Europa Universalis IV

Europa Universalis IV

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Economy Reimagined
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52.881 MB
Mar 19 @ 8:24am
Jul 9 @ 2:52pm
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Economy Reimagined

Description
Are you getting bored with the typical vanilla EU4 experience?

Would you like to play a well balanced mod that drastically improves the economic side of the game, but isn't an overkill like MEIOU & Taxes?

Or maybe your laptop is just like mine: too old and wrinkly to smoothly run most of total conversion mods out there?

Ladies and Gentlemen, Lords and peasants, playing tall is real again!

Welcome to Economy Reimagined 2.3!

ER 2.3 is a total conversion mod designed to offer a more challenging and realistic experience of managing the economy of your nation. It adds depth and allows new strategies of obtaining wealth for your country.

Another goal of ER is to avoid the perception of a completely different game compared to vanilla EU4, despite a multitude of changes.

Main Wiki page: https://eu4.paradoxwikis.com/Economy_Reimagined

Support Me: https://buymeacoffee.com/christhewildman

Key new concepts
Base Province Values: https://eu4.paradoxwikis.com/Economy_Reimagined/Base_Province_Values

Province Crown Ownership: https://eu4.paradoxwikis.com/Economy_Reimagined/Province_Crown_Ownership

Development Points: https://eu4.paradoxwikis.com/Economy_Reimagined/Development_Points

Natural Resource and Manufactured Goods: https://eu4.paradoxwikis.com/Economy_Reimagined/Natural_Resource_and_Manufactured_Goods

Production Costs: https://eu4.paradoxwikis.com/Economy_Reimagined/Production_Costs

State Maintenance: https://eu4.paradoxwikis.com/Economy_Reimagined/State_Maintenance

New Province Income Mechanics: https://eu4.paradoxwikis.com/Economy_Reimagined/Province_Income

New modifiers: https://eu4.paradoxwikis.com/Economy_Reimagined/Modifiers

Buildings overview: https://eu4.paradoxwikis.com/Economy_Reimagined/Buildings

Court Investments: https://eu4.paradoxwikis.com/Economy_Reimagined/Court_Investments

Other changes in Economy Reimagined: https://eu4.paradoxwikis.com/Economy_Reimagined/Other_Changes

Gameplay Strategies: https://eu4.paradoxwikis.com/Economy_Reimagined/Strategies

Performance

The overall performance should be almost as smooth as vanilla EU4, with the exception of the first monthly tick.

Afterwards, the game should run quite smoothly. If it slows down significantly, please report an issue in the comments or on the Discord server.

Discord: LINK[discord.gg]

New Changes and Compatibility
Compatibility with Europa Expanded
Economy Reimagined is compatible with Europa Expanded through a 3rd mod called "Economy Reimagined (Europa Expanded)" which can be downloaded here: https://steamcommunity.com/sharedfiles/filedetails/?id=3451415242
This requires separate prior subscriptions to both Economy Reimagined and Europa Expanded.

Version 2.3
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.

Version 2.2
1. Devastation: instead of taking an exact number of Dev Points from the province each month, it has now an impact scaled with its Development. For provinces with the Dev Level of 3 or 4, Devastation has no impact. Then from Development 5 to 24, it is scaled by 5% per each Dev Level. Finally, for provinces with Development 24 and higher, Devastation has a full impact, not scaling above 100%.
2. Republics: Government Reforms level 9 and Plutocracy ideas have been buffed. 100 Republican Tradition now gives three extra bonuses/maluses: +25% Aggressive Expansion, +25% National Dev Points Modifier, +100% Impact of Courthouses on State Maintenance. This last modifier is new in ER, it results in Republics with max Republican Tradition having doubled reduction of State Maintenance upon building a Courthouse or a Town Hall.
3. Population Levels are now dynamically corrected at the start of the game to match the sum of original Population Level and Infrastructure Level, divided by 2. So a 6-6-2 province becomes 6-6-4.
4. Tribe migration and colony abandonment bugs fixed.
5. Common bankruptcy of big AI nations fixed.
6. Empire Of China: the impact of Meritocracy on Advisor Costs doubled; very high impact on State Maintenance added.
7. Religious Intolerance and Not Accepted Culture no longer have any impact on Internal Integration or Enterprise Efficiency. Instead, they increase autonomy over time, making it more difficult to make the most out of such provinces.
8. Corruption now affects II and EE at the rate of -1% and -10% respectively per each 1.00 of Corruption.
9. Legacy of Feudalism is now a province modifier dependent on your current embraced institutions; it is now also affected by Tax Collection Efficiency, making TCF actually useful in early game.
10. Taxation Level has now a minimum value of 5% which does not bring any maluses. The next step is 10%, then 15% etc. This simulates the real world scenario where there were always some taxes required in a country. The only way to stop collecting any taxation from a province is to increase its Autonomy to 100%.
11. Manufactured Goods Cost Modifier is now equal to -45% + current Diplomatic Technology.
12. Global Internal Integration is now 50% of Trade Efficiency, making this vanilla modifier as important as originally intended.
13. Sell Crown Ownership in provinces disabled for governments without estates; National Crownlands are always 100% for such nations.

Version 2.1
1. Trade has been nerfed compared to 2.0. It was way too strong and gave the Italian/Dutch nations too much of an advantage.
2. Internal Integration has been entirely re-written. It no longer applies to provincial revenue, it affects Production Costs instead.
3. Natural Resources are much less affected by other modifiers. They also bring in more income in early game than manufactured goods.
4. Trade Efficiency has been replaced entirely by Global Integration which is then added to Internal Integration in each owned province.
5. Merchant present no longer increases Trade Efficiency, now it gives +15 trade power in the node.
6. Each production level now adds +1.00 Goods Produced. Trade Value is now reduced by 80% but it is only used for trade, not for calculating revenue in provinces.
7. Goods Base Value is now the base for revenue calculations and it ignores Trade Value entirely. It simply uses Goods Produced amount and multiplies it by current Price.
8. Institutions spread more and are 40% cheaper to embrace.
9. Lots of other fixes and balance adjustments.
10. A country decision to change the visibility of development loss/gain events.
179 Comments
ChaffyExpert Sep 4 @ 3:35pm 
Is there any way to make it compatible?

Also is there a version compatible with Anbennar?
ChrisTheWildman  [author] Sep 1 @ 5:41pm 
@ChaffyExpert,
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?
adriant05 Aug 26 @ 5:47am 
Economy Reimagined with Europa Expanded together caused French vassals to be independent at the game start, I have the com-patch on, any fixes?
ChaffyExpert Aug 23 @ 3:17pm 
Is there any way to make this not disable RNW
ChrisTheWildman  [author] Aug 22 @ 5:21pm 
@Astolfo Datta,
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!
ChrisTheWildman  [author] Aug 22 @ 5:20pm 
@Huyckhl98,
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.
adriant05 Aug 19 @ 5:01am 
is the distance to capital data predefined? I tried to add a map mod that add provinces and it's distance to capital went up to ~5800.
Astolfo Datta! Aug 19 @ 4:30am 
there's less money in general, even after taking trade and eco ideas. I guess it comes from the absence of production revenue and increased state maintenance costs... I'm also pretty disapointed at the dev points gather rate, which seems extremely low and allows much less developping than in base game, which feels pretty bad for a mod focused on economy to not be able to develop provinces much
Astolfo Datta! Aug 19 @ 1:53am 
maybe I'm playing it wrong, but at least in early game I have much less money than in normal game
Huyckhl98 Aug 17 @ 12:33pm 
does this mod compatibile with the expanded-family??