Europa Universalis IV

Europa Universalis IV

More Fun, Less RNG
troyw.warren  [developer] Aug 5, 2019 @ 6:11pm
Suggestions
If you have any suggestions for future additions to this mod, or if you think something should be tweaked, please leave those suggestions here
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Showing 1-15 of 20 comments
I would suggest using trigger modifiers, for example, if you have 0 loans, you get 1 admin power. This would incentivize people to run their countries correctly and it would rely less on monarch rng. So, even if your ruler is 3 in admin, due to your country being debt free and corruption free, you get 2 extra admin powers.
troyw.warren  [developer] Aug 8, 2019 @ 8:08pm 
I do like the idea of triggers for incentivising good country management, but I probably won't give extra monarchy points. Maybe I could give improved diplomatic reputation for not having any corruption or something along those lines, but I wouldn't want to give anything as powerful as monarchy points.
Maybe I can figure something out for the update 2 Saturdays from now
John Saxon Aug 10, 2019 @ 1:45am 
Switch around the bonus for Mysticism and Legalism so i actually want to play as a Shia nation because without +3 missionary strength converting Sunni provinces is torture.
Der Gekreuzigte Aug 10, 2019 @ 3:14pm 
Did u fix the issue that you cant move ur capital if u dont have much dev on that continent, or du u recommend using this mod with older patches
troyw.warren  [developer] Aug 11, 2019 @ 10:47am 
@Ich beiß' dich, I would not recommend using this mod with an older patch, I have no idea if it is compatible or not
Coyote Aug 11, 2019 @ 11:42pm 
The balance is off:
Mana:
Base game gives you an average of 3 mana from king + 3 for free. Your changes give the player an average of 4 mana from king + 7 for free. This means you get TWICE the mana, at any time. That's too much.
You should probably add 1 base mana but go for a 0-4 range for kings and starting leaders of republics at 3/0/0 instead of 4/1/1.
Same mana average, lower spread.

Combat:
You should probably not tinker with days for stackwipe and things complicated that way.
The easiest way to keep the balance is to go from 0-9 and add 1 to the bottom roll whenever you remove 1 from the top roll. So 2-7, 3-6 etc.
The complicated way is to remove from the top roll, and for every 2 you remove from the top roll, you have to add 1 to the fire, shock and morale ATTACK pips of every unit, of every unit type, at all tech levels, for all tech types, without ignoring natives. (It's just the first option with extra steps, Morty).
Those two possibilities get you the same average casualties as base game, but the min-max casualties range is shorter.
coom snorter Aug 12, 2019 @ 12:19pm 
Remove the limit for moving capital between continents.
troyw.warren  [developer] Aug 12, 2019 @ 6:47pm 
@coyote, the average mana from rulers is 4 and the base points you get was increased from 3 to 4, so the number of points you get on average (ignoring advisors) went from 6 to 8. I am not sure how you did your math, but it seems off. Either you are missing something or I am, and I don't think it's me.

On the combat side of things, I definitely agree with you that I would prefer not to alter stackwipe days, but it was a compromise. Like you mentioned about dice rolls, I actually wanted to change dice rolls from 0-9 to 3-7, however I looked at the code available to me and it seems I can only alter the maximum value of the dice roll, not the minimum. You also mentioned pips on units, and that is a way I could do it, I even talked about it with siu while we were first discussing the dice roll issue, however we agreed that if we altered unit pips that it would look ugly and just confuse people, since most people probably don't understand the details of how pips affect combat.
If you know of a mod that alters the minimum dice roll value, I would appreciate it if you could point me to one so I could get in touch with the developer, but so far the best thing I can do is ask for paradox to add that as another value in the defines file.
Briech_ Aug 12, 2019 @ 11:05pm 
Possibly changing the penalties, or altering the penalties(based of the units) during a siege assault would be cool, rather than a 50/50 20k stack infantry and artillery army take the same penalties of assaulting after a break take the same penalties as a 20k stack of cavalry is not good. If you guys could make it so if an army assaults a fort, casualties/penalties are not based off of total men, but what men(and how many of that type of man) are put into an assault. An example would be 5k artillery and 10k infantry siege a fort, only infantry would take casualties, but the artilley will increase the chances of a faster and less deadly assault, compared to what I am thinking of, a 15k cavalry will take heavy casualties and be less likely to succeed with little casualties
Last edited by Briech_; Aug 13, 2019 @ 10:35am
Coyote Aug 13, 2019 @ 1:24am 
Originally posted by troyw.warren:
@coyote, the average mana from rulers is 4
It's 3, since the range is 0-6, but that doesn't change what comes next.
and the base points you get was increased from 3 to 4
I probably read somewhere "increased by 4" or misread in the game the base as 7 instead of 4 (I just checked and it is, indeed, 4).
So my bad, you're right, it is an increase of 1+1 on average.

On the combat side of things
A thought just came to me, if the pips are the problem, what about adding a +2 bonus from terrain to the attacker?
The siege RNG needs a fix aswell. It's the same arbitrary dice rolls as the combat.
The old fort system (pre-1.12) was way better than what we currently have and the way CK2 does sieges should be the basis.
Suggestions:
Either: speed up all sieging speed by 25-50%
or: Lower fort defense on actual forts by 50-75%, increase flat fort defense by some 25% (to reflect on the old fort system)
Another option is to increase the dice roll effects so early game sieges don't last 5 years.
Last edited by 2Pac Alive in Serbia; Aug 13, 2019 @ 2:08am
czarnuch2137 Aug 27, 2019 @ 10:14am 
Republic buff is pointless since republic government is already really OP
troyw.warren  [developer] Aug 27, 2019 @ 6:02pm 
@Wazonex, Republics are actually among the weaker government types in the game. Monarchies and Tribal Governments are actually much stronger and it mostly comes down to Legitimacy vs Republican Tradition. Legitimacy is far stronger than in its bonuses than Republican Tradition and yet is also much easier to regain than Republican Tradition. In an effort to balance the two government types a bit, I gave a minor buff to the bonuses of Republican Tradition and then boosted the affects of Cultural Sufferage.

If you think Republican Governments are OP, I would ask that you provide an explanation of why you think they are OP.
czarnuch2137 Aug 28, 2019 @ 8:40am 
Actually rep gives a huge buff to economy and always lets you have a good ruler. Ofc if you are playing for WC republic is outscaled when it comes to states and stability when You conquer a lot.
I'm talking more MP wise, that's why I said republic gov is OP comparing to monarchy.
Rebel Leader Oct 14, 2019 @ 12:42pm 
I would ask for the clergy bonuses be changed since when you add them to a province there buff is reduce maintenance for missionaries but the cost for them is removed. Since you removed missionaries strength de-buff for religion the old missionaries strength of +2% may be to strong. I am not sure what it would be replaced with I offer any one to make a suggestion but maybe it could reduce culture conversion cost since you want to add them to recently taken land or maybe a -1 or -2 to unrest in the province.
Last edited by Rebel Leader; Oct 17, 2019 @ 8:17am
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