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I'm not aware of the AI getting +3 Monarch Points per category as its not listed in the EU4Wiki for the AI (url=http://www.eu4wiki.com/Artificial_intelligence]http://www.eu4wiki.com/Artificial_intelligence[/url]) and the code for the vanilla election events only gives three options to all nations (though the new elections event that will be part of 1.14 will include AI only and Player Only options so the players will actually be considerably more OP than normal.)
As for the tech groups, they're set equal to Western tech so they don't have too many problems with the Europeans when they arrive. Not that they should or will all the time, but this mod isn't suppose to be all that hard to play for newbie players. Especially since playing as Texas is probably the epitome of Easy Mode in a Paradox mod.
To solve the AI development problem is we're likely going to have to add a triggered modifier that increases the cost of developing provinces. Certain provinces I think should be developed by the AI no matter what, those being historical major cities, but I'm not sure what could be done to direct the AI to develop say New York City over say some frozen rock. Also the provinces need to have their increased development cost (extra_cost = 10) set so that they cost more in places that has inhospitable terrain, especially in the Canadian Arctic. Its something I didn't really consider as its just more work in editing the province histories during a time when I was trying to get it updated as soon as possible, but its not that much work to add now and is likely now just overdue.
Any triggered modifier that gives a Prestige bonus of +0.001 is intended to be an "achievement" and its only purpose is to say that you fulfilled the "achievement". Seeing how I can't add normal achievements, I went for the next best way I could think of. I'll make sure I add the States to the Indian trade triggered modifiers as its something I missed.
The rest of my response will be numbered to match your numbers:
1.) I'll look into that and see how close they are, if they're too close to my comfort I'll change it, if its close but distinguishable to me I'll have @Gr1f take a look and provide a second opinion.
2.) That's not working as designed because it was an oversight, that event has been changed so many times since the mod was released its drives me insane that it has so many problems with it. It will need a line added to the event triggers that it can only fire for Disconnected Catholics and likely get reworked again. I'm never satisfied with it.
3.) California isn't getting gold, period. The trade goods are based on modern trade in those provinces and there are no major gold mines in California that dominate any local economy. If a California player wants a gold mine, they should take the missions to annex Nevada for its "mechanical gold mines" as Nevada gets gold to represent its major gambling centers. I just added to the To Do list to add to California a flavor event that might resolve this matter through an event though.
4.) The seperation of American Baptist (which is actually suppose to represent Southern Baptist) from the vanilla Protestant group was done because the Southern culture is intertwined with the denomination. Its the only denomination that has a plurality in all the Southen States and its part of the identity of the entire South.
5.) Alaska has an event chain to switch to Orthodox, similar to Arizona switching to Mormon. I wasn't sure if it was working right, but it seems to be.
Anyway:
The +3 monarch points per category isn't an AI bonus because it's in the game by default. Every country, regardless of how good or bad their tech group and ruler may be, receives 3 points in every category every month. This used to be different (Indian/Chinese/Sub-Saharan/Native American used to receive reduced tech points per month) but it's now standardized in the form of just tech penalties. These 9 points are in addition to whatever your ruler generates and whatever your advisors generate. It's entirely possible, therefore, to get 3 points from just being around, 3 points from your advisor, and 6 points from your ruler in any given category (plus another 2 points from a national focus, I suppose, though that works by removing one point from the other two categories).
So, as an example, if Ohio elects a 4-1-1 and has level 2 advisors across the board, they're actually getting 4 (ruler) + 2 (advisor) + 3 (base) = 9 admin points per month and 6 diplo/military points per month; that's 21 points total or 252 per year. While electing a 5-4-5 (which is a ruler I recently got in an election -- amusingly, he was the "diplomatic" candidate) obviously gives more monarch points than a 4-1-1, the difference isn't that huge. Assuming the same advisors, the 5-4-5 ruler results in Ohio getting 29 points total or 348 per year. If it were *just* from rulers, then the difference would be significantly more pronounced: 72 per year with the 4-1-1, 168 per year from the 5-4-5. As you can see, 252 vs. 348 isn't as huge a gap as 72 vs. 168.
I would also point out that competing with Europeans is actually not terribly difficult. The AI is *awful* at dealing with wars on different continents unless it already has a significant presence there. I recently fought the UK over British Colombia and they never actually managed to deploy any troops to the New World, for whatever reason (though they had half their military in Mozambique because of course they did).
Maybe it would be worth starting the states at, say, Anatolian-tier tech. The Ottomans traditionally keep up with Europe on the tech front, especially later on when tech levels come more slowly. But that might be nerfing from both ends and wind up over-compensating. The combination of reduced ruler quality and increased development costs *might* be enough. And if you're applying a hemisphere-wide increase to development cost, you could single out the places you think the AI should develop (NYC, Philly, D.C., etc.) and give those individual provinces a modifier that reduces local development cost (development_cost = -0.1 would be a 10% cost reduction).
As for the various points: makes sense.
Cheers.
I'm not going to drop the tech level down just yet. As I want to try other things first, but if it comes to that I'll give good reason why its necessary.
As for controlling development, I plan on doing that through modifiers that give reasonable bonuses to the top metropolitian areas by GDP which would only apply to the AI, Players generally have different goals than the AI that involves expanding and what not, so I'm less inclined to apply these maluses to players unless its clearly being abused in some way.