or something changed in my end, but this is about as fast as vanilla now for sure. You can probably notice a slightly lower tick speed, this is a mod that calculates alot after all, but its much better than before.
ChrisTheWildman  [author] May 21 @ 4:03pm 
@Felipe's heheh thank you!

@_Phobics first, are you using any other mods together with Economy Reimagined? There was someone in the past who complained about State Maintenance being extreme but it turned out that he had another mod switched on which compounded the distance penalties :steamhappy:

Second, I just did a test, integrated most of the Daimyos using console. Most states bring an immediate profit, even though I increased Crownlands only once. I'm thinking that you might have given the crownland-reducing mana privileges to the estates? Please check Crownlands HERE [eu4.paradoxwikis.com]

Third, unrest is the realistic outcome of having large populations in cities, especially when there isn't sufficient work for them. It also slightly slows down expanding as you have to spend some manpower dealing with quicker revolts :)
_Phobics May 21 @ 2:16pm 
The state maintenance increase with distance from capital is absurdly high. You cannot even rule japan from kyoto without getting a net loss on most states, it literally shows a 500% increase for tokyo which is like 2 provinces away. Why does a week trip quintuple maintenance?

The unrest mechanics result in visibly higher overall unrest, The mod already decreases overall income so I'm not sure why it messes with unrest too
Aw, still a good mod! :steamhappy:
ChrisTheWildman  [author] May 20 @ 7:25am 
@johnbird9 Thanks :)

@Felipe's No, most likely it's not compatible :(
Does this work with Extended Timeline?
johnbird9 May 17 @ 5:41am 
Great stuff! Nice work on the Korean mission in particular. I appreciate your efforts here.
smirkyshadow May 7 @ 6:19pm 
I don't think I have a save before it because I mainly use autosave, but maybe theres an autosave before it? I'd have to check
ChrisTheWildman  [author] May 7 @ 12:02pm 
@smirkyshadow This has nothing to do with readjusting but everything to do with a rare case when the province dev cost has not been updated since last month. So the game thinks that it can use Local Development Points but then, when you actually click to develop, it has to use National Dev Points, resulting in you having a very negative National Dev Points balance. Finally, this negative balance translates to losing development in your most devastated or most developed province :steamhappy:

Can you join my Discord [discord.com]so we can make sure that your case is exactly what I described? If you have a save game just before Rome got returned to the stone age, that would be amazing.
smirkyshadow May 6 @ 7:54pm 
Rome just got sent back to the stone edge out of nowhere
smirkyshadow May 6 @ 7:54pm 
I feel like the development points need some readjusting, I developed some provinces in the balkins and all of a sudden "Rome loses -55 development"

I didn't even touch rome XD
ChrisTheWildman  [author] Apr 30 @ 7:53pm 
Update 2.3 is here! :steamhappy:

1. State Maintenance increased from 5% to 7% per each Distance unit from the capital.
2. Land Maintenance increased by 33% per unit (still 20% lower than in vanilla).
3. Institutions spread 5x more per each development click.
4. Converted To National Points modifier is no longer equal to 20%. It is now calculated as 40% x Province Crown Ownership.
5. Maximum number of buildings increased from 16 to 20.
6. Korean missions adapted to Economy Reimagined.
7. Courthouses and Town Halls can now be built in territories.
8. AI is now much more careful with stating new provinces: if they are too costly to state, it will avoid to do so.

If you have any questions or would like to report any bugs, please do so on my Discord [discord.com]
ChrisTheWildman  [author] Apr 30 @ 10:20am 
@Lithilad If you're a minor around them, you should try to help the crusaders destroy the Turks. Offer condottieri, make alliances etc. Also, you can always use the original 1444.11.11 start date.
Lithilad Apr 30 @ 9:24am 
Im going to give this a chance and play around in lower-conflict regions. I do believe that the Varna Crusade completely breaks the Turks. On normal, the AI end up with a 75k army after 1 month tick, they pay 1.75 per month in maintenance, end up with + 30-40 morale(depents on traits, advisors, and estates) and they often eat up everything around them in those 5 years they have the buff. Byz, and all the non-varna participants neighbors them are unplayable at this point due to this.
ChrisTheWildman  [author] Apr 27 @ 7:16am 
@NN Yeah both mods you mentioned are completely incompatible with ER. Please join my Discord [discord.com]and I'll tell you what script to run to make More Provinces work.
Billy Herrington Apr 27 @ 1:36am 
Also when I tried to play with more provinces compilation mod, there is problem that mod doesnt count nearby added provinces. so province with border to capital has 4000 distance from capital and that province maintance is very high

Also the internal integration doesnt work with Autonomy requires control. Is there any possible way that I could make compatch or do you know how to fix that?
Billy Herrington Apr 25 @ 11:37pm 
Thank you for your work! I am only starting to getting into this mod. I recommend to test this mod with Autonomy requires control mod which adds control mechanic similar to upcoming EU5
ChrisTheWildman  [author] Apr 25 @ 12:21pm 
@johnbird9 Thank you! I will fix the issue with Korean missions in the next update, which will happen on Monday :steamthumbsup:

@Vezty Thank you as well! That's a great question. ER is supposed to be more challenging than vanilla, especially when it comes to managing the economy. If you expand too fast, you will run into issues with State Maintenance being too high and eating away your income. ER also decreases the number of troops by around 20%-30% on average.

In the next update (on Monday) State Maintenance will be even more challenging as the current balance feels a little bit too easy to play wide. It will be savegame compatible so feel free to start playing whenever you want :steamhappy: