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Europa Universalis IV - Development Diary 21st of March 2023 - Balance Changes and Usermodding Additions

Greetings! Today we will take a final look at some of the balance changes and the additions for usermodding coming with 1.35. So without further ado let’s get started!

First thing to present are the changes to the Age Abilities. As some Great Powers have received changes to their power level, it was only fitting to adjust their Age Abilities too. The following balance changes have been made:

  • “Guns of Urban” has been renamed to “Ottoman Siegecraft” and now gives +1 Leader Siege instead of +33% Siege Ability
  • “Spanish Tercios” has been replaced by “Spanish Field Marshals” and now gives +1 Leader Land Shock instead of -30% Shock Damage Received
  • “Mughal Artillery” has been changed from -50% Artillery Cost to +15% Artillery Combat Ability
  • “Persian Reinforcement” has been replaced by “Persian Enlightenment” and now gives -20% Development Cost instead of -30% Reinforce cost
  • “French Musketeers” has been replaced by “French Absolutism” and now gives +30% Max Effect of Absolutism instead of +20% Land Fire Damage
  • “Dutch Officials” has been replaced by “Dutch Commercialization” and now gives +33% Trade Steering instead of -0.2 Yearly Corruption
  • “British Fleet” now gives +1 Max Admiral Fire instead of -33% Naval Maintenance Modifier
  • “Russian Empire” now gives -10% Minimum Autonomy in Territories instead of +33% Governing Capacity Modifier
  • “Austrian Diplomacy” has been replaced by “Austrian Tenacity” and now gives -20% Morale Damage Received
Some other noteworthy balance changes:
  • Ramparts can now only be placed on terrain which is seen as “Flatland” in the game. This means it is only possible to build ramparts on farmlands, grasslands, steppes, savannahs, drylands, (coastal) deserts and coastlines.
    Note: we are aware that this change is a bit against the nature of what ramparts actually are. The reason behind this change is that mountains with ramparts can lead to oppressive situations where neither side wants to commit to an attack due to the threat which are -3 on rolls.
  • The cooldown for changing rivals has been reduced from 25 years to 5 years
  • Iberian Trade Goods have been adjusted
    iberian_tradegoods.png

    Related to this, the event "A new Spanish Capital" now changes the trade good of Madrid to glass if you decide to make it to your new capital.
  • Celestial Reforms now cost 80 Mandate instead of 70
  • The mandate growth has been adjusted:
    • Every point of stability gives now +0.4 instead of +0.24 Yearly Mandate
    • Every state with prosperity now gives +0.04 instead of +0.03 Yearly Mandate
    • Every 100 development with 100% devastation now gives -12.0 instead of -10.0 Yearly Mandate, scaling with degree of devastation
    • Every 5 loans now gives -0.6 Yearly Mandate instead of -0.36
  • Piety has seen some changes in order to have an easier time reaching Mysticism while having it a bit harder to reach Legalism
    • Piety always resets to 0 when a new ruler ascends
    • Piety no longer gets increased or decreased when you declare a war
    • All decisions but “Denouncement of Secret Practices” now push you into the piety direction you are directing for. So this means, “Enforce Religious Unity” now gives -15 Piety if you are below 0. Otherwise it gives +15 Piety. Denouncement of Secret Practices gives +10 Piety.
    • Added a new privilege for the Clergy which gives -0.1 Monthly Piety. It cannot be combined with “Clerical Ministers” which gives +0.1 Monthly Piety.
    • Mysticism now gives -10% Idea Cost instead of 20% Fort Defense
  • The Special Units have seen some rebalancing:
    • Janissaries:
      • Start now with 10% of their Regiment strength instead of 100%
      • Start now with 10% of their Morale instead of 100%
      • Cost now 3 Military Power instead of 10
      • Janissaries have now +50% Assault Fort Ability
      • Janissaries have now 50% Army Drill Gain Modifier instead of 100%
    • Cawa:
      • Start now with 50% of their Regiment strength instead of 10%
      • Start now with 10% of their Morale instead of 50%
      • Cost now 2 Military Power instead of 5
      • Cawa have now -0.05 Shock Damage Received instead of -15%
      • Cawa have now -50% Land Attrition instead of -25%
      • Cawa have now +50% Reinforce Speed instead of -25%
      • The reinforce cost of Cawas has been removed
    • Streltsy:
      • Are no longer spawned through the government abilities
      • They are now recruited like regular troops
      • Stretsy are available for Russian Principalities, Veche Republics, Tsardoms and Great Veche Republics. You can recruit 10% of your force limit as streltsy as a Principality / Veche Republic. This is further increased by another 10% if you upgrade your government reform by forming Russia.
      • The “Raise Streltsy” government ability has been changed to “Equip Streltsy” which decreases War Exhaustion by 2, grants you a low amount of yearly manpower (5% as Principality, 10% as Tsardom) and increases the Infantry Combat Ability of your Streltsy by 5% / 10% for 10 years.
      • Streltsy have now -10% Fire Damage Received additionally to their Fire Damage dealt
      • Reliance on Streltsy no longer increases stability cost
    • Cossacks:
      • Reliance on Cossacks no longer increases stability cost
      • Cossacks have now +15% Shock Damage instead of 10%
  • Blockaded provinces now gain -100% Trade Power Modifier
  • Local Base Tax now has some additional province modifiers which give base tax a bit of an identity. Every point of base tax has the following effects:
    • -1% Local Construction Time
    • -2% Local Recruitment Time
    • +2% Institution Spread
    • -1% Local Great Project Upgrade Time
  • Pashas have seen some changes
pashas.png
  • Note: Local Tolerance of Heathens makes the province behave as if you would have the amount of Tolerance (or less if your Max Tolerance is below the Local Tolerance value). So in our example here: the Ottomans have +1.5 Tolerance of Heathens while a Max Tolerance of Heathens of 3. A province which is in the hands of the Pasha behaves as if the Ottomans have 3 Tolerance of Heathens due to the +10 Local Tolerance but only a +3 Max Tolerance.
    You might also notice that it gives Monthly Autonomy Change while also increasing the Minimum Local Autonomy. This is intended as it raises the base Autonomy, but makes it easier for the province to reach this base.
  • The negative effects of devastation (with the exception of local movement speed and supply limit modifiers) have been doubled
  • Inflation now increase Missionary Maintenance, Colony Maintenance, Great Project Upgrade Cost, Embracement Cost, Colonial Subject Upgrade/Change Cost and State Maintenance by 1% for each 1% of Inflation
  • Call for Peace now increases War Exhaustion with a rate of 0.005 instead of 0.008
  • Expand Infrastructure now decreases local development cost by 15% instead of 25%
Last week we presented the toggle function of Slack Recruiting Standards. We did some number adjustment to it so it provides 100% Manpower Recovery Speed instead of 50%.

This is by far not the entire list of changes to game balance, but the most important parts should now be covered. Before we continue, I would like to showcase you three new map modes which we will add with 1.35 too!

Razing Map Mode:
razing_mapmode.png

Scorched Earth Map Mode:
scorched_earth_mapmode.png

Expanded Infrastructure Map Mode:
expanded_infrastructure_mapmode.png

And last but not least, special state effects such as Pashas or Holy Orders are now visible in the Metropolitan map mode:
better_metropolitan.png

Let’s move on to the additions for modders. One of the most frequent questions were about the moddability of the government mechanics. Fortunately enough, the programmers have created a very handy readme.txt file which goes into detail of what is possible with the government mechanics:
Code:
#<government_mechanic_id> = { #The ID of the government mechanic which is used by the government_abilities in the gov reform files
# alert_icon_gfx = <icon> #defines which GFX icon strip the alert icon to use for this mechanic is in
# alert_icon_index = <int> #the index of the icon for this mechanic in the above strip
# available = <trigger> #criteria for the mechanic to be available
#
# powers = {} #1..n of
#  <government_power_type_id> = {
#   gui = <string> #link to the gui that will be used to display this power. By default, it will be government_shared_power if it's not a power only associated with one action, or if it is a unique power for one interaction, this will be ignored and the bar from the interaction's gui will be used. New versions of this will need to contain the same elements so they can be filled in.
#   min = <int> #min power value - usually just leave this at 0.
#   max = <int> #Defines how much progress you can save up for the progress bar.
#   default = <int> #default power when resetting, usually leave as 0
#   reset_on_new_ruler = yes/no #Defines if a new ruler resets the progress bar. It does so if set to yes, otherwise the progress remains saved even if you get a new ruler.
#   base_monthly_growth = <float> #Defines the base amount of progress growing. At default, it is 0.
#   development_scaled_monthly_growth = <float> #defines the amount of monthly growth you get from development scaled by Development/COUNTRY_DEVELOPMENT_SCALE (i.e. was in country_development)
#   monarch_power = <adm/mil/dip> #specify if the power also gains from the ruler's skill value. Don't specify if you don't want this feature
#   scaled_modifier = <conditional modifier> #optional country modifier that scales with the percentage of power. You can have n of them in the power.
#   reverse_scaled_modifier = <conditional modifier> #optional country modifier that scales with ( 1 - percentage of power ). You can have n of them in the power.
#   on_max_reached = <effect> #effect when you get to full power
#   on_min_reached = <effect> #effect when you get to the least available power
#   is_good = <yes/no> #is this power....desirable?
#  }
#
# Modifiers will be generated for the power types like this:
#  monthly_<government_power_type_id> = <float> #a monthly amount of this power given to the country
#  <government_power_type_id>_gain_modifier = <float> #Modifies the gain from the add_government_power effect
# for each of these, you'll need to add a string for the generated modifier id and an icon.
#
# There are effects for all government powers:
#  add_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power
#  add_government_power_scaled_to_seats = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #adds government power, scaled to the number of seats in parliament
#  set_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #sets government power
#  freeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power no longer changes
#  unfreeze_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #government power can change again
#
# ...and triggers:
#  has_government_power = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> value = <float> } #tests if government power is at least value
#  government_power_frozen = { mechanic_type = <government_mechanic_id> power_type = <government_power_type_id> } #tests if government power is frozen
#
# interactions = {} #1..n of
#  <government_power_interaction_id> = {
#   gui = <string> #link to the gui that will be used to display this power. By default, it will be government_interaction_type if not specified. New versions of this will need to contain the same elements so they can be filled in.
#   icon = <gfx icon name> #Defines how the icon of the button should look like.
#   cost_type = <progress_type_id> # which progress type we're spending (if any)
#   cost = <int> #Defines how much progress you need to press the button. If pressed, it drains <int> amount of progress from the progress bar.
#   trigger = { <country triggers> } #Defines the triggers needed for the button to be used. At default, it is empty which means there are no triggers greying the button out
#   effect = { <country effects> } #Defines the effects happening when you press the button
#   cooldown_years = <int> #Defines the cooldown years for this one button.
#   cooldown_token = <any token> #defines the cooldown to use. If not specified, it will use the id of the action, so the cooldown will be unique to the action. This is useful if actions are to be mutually exclusive
#   cooldown_desc = <string key> #defines the string to use for the name of the cooldown. If not specified, it will use the name of the interaction.
#   ai_chance = <mtth> #mean time to happen, used to test to see how interested the AI is in doing this interaction
#  }
# }
# in theory, you can have as many interactions and powers as you like, but you'll need to make sure the UI script can handle them.
You can then assign the government mechanic in the reform like this:
Code:
example_gov_reform = {
    icon = "mercenaries"
    allow_normal_conversion = yes
    potential = {}
    trigger = {}
    modifiers = {
        diplomatic_reputation = 1
    }
    government_abilities = {
        government_ability_1
        government_ability_2
        government_ability_3
        #You can have n government abilities in the same reform. UI can be a bit clunky though as you will have to rely on a scrollbar
    }
    ai = {
        factor = 1
    }
}
Here are a few example government mechanics:
Code:
tribal_federation_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 5
    available = {
        has_dlc = "Cradle of Civilization"
    }

    powers = {
        tribal_allegiance = {
            max = 100
            reset_on_new_ruler = no
            base_monthly_growth = 0
            development_scaled_monthly_growth = -0.25
           
            scaled_modifier = {
                modifier = {
                    manpower_recovery_speed = 0.33
                    global_unrest = -3
                }
            }
        }
    }
   
    interactions = {
        enlist_general = {
            icon = GFX_enlist_general_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
            }
            effect = {
                create_general = {
                    tradition = 40
                }
            }
            cooldown_years = 0
            ai_chance = {
                factor = 10
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                    has_government_power = {
                        mechanic_type = tribal_federation_mechanic
                        power_type = tribal_allegiance
                        value = 95
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leaders = {
                            value = 1
                            type = general
                            include_monarch = no
                            include_heir = no
                        }
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leaders = {
                            value = 2
                            type = general
                            include_monarch = no
                            include_heir = no
                        }
                    }
                }
                modifier = {
                    factor = 20
                    not = {
                        has_leader_with = {
                            general = yes
                            total_pips = 6
                        }
                    }
                }
                modifier = {
                    factor = 0.1
                    has_leader_with = {
                        general = yes
                        total_pips = 11
                    }
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                }
            }
        }
       
        train_horsemanship = {
            icon = GFX_train_horsemanship_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = train_horsemanship_modifier
                    duration = 3650
                }
            }
            cooldown_years = 10
            ai_chance = {
                factor = 100
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                    has_government_power = {
                        mechanic_type = tribal_federation_mechanic
                        power_type = tribal_allegiance
                        value = 95
                    }
                }
                modifier = {
                    factor = 0
                    not = { cavalry_fraction = 0.1 }
                }
                modifier = {
                    factor = 0.1
                    not = { cavalry_fraction = 0.2 }
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                }
                modifier = {
                    factor = 0
                    NOT = { manpower_percentage = 0.8 }
                }
            }
        }
       
        conscript_from_tribes = {
            icon = GFX_conscript_from_tribes_button
            cost_type = tribal_allegiance
            cost = 30
            trigger = {
                capital_scope = {
                    controller = {
                        tag = ROOT
                    }
                    has_siege = no
                }
            }
            effect = {
                capital_scope = {
                    add_unit_construction = {
                        type = cavalry
                        amount = 6
                        speed = 0.25
                        cost = 0
                    }
                }
            }
            cooldown_years = 0
            ai_chance = {
                factor = 0    #Just no
            }
        }
    }
}
Code:
mamluk_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 3
    available = {
        has_dlc = "Cradle of Civilization"
    }
   
    powers = {
        mamluk_adm_power = {
            max = 150
            monarch_power = ADM
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
        mamluk_dip_power = {
            max = 150
            monarch_power = DIP
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
        mamluk_mil_power = {
            max = 150
            monarch_power = MIL
            reset_on_new_ruler = yes
            base_monthly_growth = 0.25
        }
    }
   
    interactions = {
        promote_culture_in_government = {
            icon = GFX_promote_culture_in_government_button
            cost_type = mamluk_adm_power
            cost = 100
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = promote_culture_in_government_modifier
                    duration = 365
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #Never a reason to say no to this either
            }
        }
        sell_off_culture_slaves = {
            icon = GFX_sell_off_culture_slaves_button
            cost_type = mamluk_dip_power
            cost = 100
            trigger = {
                custom_trigger_tooltip = {
                    tooltip = ANY_OWNED_PROVINCE_OF_RULER_CULTURE
                    any_owned_province = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                }
            }
            effect = {
                add_owned_provinces_development_ducats = {
                    custom_tooltip = FROM_PROVINCES_OF_RULER_CULTURE
                    trigger = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                    multiplier = 2
                    age_multiplier = 1
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #There is never a reason to say no to money
                modifier = {
                    factor = 20
                    num_of_loans = 1
                }
                modifier = {
                    factor = 20
                    num_of_loans = 3
                }
                modifier = {
                    factor = 20
                    num_of_loans = 5
                }
                modifier = {
                    factor = 20
                    num_of_loans = 7
                }
            }
        }
        recruit_from_culture_lands = {
            icon = GFX_recruit_from_culture_lands_button
            cost_type = mamluk_mil_power
            cost = 100
            trigger = {
                custom_trigger_tooltip = {
                    tooltip = ANY_OWNED_PROVINCE_OF_RULER_CULTURE
                    any_owned_province = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                }
            }
            effect = {
                add_owned_provinces_development_manpower = {
                    custom_tooltip = FROM_PROVINCES_OF_RULER_CULTURE
                    trigger = {
                        owner = {
                            ruler_culture = PREV
                        }
                    }
                    multiplier = 0.05
                    age_multiplier = 1
                }
            }
            cooldown_years = 1
            ai_chance = {
                factor = 100    #Say yes to manpower
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.3 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.2 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.1 }
                }
            }
        }
    }
}
Code:
iqta_mechanic = {
    alert_icon_gfx = GFX_alerticons_government_mechanics
    alert_icon_index = 2
    available = {
        has_dlc = "Cradle of Civilization"
    }
   
    interactions = {
        efficient_tax_farming = {
            icon = GFX_efficient_tax_farming_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = efficient_tax_farming_modifier
                    duration = 7300
                }
                add_subjects_development_ducats = {
                    multiplier = 2
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 20
                modifier = {
                    factor = 0
                    NOT = { num_of_loans = 1 }
                }
                modifier = {
                    factor = 0.5
                    is_in_deficit = no
                }
                modifier = {
                    factor = 1.25
                    has_any_disaster = yes
                }
                modifier = {
                    factor = 1.5
                    num_of_loans = 2
                    is_in_deficit = yes
                }
                modifier = {
                    factor = 20
                    num_of_loans = 1
                }
                modifier = {
                    factor = 100
                    num_of_loans = 3
                }
                modifier = {
                    factor = 100
                    num_of_loans = 5
                }
                modifier = {
                    factor = 100
                    num_of_loans = 7
                }

            }
        }
        land_acquisition = {
            icon = GFX_land_acquisition_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = land_acquisition_modifier
                    duration = 7300
                }
                add_subjects_development_manpower = {
                    multiplier = 0.05
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 20
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.3 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.2 }
                }
                modifier = {
                    factor = 20
                    not = { manpower_percentage = 0.1 }
                }
                modifier = {
                    factor = 100
                    is_in_important_war = yes
                }
                modifier = {
                    factor = 30
                    is_at_war = yes
                    is_in_deficit = no
                }
                modifier = {
                    factor = 0
                    is_at_war = no
                    OR = {
                        NOT = {
                            any_neighbor_country = {
                                NOT = { truce_with = ROOT }
                            }
                        }
                        manpower_percentage = 0.9
                    }
                }
            }
        }
        lenient_taxation = {
            icon = GFX_lenient_taxation_button
            trigger = {
            }
            effect = {
                add_country_modifier = {
                    name = lenient_taxation_modifier
                    duration = 7300
                }
            }
            cooldown_years = 20
            cooldown_token = iqta_mechanic
            cooldown_desc = AN_IQTA_TAXATION_POLICY
            ai_chance = {
                factor = 10
                modifier = {
                    factor = 0
                    NOT = {
                        any_subject_country = {
                            liberty_desire = 40
                        }
                    }
                }
                modifier = {
                    factor = 20
                    any_subject_country = {
                        liberty_desire = 45
                    }
                }
                modifier = {
                    factor = 50
                    any_subject_country = {
                        liberty_desire = 50
                    }
                }
                modifier = {
                    factor = 100
                    any_subject_country = {
                        liberty_desire = 60
                    }
                }
            }
        }
    }
}
But that is by far not everything! Here are a few of my personal highlights as a content designer which get added for 1.35:
  • Guibounds command for the console, allowing you to debug the UI
    guibounds.png

  • Change_country_color = { country = <country scope> / color = { r g b } } If the former argument is used then the country will adapt the color of the specified country scope. If the latter is used then a defined color will be used instead. Of course it comes with a restore_country_color = yes
  • Decisions (and parliament issues) can be recolored. Here is an example of the decisions activated by estate privileges:
    recolored_decisions.png

  • Bunch of new on_actions such as on_parliament_debate_reset, on_parliament_seat_given, on_parliament_seat_lost, on_hre_reform_passed, on_mandate_reform_passed, on_slacken_start, on_slacken_stop, on_colony_finished, on_advisor_hired, on_adm_advisor_hired, on_dip_advisor_hired, on_mil_advisor_hired, on_core, on_tech_taken, on_adm_tech_taken, on_dip_tech_taken, on_mil_tech_taken, on_barrage, on_naval_barrage, on_scorch_earth, on_war_ended, on_alliance_broken, on_royal_marriage_broken, on_alliance_created and on_royal_marriage
  • Bunch of new static modifiers such as under_governing_capacity_modifier, mandate, imperial_authority_emperor, imperial_authority_member, positive_imperial_authority_emperor, positive_imperial_authority_member, negative_imperial_authority_emperor, negative_imperial_authority_member, average_overseas_subject_liberty_desire, reverse_average_overseas_subject_liberty_desire, average_subject_liberty_desire, reverse_average_subject_liberty_desire, average_global_autonomy and reverse_average_global_autonomy
  • Potentials (conditions which hide this object if they are not fulfilled) and trigger/allowed (conditions which are required to interact with this object) for Decrees, Fervor aspects, Golden Bulls. Personal Deities and Trading Policies
  • The amount of soldiers killed / lost are now automatically exported to the variables “land_units_killed”, “land_units_lost”, “naval_units_killed” and “naval_units_lost”. Note: they do not count together into a variable of the total amount of units you have killed over the campaign. Every battle sets the variable to the new value.
  • Added “effect” and “removed_effect” for the following mechanics:
    • Diwan mechanic (so if you assimilate a culture group the effect fires, if you lose the assimilation bonus, the removed_effect fires)
    • Naval Doctrines
    • Personal Deities
    • Policies
    • Decrees
  • Additions to modding Parliaments:
    • Issues have now the following arguments:
      • backing_percentage = <int> #Determines how many seats will back up the issue. backing_percentage = 100 would mean all seats would back it up, backing_percentage = 0 means no seat backs it up. If undefined then the game uses the PARLIAMENT_BACKING_PERCENTAGE from Defines
      • effect_duration = <int> #Determines how long the effects of a passed debate last, and also the amount of time before you can debate the next issue after passing one. If undefined then the game uses the PARLIAMENT_EFFECT_DURATION from the Defines.
      • debate_duration = <int> #Determines how long the debate will go before it gets into the phase where it can be randomly closed. If undefined then the game uses the PARLIAMENT_DEBATE_DURATION from the Defines.
      • chance_of_decision = <float> #Determines the chance debate is ended after debate_duration / PARLIAMENT_DEBATE_DURATION. Defaults to PARLIAMENT_CHANCE_OF_DECISION
    • Bribes have now a chance = {} argument which defines how likely a bribe is to appear
  • New attributes for Mercenaries
    • counts_towards_force_limit = no (a merc company with this trait would not occupy any force limit)
    • max_size = <int> #Limits the size of this mercenary company. If a merc company would be larger than the max size allowed then every additional "would be" regiment will be transferred to the company's manpower pool. If not set or if "-1" then it is the default setting.
    • min_size = <int> #Limits the minimum size of this mercenary company. So if you hire a merc company it will ALWAYS have at least as many regiments as min_size demands it to be. If it's bigger than "max_size" then it should throw an error in the error log and be deactivated. If not set or if "-1" then it is the default setting.
    • no_additional_manpower_from_max_size = yes #A flag for the merc company which disallows the behavior that every single additional "would be" regiment over max_size will be turned into company manpower. "no" is the default.
    • manpower_pool = <double> #Defines how large the manpower pool of the merc company is. Merc Manpower modifier use this as the base to modify. At default, it is -1 which means it just uses the normal way of calculating the available manpower for the merc company
    • So in script a merc company could look like this then:
    • Code:
      merc__local_free_company = {
           regiments_per_development = 0.025
           cavalry_weight = 0.1
           artillery_weight = 0.1
           cavalry_cap = 2
           cost_modifier = 0.75
           trigger = {
               total_development = 150
               is_allowed_to_recruit_mercenaries = yes
           }
           # No home province means local mercenary company
           max_size = 12
           min_size = 4
           no_additional_manpower_from_max_size = yes
           manpower_pool = 50
      }
      This free company would have 4 regiments minimum and cannot have more than 12 regiments max. Every single regiment which would be part of this company gets lost as "no_additional_manpower_from_max_size = yes" is set. It also has a manpower pool of exactly 50k troops as "manpower_pool = 50" is defined.
  • And last but not least: new modifiers. This is the complete list of ALL modifiers in the game. Be warned though: unit, province and country modifiers have been put all in the same place. This list serves first and foremost as a source of information that a certain modifier exists in the first place.

    [*]
    Code:
    #test_modifier = {
    #    can_not_build_colonies = yes
    #    can_not_build_buildings = yes
    #    can_not_build_missionaries = yes
    #    can_not_declare_war = yes
    #    can_not_send_merchants = yes
    #    capped_by_forcelimit = yes
    #    can_claim_states = yes
    #    free_concentrate_development = yes
    #    build_cost = -0.1
    #    local_build_cost = -0.1
    #    build_time = -0.1
    #    local_build_time = -0.1
    #    local_unrest = -1
    #    global_unrest = -1
    #    development_cost = -0.1
    #    development_cost_modifier = -0.1
    #    local_development_cost = -0.1
    #    local_development_cost_modifier = -0.1
    #    trade_efficiency = 0.1
    #    province_trade_power_value = 0.1
    #    province_trade_power_modifier = 0.1
    #    global_prov_trade_power_modifier = 0.1
    #    production_efficiency = 0.1
    #    local_production_efficiency = 0.1
    #    trade_goods_size = 1
    #    trade_goods_size_modifier = 0.1
    #    raze_power_gain = 0.1
    #    monarch_power_tribute = 1
    #    tributary_conversion_cost_modifier = -1
    #    expand_infrastructure_cost_modifier = -1
    #    max_absolutism_effect = 0.1
    #    centralize_state_cost = -0.1
    #    local_centralize_state_cost = -0.1
    #    land_morale_constant = 1
    #    naval_morale_constant = 1
    #    max_general_shock = 1
    #    max_general_fire = 1
    #    max_general_maneuver = 1
    #    max_general_siege = 1
    #    max_admiral_shock = 1
    #    max_admiral_fire = 1
    #    max_admiral_maneuver = 1
    #    max_admiral_siege = 1
    #    coast_raid_range = 1
    #    development_cost_in_primary_culture = -0.1
    #    reduced_trade_penalty_on_non_main_tradenode = -0.1
    #    colony_cost_modifier = -0.1
    #    local_colony_cost_modifier = -0.1
    #    spy_action_cost_modifier = -0.1
    #    placed_merchant_power_modifier = 1
    #    reduced_liberty_desire_on_other_continent = -1
    #    overextension_impact_modifier = -0.1
    #    artillery_level_modifier = 1
    #    local_tolerance_of_heretics = 1
    #    local_tolerance_of_heathens = 1
    #    tax_income = 1
    #    global_tax_income = 1
    #    local_tax_modifier = 0.1
    #    global_tax_modifier = 0.1
    #    stability_cost_modifier = -0.1
    #    inflation_reduction = 0.1
    #    inflation_reduction_local = 0.1
    #    interest = -0.1
    #    colonists = 1
    #    missionaries = 1
    #    merchants = 1
    #    diplomats = 1
    #    global_trade_power = 0.1
    #    global_foreign_trade_power = 0.1
    #    global_own_trade_power = 0.1
    #    colonist_placement_chance = 0.1
    #    local_colonist_placement_chance = 0.1
    #    global_missionary_strength = 0.01
    #    local_missionary_strength = 0.01
    #    land_morale = 0.1
    #    naval_morale = 0.1
    #    local_manpower = 1
    #    global_manpower = 1
    #    local_manpower_modifier = 0.1
    #    global_manpower_modifier = 0.1
    #    manpower_recovery_speed = 0.1
    #    morale_damage_received = -0.1
    #    morale_damage = 0.1
    #    military_tactics = 1
    #    local_sailors = 1
    #    global_sailors = 1
    #    local_sailors_modifier = 0.1
    #    global_sailors_modifier = 0.1
    #    sailors_recovery_speed = 0.1
    #    land_forcelimit = 1
    #    naval_forcelimit = 1
    #    overlord_naval_forcelimit = 1
    #    overlord_naval_forcelimit_modifier = 0.1
    #    land_forcelimit_modifier = 0.1
    #    naval_forcelimit_modifier = 0.1
    #    land_maintenance_modifier = -0.1
    #    naval_maintenance_modifier = -0.1
    #    merc_maintenance_modifier = -0.1
    #    fort_maintenance_modifier = -0.1
    #    local_fort_maintenance_modifier = -0.1
    #    mercenary_cost = -0.1
    #    infantry_cost = -0.1
    #    cavalry_cost = -0.1
    #    artillery_cost = -0.1
    #    heavy_ship_cost = -0.1
    #    light_ship_cost = -0.1
    #    galley_cost = -0.1
    #    transport_cost = -0.1
    #    infantry_power = 0.1
    #    cavalry_power = 0.1
    #    artillery_power = 0.1
    #    heavy_ship_power = 0.1
    #    light_ship_power = 0.1
    #    galley_power = 0.1
    #    transport_power = 0.1
    #    attrition = 1
    #    hostile_attrition = 1
    #    artillery_barrage_cost = -0.1
    #    transport_attrition = -0.1
    #    land_attrition = -0.1
    #    naval_attrition = -0.1
    #    max_attrition = 1
    #    max_hostile_attrition = 1
    #    supply_limit = 0.1
    #    war_exhaustion = 0.1
    #    war_exhaustion_cost = -0.1
    #    local_hostile_attrition = 1
    #    army_tradition = 0.1
    #    navy_tradition = 0.1
    #    army_tradition_decay = -0.01
    #    navy_tradition_decay = -0.01
    #    leader_land_fire = 1
    #    leader_land_shock = 1
    #    leader_naval_fire = 1
    #    leader_naval_shock = 1
    #    leader_siege = 1
    #    leader_naval_manuever = 1
    #    leader_land_manuever = 1
    #    state_maintenance_modifier = -0.1
    #    local_state_maintenance_modifier = -0.1
    #    global_spy_defence = 0.1
    #    spy_offence = 0.1
    #    trade_value = 0.1
    #    fort_level = 1
    #    blockade_efficiency = 0.1
    #    ship_recruit_speed = -0.1
    #    regiment_recruit_speed = -0.1
    #    global_ship_recruit_speed = -0.1
    #    global_regiment_recruit_speed = -0.1
    #    prestige = 0.1
    #    prestige_decay = -0.01
    #    prestige_from_land = 0.1
    #    prestige_from_naval = 0.1
    #    trade_value_modifier = 0.1
    #    garrison_growth = 0.1
    #    global_garrison_growth = 0.1
    #    advisor_cost = -0.1
    #    advisor_pool = 1
    #    female_advisor_chance = 0.1
    #    technology_cost = -0.1
    #    discipline = 0.1
    #    reinforce_speed = -0.1
    #    range = 0.1
    #    global_colonial_growth = 1
    #    local_colonial_growth = 1
    #    tolerance_own = 1
    #    tolerance_heretic = 1
    #    tolerance_heathen = 1
    #    defensiveness = 0.1
    #    local_defensiveness = 0.1
    #    global_ship_cost = -0.1
    #    global_ship_repair = 0.1
    #    global_regiment_cost = -0.1
    #    global_tariffs = 0.1
    #    diplomatic_reputation = 1
    #    papal_influence = 0.1
    #    devotion = 0.1
    #    legitimacy = 0.1
    #    horde_unity = 0.1
    #    republican_tradition = 0.1
    #    monthly_splendor = 1
    #    local_ship_cost = -0.1
    #    local_ship_repair = 0.1
    #    local_regiment_cost = -0.1
    #    local_friendly_movement_speed = 0.1
    #    local_hostile_movement_speed = -0.1
    #    trade_range_modifier = 0.1
    #    global_heretic_missionary_strength = -0.01
    #    global_heathen_missionary_strength = -0.01
    #    improve_relation_modifier = 0.1
    #    trade_steering = 0.1
    #    all_power_cost = -0.1
    #    core_creation = -0.1
    #    enemy_core_creation = 0.1
    #    free_leader_pool = 1
    #    idea_cost = -0.1
    #    heir_chance = 0.1
    #    embargo_efficiency = 0.1
    #    recover_army_morale_speed = 0.1
    #    recover_navy_morale_speed = 0.1
    #    diplomatic_upkeep = 1
    #    unjustified_demands = -0.1
    #    mercenary_manpower = 0.1
    #    fabricate_claims_cost = -0.1
    #    claim_duration = 0.1
    #    regiment_manpower_usage = -0.1
    #    all_estate_influence_modifier = -0.1
    #    justify_trade_conflict_cost = -0.1
    #    rebel_support_efficiency = 0.1
    #    discovered_relations_impact = -0.1
    #    annexation_relations_impact = -0.1
    #    vassal_income = 0.1
    #    religious_unity = 0.1
    #    inflation_action_cost = -0.1
    #    migration_cost = -0.1
    #    add_tribal_land_cost = -0.1
    #    settle_cost = -0.1
    #    monthly_fervor_increase = 0.1
    #    monthly_piety = 0.001
    #    monthly_piety_accelerator = 0.001
    #    monthly_karma = 0.01
    #    monthly_karma_accelerator = -0.01
    #    global_rebel_suppression_efficiency = 0.1
    #    caravan_power = 0.1
    #    yearly_corruption = -0.1
    #    min_autonomy = -1
    #    global_autonomy = -0.1
    #    min_local_autonomy = -1
    #    local_autonomy = -0.1
    #    siege_ability = 0.1
    #    privateer_efficiency = 0.1
    #    global_trade_goods_size_modifier = 0.1
    #    global_trade_goods_size = 0.1
    #    envoy_travel_time = -0.1
    #    imperial_authority = 0.1
    #    imperial_authority_value = 0.1
    #    imperial_mandate = 0.1
    #    ae_impact = -0.1
    #    province_warscore_cost = -0.1
    #    supply_limit_modifier = 0.1
    #    global_supply_limit_modifier = 0.1
    #    national_focus_years = -1
    #    vassal_forcelimit_bonus = 0.1
    #    vassal_naval_forcelimit_bonus = 0.1
    #    vassal_manpower_bonus = 0.1
    #    vassal_sailors_bonus = 1
    #    years_of_nationalism = 1
    #    local_years_of_nationalism = 1
    #    num_accepted_cultures = 1
    #    culture_conversion_cost = 1
    #    local_culture_conversion_cost = 1
    #    culture_conversion_time = 1
    #    local_culture_conversion_time = 1
    #    diplomatic_annexation_cost = 1
    #    chance_to_inherit = 1
    #    ship_durability = 1
    #    liberty_desire = 1
    #    reduced_liberty_desire = 1
    #    allowed_num_of_buildings = 1
    #    global_allowed_num_of_buildings = 1
    #    allowed_num_of_manufactories = 1
    #    global_allowed_num_of_manufactories = 1
    #    church_power_modifier = 1
    #    monthly_church_power = 1
    #    garrison_size = 1
    #    local_garrison_size = 1
    #    loot_amount = 1
    #    embracement_cost = 1
    #    local_institution_spread = 1
    #    global_institution_spread = 1
    #    native_uprising_chance = 1
    #    native_assimilation = 1
    #    may_recruit_female_generals = yes
    #    block_introduce_heir = yes
    #    can_transfer_vassal_wargoal = yes
    #    can_chain_claim = yes
    #    free_maintenance_on_expl_conq = yes
    #    colony_development_boost = 1
    #    attack_bonus_in_capital_terrain = 1
    #    can_bypass_forts = yes
    #    ignore_coring_distance = yes
    #    force_march_free = yes
    #    possible_condottieri = 1
    #    global_ship_trade_power = 1
    #    local_naval_engagement_modifier = 1
    #    global_naval_engagement_modifier = 1
    #    global_naval_engagement = 1
    #    block_slave_raid = yes
    #    may_perform_slave_raid = yes
    #    may_perform_slave_raid_on_same_religion = yes
    #    cavalry_flanking = 1
    #    movement_speed = 1
    #    capture_ship_chance = 1
    #    sunk_ship_morale_hit_recieved = 1
    #    naval_tradition_from_battle = 1
    #    army_tradition_from_battle = 1
    #    local_core_creation = 1
    #    immortal = yes #Dummy, doesn't do anything but has a cool icon I guess
    #    amount_of_banners = 1
    #    local_amount_of_banners = 1
    #    has_banners = yes
    #    local_has_banners = yes
    #    has_carolean = yes
    #    local_has_carolean = yes
    #    amount_of_carolean = 1
    #    local_amount_of_carolean = 1
    #    can_recruit_hussars = yes
    #    amount_of_hussars = 1
    #    local_amount_of_hussars = 1
    #    hussars_cost_modifier = 1
    #    free_land_leader_pool = 1
    #    free_navy_leader_pool = 1
    #    amount_of_cawa = 1
    #    local_amount_of_cawa = 1
    #    fire_damage = 1
    #    shock_damage = 1
    #    fire_damage_received = 1
    #    shock_damage_received = 1
    #    reinforce_cost_modifier = 1
    #    garrison_damage = 1
    #    local_garrison_damage = 1
    #    assault_fort_cost_modifier = 1
    #    local_assault_fort_cost_modifier = 1
    #    assault_fort_ability = 1
    #    local_assault_fort_ability = 1
    #    local_religious_conversion_resistance = 1
    #    global_religious_conversion_resistance = 1
    #    placed_merchant_power = 1
    #    ship_power_propagation = 1
    #    institution_spread_from_true_faith = 1
    #    prestige_per_development_from_conversion = 1
    #    administrative_efficiency = 1
    #    yearly_absolutism = 1
    #    max_absolutism = 1
    #    core_decay_on_your_own = 1
    #    autonomy_change_time = 1
    #    expand_administration_cost = 1
    #    rival_change_cost = 1
    #    rival_border_fort_maintenance = 1
    #    harsh_treatment_cost = 1
    #    reduced_liberty_desire_on_same_continent = 1
    #    backrow_artillery_damage = 1
    #    enforce_religion_cost = 1
    #    liberty_desire_from_subject_development = 1
    #    monarch_admin_power = 1
    #    monarch_diplomatic_power = 1
    #    monarch_military_power = 1
    #    local_heir_adm = 1
    #    local_heir_dip = 1
    #    local_heir_mil = 1
    #    artillery_levels_available_vs_fort = 1
    #    country_admin_power = 1
    #    country_diplomatic_power = 1
    #    country_military_power = 1
    #    meritocracy = 1
    #    yearly_harmony = 1
    #    harmonization_speed = 1
    #    cav_to_inf_ratio = 1
    #    local_monthly_devastation = 1
    #    global_monthly_devastation = 1
    #    global_prosperity_growth = 1
    #    local_prosperity_growth = 1
    #    monthly_favor_modifier = 1
    #    monthly_gold_inflation_modifier = 1
    #    gold_depletion_chance_modifier = 1
    #    local_gold_depletion_chance_modifier = 1
    #    tolerance_of_heretics_capacity = 1
    #    tolerance_of_heathens_capacity = 1
    #    move_capital_cost_modifier = 1
    #    war_taxes_cost_modifier = 1
    #    siege_blockade_progress = 1
    #    warscore_cost_vs_other_religion = 1
    #    mercenary_discipline = 1
    #    sailor_maintenance_modifer = 1
    #    yearly_army_professionalism = 1
    #    general_cost = 1
    #    reserves_organisation = 1
    #    drill_gain_modifier = 1
    #    drill_decay_modifier = 1
    #    same_culture_advisor_cost = 1
    #    same_religion_advisor_cost = 1
    #    promote_culture_cost = 1
    #    own_coast_naval_combat_bonus = 1
    #    local_own_coast_naval_combat_bonus = 1
    #    global_defender_dice_roll_bonus = 1
    #    local_defender_dice_roll_bonus = 1
    #    global_attacker_dice_roll_bonus = 1
    #    local_attacker_dice_roll_bonus = 1
    #    own_territory_dice_roll_bonus = 1
    #    can_revoke_parliament_seats = yes
    #    parliament_backing_chance = 1
    #    parliament_effect_duration = 1
    #    parliament_debate_duration = 1
    #    parliament_chance_of_decision = 1
    #    num_of_parliament_issues = 1
    #    max_possible_parliament_seats = 1
    #    institution_growth = 1
    #    innovativeness_gain = 1
    #    possible_policy = 1
    #    free_policy = 1
    #    possible_adm_policy = 1
    #    possible_dip_policy = 1
    #    possible_mil_policy = 1
    #    free_adm_policy = 1
    #    free_dip_policy = 1
    #    free_mil_policy = 1
    #    adm_advisor_cost = 1
    #    dip_advisor_cost = 1
    #    mil_advisor_cost = 1
    #    reform_progress_growth = 1
    #    reform_progress_growth_building = 1
    #    monthly_reform_progress = 1
    #    monthly_reform_progress_modifier = 1
    #    monthly_reform_progress_building = 1
    #    min_autonomy_in_territories = 1
    #    reelection_cost = 1
    #    leader_cost = 1
    #    candidate_random_bonus = 1
    #    election_cycle = 1
    #    monthly_support_heir_gain = 1
    #    power_projection_from_insults = 1
    #    local_religious_unity_contribution = 1
    #    trade_company_investment_cost = 1
    #    cawa_cost_modifier = 1
    #    janissary_cost_modifier = 1
    #    blockade_force_required = 1
    #    hostile_disembark_speed = 1
    #    hostile_fleet_attrition = 1
    #    regiment_disembark_speed = 1
    #    allowed_tercio_fraction = 1
    #    amount_of_tercio = 1
    #    local_has_tercio = yes
    #    allowed_musketeer_fraction = 1
    #    amount_of_musketeers = 1
    #    local_has_musketeers = yes
    #    allowed_samurai_fraction = 1
    #    amount_of_samurai = 1
    #    local_has_samurai = yes
    #    allowed_geobukseon_fraction = 1
    #    amount_of_geobukseon = 1
    #    local_has_geobukseon = yes
    #    allowed_man_of_war_fraction = 1
    #    amount_of_man_of_war = 1
    #    local_has_man_of_war = yes
    #    allowed_galleon_fraction = 1
    #    amount_of_galleon = 1
    #    local_has_galleon = yes
    #    allowed_galleass_fraction = 1
    #    amount_of_galleass = 1
    #    local_has_galleass = yes
    #    allowed_caravel_fraction = 1
    #    amount_of_caravel = 1
    #    local_has_caravel = yes
    #    allowed_voc_indiamen_fraction = 1
    #    amount_of_voc_indiamen = 1
    #    local_has_voc_indiamen = yes
    #    allowed_marine_fraction = 1
    #    can_recruit_janissaries = yes
    #    can_recruit_cawa = yes
    #    can_recruit_cossacks = yes
    #    can_recruit_rajputs = yes
    #    can_recruit_revolutionary_guards = yes
    #    allow_janissaries_from_own_faith = yes
    #    allow_mercenary_drill = yes
    #    merc_leader_army_tradition = 1
    #    merc_independent_from_trade_range = yes
    #    allow_mercenaries_to_split = yes
    #    may_explore = yes
    #    sea_repair = yes
    #    cb_on_government_enemies = yes
    #    cb_on_primitives = yes
    #    no_religion_penalty = yes
    #    auto_explore_adjacent_to_colony = yes
    #    reduced_stab_impacts = yes
    #    extra_manpower_at_religious_war = yes
    #    idea_claim_colonies = yes
    #    may_establish_frontier = yes
    #    can_fabricate_for_vassals = yes
    #    cb_on_overseas = yes
    #    reduced_native_attacks = yes
    #    may_not_reduce_inflation = yes
    #    no_cost_for_reinforcing = yes
    #    may_build_supply_depot = yes
    #    may_refill_garrison = yes
    #    may_return_manpower_on_disband = yes
    #    may_not_convert_territories = yes
    #    allow_client_states = yes
    #    enable_forced_march = yes
    #    number_of_cannons_modifier = 1
    #    heavy_ship_number_of_cannons_modifier = 1
    #    light_ship_number_of_cannons_modifier = 1
    #    galley_number_of_cannons_modifier = 1
    #    transport_number_of_cannons_modifier = 1
    #    hull_size = 1
    #    hull_size_modifier = 1
    #    heavy_ship_hull_size_modifier = 1
    #    light_ship_hull_size_modifier = 1
    #    galley_hull_size_modifier = 1
    #    transport_hull_size_modifier = 1
    #    engagement_cost = 1
    #    engagement_cost_modifier = 1
    #    special_unit_cost_modifier = 1
    #    special_unit_manpower_cost_modifier = 1
    #    number_of_cannons_flagship_modifier = 1
    #    number_of_cannons_flagship = 1
    #    number_of_cannons = 1
    #    max_flagships = 1
    #    flagship_morale = 1
    #    naval_maintenance_flagship_modifier = 1
    #    trade_power_in_fleet_modifier = 1
    #    ship_trade_power = 1
    #    ship_trade_power_modifier = 1
    #    can_transport_units = yes
    #    flagship_naval_engagement_modifier = 1
    #    blockade_impact_on_siege_in_fleet_modifier = 1
    #    movement_speed_in_fleet_modifier = 1
    #    flagship_durability = 1
    #    morale_in_fleet_modifier = 1
    #    exploration_mission_range_in_fleet_modifier = 1
    #    barrage_cost_in_fleet_modifier = 1
    #    naval_attrition_in_fleet_modifier = 1
    #    cannons_for_hunting_pirates_in_fleet = 1
    #    movement_speed_onto_off_boat_modifier = 1
    #    admiral_skill_gain_modifier = 1
    #    privateering_efficiency_in_fleet_modifier = 1
    #    prestige_from_battles_in_fleet_modifier = 1
    #    naval_tradition_in_fleet_modifier = 1
    #    landing_penalty = 1
    #    establish_order_cost = 1
    #    treasure_fleet_income = 1
    #    global_naval_barrage_cost = 1
    #    center_of_trade_upgrade_cost = 1
    #    local_center_of_trade_upgrade_cost = 1
    #    missionary_maintenance_cost = 1
    #    local_missionary_maintenance_cost = 1
    #    naval_tradition_from_trade = 1
    #    admiral_cost = 1
    #    expel_minorities_cost = 1
    #    infantry_fire = 1
    #    cavalry_fire = 1
    #    artillery_fire = 1
    #    infantry_shock = 1
    #    cavalry_shock = 1
    #    artillery_shock = 1
    #    curia_treasury_contribution = 1
    #    cb_on_religious_enemies = yes
    #    yearly_patriarch_authority = 1
    #    yearly_authority = 1
    #    yearly_karma_decay = 1
    #    available_province_loot = 1
    #    relation_with_heretics = 1
    #    relation_with_heathens = 1
    #    relation_with_same_religion = 1
    #    reverse_relation_with_same_religion = 1
    #    relation_with_same_culture = 1
    #    relation_with_same_culture_group = 1
    #    relation_with_accepted_culture = 1
    #    relation_with_other_culture = 1
    #    stability_cost_to_declare_war = 1
    #    special_unit_forcelimit = 1
    #    curia_powers_cost = 1
    #    appoint_cardinal_cost = 1
    #    papal_influence_from_cardinals = 1
    #    unrest_catholic_provinces = 1
    #    imperial_reform_catholic_approval = 1
    #    disengagement_chance = 1
    #    manpower_in_true_faith_provinces = 1
    #    manpower_in_own_culture_provinces = 1
    #    manpower_in_culture_group_provinces = 1
    #    manpower_in_accepted_culture_provinces = 1
    #    free_city_imperial_authority = 1
    #    imperial_mercenary_cost = 1
    #    max_free_cities = 1
    #    max_electors = 1
    #    manpower_against_imperial_enemies = 1
    #    monarch_lifespan = 1
    #    max_revolutionary_zeal = 1
    #    yearly_revolutionary_zeal = 1
    #    flagship_cost = 1
    #    governing_capacity = 1
    #    governing_capacity_modifier = 1
    #    governing_cost = 1
    #    trade_company_governing_cost = 1
    #    state_governing_cost = 1
    #    territories_governing_cost = 1
    #    local_governing_cost = 1
    #    local_governing_cost_increase = 1
    #    state_governing_cost_increase = 1
    #    statewide_governing_cost = 1
    #    reasons_to_elect = 1
    #    years_to_integrate_personal_union = 1
    #    legitimate_subject_elector = 1
    #    accept_vassalization_reasons = 1
    #    transfer_trade_power_reasons = 1
    #    local_warscore_cost_modifier = 1
    #    mercantilism_cost = 1
    #    tribal_development_growth = 1
    #    monthly_federation_favor_growth = 1
    #    monthly_heir_claim_increase = 1
    #    monthly_heir_claim_increase_modifier = 1
    #    great_project_upgrade_cost = 1
    #    local_great_project_upgrade_cost = 1
    #    great_project_upgrade_time = 1
    #    local_great_project_upgrade_time = 1
    #    colonial_type_change_cost_modifier = 1
    #    colonial_subject_type_upgrade_cost_modifier = 1
    #    yearly_doom_reduction = 1
    #    all_estate_loyalty_equilibrium = 1
    #    loyalty_change_on_revoked = 1
    #    estate_interaction_cooldown_modifier = 1
    #    all_estate_possible_privileges = 1
    #    no_stability_loss_on_monarch_death = yes
    #    allow_free_estate_privilege_revocation = yes
    #    warscore_from_battles_modifier = 1
    #    yearly_innovativeness = 1
    #    yearly_government_power = 1
    #    no_claim_cost_increasement = yes
    #    naval_morale_damage = 1
    #    naval_morale_damage_received = 1
    #    has_tercio = yes
    #    has_musketeer = yes
    #    has_samurai = yes
    #    has_geobukseon = yes
    #    has_man_of_war = yes
    #    has_galleon = yes
    #    has_galleass = yes
    #    has_caravel = yes
    #    has_voc_indiamen = yes
    #    has_streltsy = yes
    #    allowed_streltsy_fraction = 1
    #    amount_of_streltsy = 1
    #    local_has_streltsy = 1
    #}

You can see the file in the game where it is called “02_test_modifiers.txt”. It is commented out, so it has absolutely no effect in the game.

This was it for this week! Next week @SaintDaveUK will talk about the art of Domination. Until then I wish you all a great week!
dd_modding_chapel.png
 
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  • -20% dev cost tall persia meta
  • changing rivals cooldown reduced to 5 years
  • piety no longer gets increased or decreased when you declare a war
  • all decisions now push you into the piety direction you are directing for
  • streltsy have -10% fire damage received additionally to fire damage dealt
  • streltsy no longer increase stability cost
  • -20% gov cost -33% maintenance, +10 tolerance pashas
  • call for pizza now increases war exhaustion slower
  • RAZING MAP MODE :cool::cool::cool:
based
 
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Well, I've come here to state my preference that ramparts not get nerfed. Heck, I'd argue that they ought get buffed.

I cannot wrap my mind around why laying siege to a fully stocked and built fortress in the mountians ought not be a serious decision. Geography ought matter?
 
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Not sure I agree with the call for peace decreased cost. i trhink it actually should be HIGHER.
 
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Here's my 2 cents on the ramparts issue.

Obviously, I don't think they should be nerfed. But I think it's worth noting the wider point, which is that the rationale for the nerf seems to be "it makes multiplayer oppressive", but this change would have a significant impact on single-player.

The thing is that almost all serious competitive multiplayer games use balance patches, ie. the majority of serious competitive multiplayer games are arbitrarily modded beyond the control of the developers. And EU4 already has several multiplayer-specific game rules (eg. "prevent nation ruining"), so there's precedent for more to be added. And, apparently, the VAST majority of players are single-player (this is not a CoD or Fortnite where the vast majority are multiplayer), so any balance changes should favor the vastly larger audience.

Overall, as a general point, it's not reasonable for multiplayer balance to have any excessive impact on the single-player game.

If anyone can come up with a plausible reason why ramparts NEED to be nerfed, which doesn't mention multiplayer at all, then I would be very interested to hear it.
 
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Ramparts can now only be placed on terrain which is seen as “Flatland” in the game.
Aside from this decision, it's a thrilling balance changes !
The reason behind this change is that mountains with ramparts can lead to oppressive situations where neither side wants to commit to an attack due to the threat which are -3 on rolls.
Well, wasn't it precisely the purpose one would want to build ramparts on mountains ? It's rather counter-oppressive actually, plenty giving the "get higher ground" a dreadful meaning. The change seems, on the contrary, to promote oppressive situations.
A bitter taste to all the nice changes of the balances.

EDIT : about -3, are Ramparts on Gotland/Malte/Rhodes/Mann/Ormuz/... too oppressive too ?
 
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The Special Units have seen some rebalancing:
  • Janissaries:
    • Start now with 10% of their Regiment strength instead of 100%
    • Start now with 10% of their Morale instead of 100%
    • Cost now 3 Military Power instead of 10
    • Janissaries have now +50% Assault Fort Ability
    • Janissaries have now 50% Army Drill Gain Modifier instead of 100%
  • Cawa:
    • Start now with 50% of their Regiment strength instead of 10%
    • Start now with 10% of their Morale instead of 50%
    • Cost now 2 Military Power instead of 5
    • Cawa have now -0.05 Shock Damage Received instead of -15%
    • Cawa have now -50% Land Attrition instead of -25%
    • Cawa have now +50% Reinforce Speed instead of -25%
    • The reinforce cost of Cawas has been removed
  • Streltsy:
    • Are no longer spawned through the government abilities
    • They are now recruited like regular troops
    • Stretsy are available for Russian Principalities, Veche Republics, Tsardoms and Great Veche Republics. You can recruit 10% of your force limit as streltsy as a Principality / Veche Republic. This is further increased by another 10% if you upgrade your government reform by forming Russia.
    • The “Raise Streltsy” government ability has been changed to “Equip Streltsy” which decreases War Exhaustion by 2, grants you a low amount of yearly manpower (5% as Principality, 10% as Tsardom) and increases the Infantry Combat Ability of your Streltsy by 5% / 10% for 10 years.
    • Streltsy have now -10% Fire Damage Received additionally to their Fire Damage dealt
    • Reliance on Streltsy no longer increases stability cost
  • Cossacks:
    • Reliance on Cossacks no longer increases stability cost
    • Cossacks have now +15% Shock Damage instead of 10%
Any changes to upcoming Musketeers of the Guard special unit and goverment reform for France? Stats that we have seen in DD were just weak compared to other special units and it would be nice if something changed
 
I really really hate the ramparts change. I don't see the need for them to change that, other then maybe making the AI use ramparts themselves. It was historically pretty difficult to invade another country through a mountain pass and even harder to deter them if there was a prepared and determined defense.

In my humble opinion ramparts should be changed to something like this:

- -1 to attack roll on flatlands (and all non-mountain terrain) for balance reasons
- the same modifiers to defensiveness / attrition
- make artillery barrage less effective (either requiring more artillery or it doing less damage to the fort)
- Giving a negative modifier on leader siege pips if they have a positive amounts (maybe -1 or -2)
 
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Can we get a future update for non totemist Native American nations? With all this buffs to colonizers it'll be even harder to do an Aztec, Maya, Inca run
I have lots of ideas for missions and content for those
 
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  • “Austrian Diplomacy” has been replaced by “Austrian Tenacity” and now gives -20% Morale Damage Received

Does "Austrian Tenacity" stack with "Prussian Discipline" (-20% fire damage received available for Prussia and Germany now) or are mutually exclusive (for example you can't have Prussian Discipline if you were Austria before or Austrian Tenacity if you were Prussia if united HRE has also that ability) ?
Also, considering that France has now the biggest mission tree of all nations, will the nation become an end-game tag just like Ottomans ?
Same question for Angevin Kingdom especially because it's an alternative Great Britain which is already an end-game tag.

Don't know if that follows was already suggested but, I recently did a Majapahit run and while forming Malaya, I was surprised that we can choose between multiples names for the nation and I suggest to do the same for Angevin Kingdom. It would be cool if we were able to choose between this name or for example France or France-England.
 
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Added a new privilege for the Clergy which gives -0.1 Monthly Piety. It cannot be combined with “Clerical Ministers” which gives +0.1 Monthly Piety.

I was wondering about this decision, why adding a new privilege instead of changing Clerical Ministers to give +0.1 monthly piety accelerator? Am I missing something?
 
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If the Ramparts is going to get nerfed like this, at least make it a normal building instead of a manufactory, the main reason that make it extremely niche in the first place.
Side note, I hope the game expand on the defensive buildings, I really like buildings like Ramparts and Coastal defence, it makes you feel like you're building your custom castle. Maybe adding defensive buildings that is only available in specific terrain to boost the viability of "less defensible" terrain forts.
 
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Here's my 2 cents on the ramparts issue.

Obviously, I don't think they should be nerfed. But I think it's worth noting the wider point, which is that the rationale for the nerf seems to be "it makes multiplayer oppressive", but this change would have a significant impact on single-player.

The thing is that almost all serious competitive multiplayer games use balance patches, ie. the majority of serious competitive multiplayer games are arbitrarily modded beyond the control of the developers. And EU4 already has several multiplayer-specific game rules (eg. "prevent nation ruining"), so there's precedent for more to be added. And, apparently, the VAST majority of players are single-player (this is not a CoD or Fortnite where the vast majority are multiplayer), so any balance changes should favor the vastly larger audience.

Overall, as a general point, it's not reasonable for multiplayer balance to have any excessive impact on the single-player game.

If anyone can come up with a plausible reason why ramparts NEED to be nerfed, which doesn't mention multiplayer at all, then I would be very interested to hear it.


I don't care about the ramparts issue. I play most of the time solo and the IA in def or offensive war can't do anything against ramparts on moutain with edict of def and a fort.
IA just wait and try nothing. Wohooo was fun.

In MP, as i like to watch huge GPO game, players who like building ramparts on moutain are a cancer and make horrible battles, where def and attack players stacks tons of armies and wait. Wohooo was fun.

I like the ramparts issue to make the game more historical; big ramparts were builds to protect big cities. And big cities with a vital interest for a nation were most of the time build in lands without landforms. Big ramparts structures wich are in game infrastrcture were made to protect big cities, like Paris, Vianna, etc. Not a shity cities in the mountain.

A fort is what it is; a military construction who englob nothing except it self.
 
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I don't even understand where the argument that Ramparts are OP in MP came from; in all the lobbies I've played in you NEVER build them because all someone has to do is breach the walls and assault the fort and now your expensive niche building is being used against you

Max level forts on defensible terrain are already good enough, if anything Ramparts should probably be made more useful, not less

Edit: I mean why not change Ramparts to instead just disallow wall breaches/artillery bombardment (no dice roll/defensiveness/attrition mods), that would make them worth building

Edit2: Posting here for visibility

I completely missed the part about reducing the DCR on Expand Infrastructure. IMO its a good change, and you should also probably change it to have a cooldown so that you cant just toggle it on and off.

Currently, you can just pause the game and spend a mere 50 admin, stack it with all the other absurd DCR mods, dev the hell out of the province, and then use the reduced build time and build cost to drop a manufactory, and then un-expand the infrastructure to avoid paying the increased gov cost.
You effectively enjoy a massive 25percent DCR and save a good amount on building spam for no drawback and a mere 50 admin. Its absurdly broken.
In practice, you should change it such that you cannot remove the expanded infrastructure for some period of time (5 years? vOv) because in current state the gov cost drawback is easily negated.
Even if you wanted to leave it expanded, a single bonused statehouse (which wont even preclude you from building a normal manufactory, because of the expanded infra) will completely negate the gov cost drawback. Or if its not bonused, drop a state house and centralize the state a whopping 1 time.
I've managed to squeeze 3k development (82 percent of which came from developing, not conquest, btw) into a 800 governing capacity Prussia. Expanded Infrastructure is absurdly powerful as it is.

Also as an aside, I noticed that when you reduce building capacity through normal means like exploiting dev or downgrading COTs, the extra buildings built beyond the current capacity will remain in place. This is not true of expanded infrastructure. If you expand, build, and then unexpand, it will delete the "overflowed" building. Not saying that's bad, but it should probably be consistent with the other means of increasing/decreasing building cap. Unless you figured deleting a building for reducing dev/downgrading a COT was too punishing but if that's the case why do it with Expanded Infrastructure
 
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Can you please separate Kazakh, Uzbek, Turkmen, Kyrgz, Turkish, Azerbaijan, Uyghur and other Turkic cultures to a separate culture group called "Turkic". Their current culture groups doesn't fit at all. These countries are in union called "Turkic Union" irl and calling them Altaic, Levant or Irani is kinda outdated thing imo.
 
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I was wondering about this change, why adding a new privilege instead of changing Clerical Ministers to give +0.1 monthly piety accelerator? Am I missing something?
The new privilege allows monthly piety decrease. The old one for monthly increase hasn't been changed. You can only select one of these two privileges at a time.
 
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The new privilege allows monthly piety decrease. The old one for monthly increase hasn't been changed. You can only select one of these two privileges at a time.
Yeah, my point is why adding a new privilege instead of changing the old one with a modifier already present that depending on the situation act as either piety increase or decrease?
 
Since we are discussing ramparts, I would like to make a suggestion on how I think forts could work to make more sense both historically and gameplay-wise.

I would have all forts give -1 attacker’s dice modifer regardless of terrain, except for mountains, where it would still be -2. Terrain would thus be made relevant only for defensiveness modifiers. This means that attacking a fort in grassland would have the same dice modifier than attacking a fort in hills or forest (-1), but not the same defensiveness modifiers (I would buff hills to give 20%, from 10%, and forests 10%, from 0, to compensate for the loss of the dice roll bonus).

Then ramparts can be built to further increase the attacker’s roll modifier up to a maximum of -2, on top of the extra defensiveness and attrition.
Some examples for the sake of clarity:

- Fort on farmlands: -1 roll for the attacker
- fort on farmlands+ramparts: -2 roll, +15% defensiveness, +1 attrition
- fort on hills: -1 roll, +20% defensiveness
- fort on hills+ramparts: -2 roll, +35% defensiveness, +1 attrition
- fort on mountains: -2 roll, +25% defensiveness
- fort on mountains+ramparts: -2 roll, +40% defensiveness, +1 attrition

As you can see, investment and technology would play a greater role here than terrain, which would still be relevant, just not as determining.

This proposal would have the following effects:

- It would even out the effectiveness of forts in flat, forest and hill terrain. This would make fort positioning more flexible, since a greater variety of locations would make for good forts, while still preserving the superiority of mountainous chokepoints that were historically hard to penetrate (the Pyrenees, the Alps, the Carpathians, etc.) for reasons that, incidentally, had more to do with logistics than any real combat bonus for the defender, but I think the abstraction here is good enough as it is.

- It is a better abstraction of how forts worked historically. In the modern age, which is the age of powder, the quality of the design and the resources invested were far more important to a fort than terrain, as forts tended to hide from the enemy artillery line of sight by excavating themselves into the ground so they would make a smaller target. There’s no reason why a fort in flat terrain should be worse than a fort in hills in this era (if anything, nearby hills provided better firing spots for the attacker’s artillery), and the way Eu4 encourages you to delete all forts on flat terrain makes no sense whatsoever. Check out the wikipedia page on bastions to know more.

- It would make the IA more competent. Since the ability to place and utilise forts on advantageous terrain is one of the key advantages the players holds over the IA. All those forts on farmlands the IA keeps paying for would then be actually useful.

So, what do you guys think?
as far as I see forts are decently fine as they are. The posible fort placements are not low, and already bring enough freedom to have more than one option to be decent (although some tend to be better ofcourse).
If the goal is to make it more realistic the issue should be focused on why forts were placed historically, and it tends to be to protect key places such as cities which is where resources are. Following the mentioned goal, this should be represented by making the ocupacion of high developed provinces more harmfull than it is currently: sacking 20 ducats from a 20 dev province has barely an impact (also dont think a province should be sacked until it's occupied), devastation and WE arent a huge issue either (maybe devastation now that maluses are doubled, will see).
 
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Here's my 2 cents on the ramparts issue.

Obviously, I don't think they should be nerfed. But I think it's worth noting the wider point, which is that the rationale for the nerf seems to be "it makes multiplayer oppressive", but this change would have a significant impact on single-player.

The thing is that almost all serious competitive multiplayer games use balance patches, ie. the majority of serious competitive multiplayer games are arbitrarily modded beyond the control of the developers. And EU4 already has several multiplayer-specific game rules (eg. "prevent nation ruining"), so there's precedent for more to be added. And, apparently, the VAST majority of players are single-player (this is not a CoD or Fortnite where the vast majority are multiplayer), so any balance changes should favor the vastly larger audience.

Overall, as a general point, it's not reasonable for multiplayer balance to have any excessive impact on the single-player game.

If anyone can come up with a plausible reason why ramparts NEED to be nerfed, which doesn't mention multiplayer at all, then I would be very interested to hear it.
I dont understand what is the huge impact on SP. Elaborate pls
 
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