Europa Universalis IV

Europa Universalis IV

New Balance mod - New way to play Europa Universalis
maniac361 Aug 30, 2020 @ 5:49am
Improvement
Hi very good mod but I had to mod it to fit my needs.

First during my play on Hard with Russia and England it was almost impossible to get any Alliance. With Great Great Britain I could get a few alliance during the 50 first years but after that no one wanted an alliance with me probably due to my anglican religion and my highly wanted province in Peru and the spices Island (that modifier is overpowered I think). Ottoman had an Hegemony and could get alliances easily while me with no hegemony I couldn't get any. When I played Russia it was the same so I edited the files at this point because I couldn't play with such restriction.

I made this change in the opinion_modifier:
rival = {
opinion = -50
}

enemy = {
opinion = -25
}

allied_to_rival = {
opinion = -50
}

enemy_of_my_enemy = {
opinion = 50
max = 100}

Also I removed the -20 for alliance on hard.

I also modified the defines.lua file:
MIN_RELATIONS_TO_ALLY = 75
CALL_ALLY_DECLINE_PRESTIGE_PENALTY = -50
BREAK_ALLIANCE_TRUST_COST = 10
DISHONOR_CALL_TRUST_CALLER = 30
DISHONOR_CALL_TRUST = 5 --dishonoring a call to arms (with everyone else)

It's not perfect though as it seems to me the AI get alliances too easily so you are still at a disadvantage but it's not impossible to get alliance. I feel it would better if you could restrict the number of alliance if the country is a super power or has more than 300 development or something. For example impossible to be allied to 2 super power at the same time, same restriction for the AI. In my play with England there were small countries near India with 5 alliances with the overpowered Bengal on top, it feels very unlikely that such small country would get so many strong alliance from a realistic point of view. I also feels the hegemony minus stupid in reality it doesn't work that way, if you look at today USA has Naval/Army hegemony and they are a lot of countries willing to ally them so, sure they get a lot of hatred for it but it doesn't prevent them from making alliance.

Also in that file I add more distrust when you refuse call for wars, I feel other country should distrust you if you break alliance all the times. So now in games if I refused a defensive call I get -30 trust with target country and -5 with everyone else. (I hesitate between -5 and -10 for everyone else)



Then about the new development method introduce. I think it's a good idea but there are a few problems in my opinion. First it seems it overpower the small countries a bit too much, end game they can get around 40 or more development while your own capital city struggle to get above 20. So to get around this I would make a lot of small vassal with one province. Though some of my vassal would get stuck at minus 2 stability for ever so it seems buggy since their economy was doing perfectly fine. I think it would be better if the random development would target your capital area more often. If you are a big country the development should target near your capital more often, at a 75% rate for example. In my game when I would see Paris with only 15 development it was laughable when a poor province in the spice island usually around 7 to 10 dev was 40 dev when I took it.
I think you should reduce the amount of dev a one province country can get. The HRE gets overpowered too due to that also, Netherlands get a boost for it's trade power it's like 2 times more than normal because they started as small nations. Also some of the mission for a high dev province is almost impossible due to that.

Also I feel (not sure) since it's imposed development on your monarch points I wonder if it's restraining my ability to get ideas faster or technology, in my previous games sometimes I would neglect development to focus on ideas or tech but now I can't with this mod, if you are in a bad situation I don't want my monarch point going down if it was something I need to recruit a general for my wars. Maybe a switch on off would be a good idea if possible, or the ability to say yes or no when the pop up says new dev incoming.


Then the idea thing it's great but not for my taste personally, it's a good alternative and I can understand the need but I prefer my freedom to choose, maybe if it was less restrictive but I felt it was too hard to get the choice I wanted if not completely random. Maybe if a personality trait would give more choice that would get better, still probably not for me, even while using the command to add the trait it took me a really long time to get the idea I wanted.
Also the colonial idea for every nations is nice but completely unhistorical, an alternative way to play but not something I always want. Due to all that I edited the idea/00_basic_ideas.txt file back to normal.

Can you tell me which files to edit to remove the dev thing and put it back to normal while keeping the others things? It's the only thing I'm having hard time with.
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Showing 1-5 of 5 comments
IdillaMZ  [developer] Sep 2, 2020 @ 4:22pm 
Thank you!

About diplomacy.
Send me your savegames via zippyshare. I dont see any problem in forming alliances(there is no difference between player and AI in diplomacy), only new catholic reforms may give huge -80 penalty(maybe it should be modified) to relations with heretics and heathens. In my opinion is good, cuse now we have to be careful in changing religion to protestantism, calvinism or anglicanism, otherwise we could be isolated - exactly how it should be, this is historically accurate.
I agree there is still small(incomparably smaller than on standard version) problem with too much alliances between big and small threatened nations(i will work on that).

About development.
I agree, small nations get a little bit to much development(its balanced by number of provinces and subject status), but that was my idea to make small nations more competetive against big, snowballing empires. Some corrections will be implemented.

You are saying small nations are getting to much development? Imagine perspective from AI country - watching player spamming almost free(with ideas, and all bonuses) development everywhere :) This is exactly what human player is doing on standard version. My every single game on standard version was looking like that, when i was playing us small country(development spam, and stupid easy conquests)

Main reason why i changed development system is because is totally working only for player(AI is only wasting some points in capital). It is CRAZY OVERPOWERED, it is absolutly and totally broken. Institution boosting by development is also overpowered, ahistorical and broken.
My automated development system based on events need some corrections, but its working fine. Makes game more fair and challenging.

Your idea about more development spread in capital area is good! I will think about that. Also its good idea to give you option to resign from developing provinces, in situation where you have to conserve monarch points.

You have to edit largest event file in mod folder.
Last edited by IdillaMZ; Sep 2, 2020 @ 4:26pm
maniac361 Sep 4, 2020 @ 5:00am 
Thank you for making such great mod again. I played with Prussia this time, and I noticed a few other things, bear in my mind I only play with the AI for now. When I was still Brandenburg and catholic I could make alliance easily, though harder than with a default game. When I switched to protestant I couldn't make any alliance with any catholic country, I got the -80 malus and it was impossible. It was a bit stupid for some country as there were in the protestant league while being catholic and didn't want to ally me. I will look into the heathens opinion modifier that is probably why.

I agree with you about development, the normal set up doesn't feel right. Though I noticed another thing in this mod, since the smaller country get so strong it seems Russia have a harder time to form, if it forms at all, I played 2 times in this mod Russia got crushed, in my last game they couldn't even form Russia even if I help them a bit. In my game with England ottoman beat them as they didn't form early enough and got squeezed by the other Muslim country preventing them to grow. I also noticed Ottoman are weaker, sometimes they are even boring, in my play with Russia, they didn't conquer either Poland or their Muslim neighbors , they didn't even got close to me, at some point they seems weaker than Timurid. I'm not sure why but they don't seem to be able to get their Army Tradition high enough compared to a default setup.

I also noticed that it's harder to vassalize anyone as small country dev is too high, AE is even more crazy as development makes it very high even for some usually poor territory. I feel the AE is the most unbalanced thing in this game, as it seems to bother only small country and even sometimes country that are getting territory back which seems totally unfair. I think AE for small country should be very small, and the more you grow the bigger AE gets, for example ottomans when they have conquered all their muslim neighbors with a big chunk of Europe should get more AE, it would seems natural. While a country getting territory back in a war shouldn't even get any AE or very negligible.

Lowering the rate at which dev grows probably could help the dev getting too high for small nations. Another thing but you probably already know that, the missions from diet are impossible sometimes due to the impossibility to raise dev manually.


here are the save games:
https://www21.zippyshare.com/v/AnM139kq/file.html

I removed entirely the file in the event folder and I can't raise the dev manually still. I also remove every file related to Phlopsi’s Stability Overhaul mod but I still can't raise dev manually. There are so many things it's hard to find it.
edit: never mind I found it, I hope I didn't remove something useful in the process.
Last edited by maniac361; Sep 4, 2020 @ 6:21am
maniac361 Sep 4, 2020 @ 3:29pm 
I think I removed the script that prevent mercs spam, I'm playing Papal state and Venice keep hiring mercs with at least 50% over force limit, their monthly balance is at -70 ducats every month. It seems the ai don't spend money on mercs as I tag Venice to see all that and I removed the mercs and they keep hiring them. When I removed the mercs and tag back the Pape they keep hiring them. And magically their money got to 6000 ducats which seems way too much as its just the beginning of the game. At the end I played one day on the venice tag and it says I lost the AI -999% mercs cost.
WTF I can't believe it, this means Paradox actually did this on purpose, it's a game design that the AI can spam mercs indefinitely without any cost?
IdillaMZ  [developer] Sep 8, 2020 @ 8:10am 
Thanks for your opinions and ideas, but if you want to modify my mod, do it for yourself, you dont have to saying that here. You completly changed my mod, so it is not longer discussion about the mod. I removed mercenaries for AI during peace time by adding special event(disbanding them after war) and triggered modifier(adding special cost for AI in peace time), due to debt, economy, manpower, and AI recruiting-deleting units problems.

I loaded your saves. It is working exactly how i want. You are not able to form treaty with whoever you want.
Last edited by IdillaMZ; Sep 8, 2020 @ 10:59am
maniac361 Sep 10, 2020 @ 3:22pm 
I talked about it here because I couldn't in the other section for some reason. I'm sharing it because I saw in the comments someone asking :
" Is it possible that we could get multiple mods that are this one divided up into groupings of changes? Like, for example, one that is only the diplomacy changes?"

I thought it would be easier if you would explain where are the scripts so we take the parts we want. And it doesn't seem that hard to understand.

Thank you again.
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