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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.
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?
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).
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.
Also is there a version compatible with Anbennar?
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?
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!
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.
I'll also try reinstalling this mod.
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
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.
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
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.
@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
@_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
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 :)
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
@Felipe's No, most likely it's not compatible :(
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.
I didn't even touch rome XD
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]
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?
@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