Europa Universalis IV

Europa Universalis IV

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Leadership Modifiers
   
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May 3, 2020 @ 1:10am
Jul 9, 2020 @ 9:58pm
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Leadership Modifiers

In 1 collection by Lunar Magister
Lunar's mods
61 items
Description
NOTE: Dip Rep is now 1 instead of 2. Tech is now 2.5% instead of 5%.

This mod adds triggered modifiers based upon the monarch points of your leader.

For each number place above 3 of the respective monarch power, your country gets:

ADM:
1 Unrest Reduction
10% more taxes
5% tech cost reduction

DIP:
1 Diplomatic Reputation
5% less Aggressive Expansion
5% reduced warscore cost

Mil:
5% Land Morale
10% Manpower
10% Defense

And for each number place below 3, you receive the exact reverse as a penalty.

The primary intention of this mod was to add more ebb and flow to the geopolitical landscape of the game. You can react to the strength of your leader and that of other countries. If your neighbor has a weak military leader, it is an opportunity to attack even if you have the same mil tech level. If one empire is too big, a bad Adm leader can potentially balkanize them. Please note that Triggered Modifiers slow down the game, so this mod will slow down your game somewhat. Feedback Welcome.
29 Comments
KillWonder Aug 28, 2020 @ 3:32pm 
Super mod, thanks! I wish Paradox had implented something like this.
Lunar Magister  [author] Jul 9, 2020 @ 9:59pm 
Updated for 1.3 and changed tech from 5% to 2.5%.
Lunar Magister  [author] Jun 12, 2020 @ 3:15pm 
@Emiya

As for your part 3, (Thanks for sharing that design philosophy, I'll remember it.) In retrospect I feel the player does have significant power over the RNG, in that they can abdicate, get events that allow them to pick an heir, etc. I concede that the bonuses offered are strong, and I probably didn't balance them. (I made this mod quickly and cared more about the concept than the exact numbers.) But it is balanced "Enough" (For my arbitrary, perhaps unsophisticated tastes) at the end of the day all nations get access to this mechanic, so it is sort of balanced in that way. Also remember things like 15% tech cost reduction only happen at the extremes of monarch power.

To be completely honest, I am lazy and can't be bothered to make an alternative version of this mod, but if you or anyone else wants to release a tweaked version to the workshop you have my blessing. I am very free with how others use my mods.
Lunar Magister  [author] Jun 12, 2020 @ 3:12pm 
@Emiya

I appreciate reading your thoughts. Thanks for sharing them.

Vohen voiced my opinion on the justification for manpower.

As for using maintenance reduction in military, I didn't want to because I wanted to differentiate the bonuses from each other as much as possible. It is too similar too taxes in that both give you money. (I know that is kind of broad, but for only a total of 9 bonuses I feel it is relevant.) Discipline is also very similar to morale in that they make your army stronger directly.

Lunar Magister  [author] Jun 12, 2020 @ 3:04pm 
You don't need to update the mod to make it work. This mod doesn't do anything that the new update will break.
Vohen Jun 12, 2020 @ 3:03pm 
As for the impact of the manpower thing, I'd say it's not really about size, but the ability of the ruler to organize his manpower efficiently, with higher skill ones being capable of mobilizing a larger portion of his population.
Vohen Jun 12, 2020 @ 3:00pm 
Well, the game does give you ability to somewhat control your sucession by using the disinherit and abdicate buttons.
Of course, the price is steep, as it should be, so it's up to the player to weigh his options.
Emiya Jun 12, 2020 @ 7:26am 
Part 3:

Game design in terms of RNG: The less control a player has over the RNG, the weaker the the RNG needs to be to ensure the player doesn't feel constantly cheated by it. If you want to put such drastic swings in terms of the modifiers for RNG based skill points, you need to also give payers a way to kelp skew the RNG in their favor. (For an example of really bad RNG look at the old Artifact with Creeps)
Emiya Jun 12, 2020 @ 7:25am 
Part 2:

MIL feel a little misplaced in terms of logic. Manpower is not something that is historically tied to a ruler so their skill modifying that seems misplaced. I would recommend replacing it with either a professionalism modifier or 2% discipline. I would also lower both the morale to a similar percent and replace Defense with 5% upkeep cost reduction.

These of course are my opinions. I like the concept of the mod but the modifiers just seem too drastic, especially in the early game when most large nations have really strong rulers while smaller ones don't. Smaller and still significant modifiers can still have large impacts throughout the lifespan of a campaign without throwing everything out of balance due to some RNG that is near impossible to control.

Emiya Jun 12, 2020 @ 7:25am 
Part 1:

I hope this gets updated so I have a chance to try it (just got back into EU4 with Emperor), but my only criticism on first look is that these modifiers may be too drastic.

I understand the concept of a lot of these but you need to keep game balance in mind so 1 good generation won't snowball a nation into ruin/immortality.

ADM looks may to strong/generation defining. Tech cost reduction is too important, especially with a smaller nation, to grant such a potentially large swing on. Maybe 2% could be reasonable but giving a nation like France or Austria 15% tech cost reduction would snowball them out of control if the ruler lives longer than average. 10% tax is also a little steep IMO but it better justified in terms of game balance. I would personally make it 5% per tick.

DIP looks good for the most part. Maybe tune it down to 2 or 3% for both instead of 5 but its easily the most balanced of the 3.