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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.
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.
Of course, the price is steep, as it should be, so it's up to the player to weigh his options.
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)
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.
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.