Europa Universalis IV

Europa Universalis IV

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[1.25] Phlopsi's Stability Overhaul 4.0.0
   
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Apr 13, 2018 @ 10:55am
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[1.25] Phlopsi's Stability Overhaul 4.0.0

Description
UP-TO-DATE VERSION FOR 1.27 CAN BE FOUND >>HERE<< !

Description
This mod replaces the stability boost button with an automated stability gain system, making stability hits more impactful and the game more interesting, as you must wait for the stability to go up by itself, instead of skipping bad situations by pushing the boost button a few times. While you're not required to spent administrative monarch points anymore to boost stability, you can still enact a decision which will boost your stability over time.

It takes 10/10/10/15/20/25 years to increase stability by 1 to -2/-1/0/1/2/3 stability. Stability can also be overloaded beyond stability 3 up to 120 stability points (10 years without modifiers), to provide a buffer, if you lose stability through events.

Localization
English: Yes
French: No (uses English)
German: No (uses English)
Spanish: No (uses English)

Steam Achievements
You cannot earn achievements, while this mod is active.

Cross Mod Compatibility
This mod should be compatible with a variety of other mods, but you're advised to ask either the author of the other mod in question or me, if both mods are compatible.

Miscellaneous Information
While this mod is inspired by the stability mechanics introduced by MEIOU and Taxes 2.0, this mod is in no way affiliated with M&T, whom I'm part of the team of, nor have I copied anything from it. This mod was created 100% by myself.

Planned Features
  • Replace most instances of increasing stability with an effect, that adds stability points (120 per 1 stability), instead, making it more challenging to achieve maximum stability
  • Implement a hack to make the Vanilla AI use the "Boost Stability" decision whenever it would want to hit the removed "Boost" button (requires additional modding features from Paradox Development Studios)
11 Comments
Phlopsi  [author] Nov 7, 2018 @ 8:41am 
UP-TO-DATE VERSION FOR 1.27 CAN BE FOUND >> HERE << !
......... Sep 15, 2018 @ 3:42am 
is it compatible with 1.26?
Phlopsi  [author] Jul 13, 2018 @ 4:50pm 
@Mayo
Mod development is currently on break, but I haven't abandoned it. If you have any suggestions how to give stability more meaning or how to improve the mod, in general, let me know.
Pepega Jul 12, 2018 @ 12:37pm 
is this still being developed?
R-TEAM May 25, 2018 @ 8:56am 
That sounds realy clever and nice - Thanks :D
Phlopsi  [author] May 25, 2018 @ 8:41am 
I just updated the "Planned Features" section to reflect what I wrote in my last comment.
Phlopsi  [author] May 25, 2018 @ 8:32am 
@R-TEAM
AI will use the stability decision, too, if appropriate. For details, you can take a look at the decision, if you want to know the details. Let me just say, that the AI even knows how much stability is needed to end a disaster, which requires it.

I will, however, re-design it, so that the Vanilla AI can use the normal stability button and I simply substract the stability again and execute the decision, instead. That way, I can make full use of the AI and don't need to handle every special case, myself.
R-TEAM May 21, 2018 @ 5:38pm 
Hi - will the AI use of the options in this mod ?
Or it is mainly for Human players only ?
Phlopsi  [author] Apr 20, 2018 @ 11:02pm 
@kurokami[fr]
In-game, you have a decision which is for information purposes only and if you hover it, you'll find the answer to your question via several examples.

@KillWonder
I did. I should probably list the changed modifiers in the description, too.
KillWonder Apr 20, 2018 @ 3:54am 
If your going to make it harder to get stability then you should also make the bonusses bigger.