Europa Universalis IV

Europa Universalis IV

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Dynamic Mercantilism
   
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Mar 16 @ 9:30pm
May 8 @ 6:37pm
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Dynamic Mercantilism

Description
Abandoned: will fix if an update breaks it but wont be adding anything, feel free to cannibalize

Mercantilism just being a button that you click until its high enough is quite lame, especially because most people don't care to do even that. This mod seeks to make a previously boring resource more interesting.

Basically it makes mercantilism a scaled modifier that acts more as an equilibrium point than a pooled resource. Twice a year your mercantilism will increase or decrease towards this equilibrium point.

Modifiers that increase your equilibrium:
- province trade power
- domestic trade power
- goods produced
- trade steering
- certain government reforms

Modifiers that decrease your equilibrium:
- institution spread
- trade efficiency
- foreign trade power
- global trade power
- certain government reforms

Compatible with everything*, built for Vanilla, Extended Timeline, and Ante Bellum. Make sure you load this before any overhaul mods.
15 Comments
DudeChris33  [author] Mar 27 @ 2:26am 
yeah I fixed that, realized 100% was way too powerful and set it to 20%. Still working on how exactly the numbers should work
see two Mar 23 @ 12:54pm 
in my game countries are stuck at 0% mercantlism, meaning they are all at +100% trade efficiency, leading to AI lubeck saving up 10k ducats.
DudeChris33  [author] Mar 21 @ 8:10pm 
good catch
whuchurface Mar 21 @ 7:43pm 
You might want to check the event modifiers file, for me it's not a txt file so you don't get the mercism_global_base modifier
DudeChris33  [author] Mar 21 @ 12:14pm 
thanks for all the feedback, will be open to more but im now out of brainstorming stage
DudeChris33  [author] Mar 21 @ 12:14pm 
I think I have a good system set up now, just need to bugfix and resolve an incompatibility with ante bellum
DudeChris33  [author] Mar 21 @ 12:14pm 
yeah thats in there. first thing I added
Matt Mar 21 @ 11:52am 
I'd also suggest looking at Good Produced as a key modifier - Mercantilism was all about the idea that importing is bad and exporting is good, so perhaps you can have a higher mercantilism value without experiencing ill effects if your GPM is higher. Have been playing with the mod already and I like it a lot! Recommend it combined with governing cap clamp and trade goods expanded mods, obviously :)
DudeChris33  [author] Mar 19 @ 2:25pm 
to my understanding mercantilism is just the state's control of trade. I have represented this by giving trade efficiency and institution spread at low mercantilism and province trade power modifier at high mercantilism. I think the coalition stuff could actually be better in a separate mod, I will look into that in the future
DudeChris33  [author] Mar 19 @ 2:16pm 
these are all excellent ideas. I have already updated it to include things like subjects, trading bonuses, and production leaders, but I will definitely add the rest of these, thank you :)