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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  • “Spanish Tercios” has been replaced by “Spanish Field Marshals” and now gives +1 Leader Land Shock instead of -30% Shock Damage Received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  • “Persian Reinforcement” has been replaced by “Persian Enlightenment” and now gives -20% Development Cost instead of -30% Reinforce cost
  • “French Musketeers” has been replaced by “French Absolutism” and now gives +30% Max Effect of Absolutism instead of +20% Land Fire Damage
  • “Dutch Officials” has been replaced by “Dutch Commercialization” and now gives +33% Trade Steering instead of -0.2 Yearly Corruption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  • “Austrian Diplomacy” has been replaced by “Austrian Tenacity” and now gives -20% Morale Damage Received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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I am waiting for the release, but the raise Streltsy was the most fun part of playing Russia, if i want higher quality troops, i play one of the many strong military idea nations, i dont want strong troops, i want more troops :p
And it was a SPECIAL thing, now its just a "special" unit, just like all other special unit :rolleyes: (i like special units, but this was much cooler than for example recruiting carolians)

"Streltsy:
  • Are no longer spawned through the government abilities"

“Russian Empire” now gives -10% Minimum Autonomy in Territories instead of +33% Governing Capacity Modifier"
R.I.P. last age blobbing o_O

But the army quality, and stability buff are nice, so maybe it will balance out, but its less fun, at least in my opinion :(

Could you publish when will it be live? To decide to should i play a lost campaign with my O.G. streltsy units or not? ;)

I am very unhappy about the streltsy nerf. The mechanics were absolutely fine the way they were.

I'm also unhappy about the nerf to Elan!. That has been a defining ni of France.

I'm very unimpressed with the changes coming. I admit I'll probably buy the dlc just for the prussian blue (because evidently allowing us to customize map color in-game is not a change worth spending dev hours on, even though its a no-brainer).

Instead of wrecking the game with hyper galactic mission trees that make an easy game even easier, how about fixing things that still suck - culture of colonies, better mechanics for tc's, reworking age of revolution mechanics, fixing ai so there are more than 10 nation in 1820.

How about reworking forts and military access? I'd rather see a 'war' dlc than what you are giving us.

Even the new idea groups aren't looking too good. You guys are throwing everything but the kitchen sink into the game as it nears its end... can't you just fix what's wrong with it?

Don't be like Firaxis and leave us with a heaping mess.

I'm wondering if you are using these last few dlc's to beta test for euv. I think I'll block updates and stop buying dlc's.
 
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I am very unhappy about the streltsy nerf. The mechanics were absolutely fine the way they were.

I'm also unhappy about the nerf to Elan!. That has been a defining ni of France.

I'm very unimpressed with the changes coming. I admit I'll probably buy the dlc just for the prussian blue (because evidently allowing us to customize map color in-game is not a change worth spending dev hours on, even though its a no-brainer).

Instead of wrecking the game with hyper galactic mission trees that make an easy game even easier, how about fixing things that still suck - culture of colonies, better mechanics for tc's, reworking age of revolution mechanics, fixing ai so there are more than 10 nation in 1820.

How about reworking forts and military access? I'd rather see a 'war' dlc than what you are giving us.

Even the new idea groups aren't looking too good. You guys are throwing everything but the kitchen sink into the game as it nears its end... can't you just fix what's wrong with it?

Don't be like Firaxis and leave us with a heaping mess.

I'm wondering if you are using these last few dlc's to beta test for euv. I think I'll block updates and stop buying dlc's.
The streltsy aren't being nerfed. On top of their original +10% fire damage, they're getting -10% fire damage received plus 10% infantry combat ability from the ability plus 10% shock damage and -5% shock damage received if you pay them well. Yes, you can't conjure free infantry out of thin air and compose your entire front line out of em but it's possible to stack modifiers to increase special unit force limit, particularly with the new doctrines tier of government reforms.

IMO, the streltsy are being buffed to stand up to Ottomans, Commonwealth, and other major threats which I welcome.
 
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@Ogele Are hordes getting more drawbacks?
 
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.
Ive 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 thats 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 thats the case why do it with Expanded Infrastructure
 
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.
Ive 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 thats 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 thats the case why do it with Expanded Infrastructure
NGL, I completely forgot that you can unexpand infrastructure.
 
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Have you ever changed a rival?
Me neither.
Which is exactly why a change is great. 25 years is too long and you tend to forget about it, unless it gets in the way - which happens when the political landscape changes, and then it's more of a hindrance than an actual positive game mechanic. Rivalry can help set up alliances, it gives +25% spy network construction, -33% diplo cost for unjustified demands, +25% prestige for battles and free trade embargos. Pretty nice, and now you have a realistic chance of utilizing these bonuses.
 
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Which is exactly why a change is great. 25 years is too long and you tend to forget about it, unless it gets in the way - which happens when the political landscape changes, and then it's more of a hindrance than an actual positive game mechanic. Rivalry can help set up alliances, it gives +25% spy network construction, -33% diplo cost for unjustified demands, +25% prestige for battles and free trade embargos. Pretty nice, and now you have a realistic chance of utilizing these bonuses.
I agree, that was what i meant with my comment.
I never changed a rival because, whenever a situation where i want to change rivals arise, it's always on cooldown (maybe because you keep losing your rivals and have to pick new ones all the time, reseting the counter)
 
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I'd love to have reworked content for Italy, but that's not going to be possible for 1.35; let's see if we can do something in the future.
No one even thought about doing it now. It could have turned out sloppy. But if you do it at all, it will be great. Thank you.
 
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Summary of this dlc basically:
Rule Britannia all content removed and moved to this dlc
Golden Century all content (it didnt have any) removed and moved to this dlc
Third Rome 1/3rd of content removed and Streltsy demoted to the status of every other special unit. Never being used and taking up space in the code.
I genuinly fear what skeleton EU5 will be when it comes out when EU4 is already removing features from itself for the sake of selling them again back to us.
you may get downvoted to oblivion, but I agree with this wholeheartedly.
 
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I agree, that was what i meant with my comment.
I never changed a rival because, whenever a situation where i want to change rivals arise, it's always on cooldown (maybe because you keep losing your rivals and have to pick new ones all the time, reseting the counter)
For sure. Lowering the cooldown will evidently allow us to change it more often. And as Nunatak says, that will give more bonuses to the player. Everyone likes bonuses, right?

But this makes you wonder, why was it set so long in the first place? 25 years ingame is indeed a lot, and they're just changing it now after 10 years of EU4. So in fact we should ask why do we even have this cooldown? Why does the game have the rivals system, what does it seek to represent?

I would like to hear other people's opinions since I could be wrong, but I understand the entire rivals system, with its bonuses and cooldown, to be a representation on how empires divert attention and blame external enemies in front of their population and the international community to present a narrative, get internal unity and have diplomatic excuses. We've seen it in real life and in History. Having someone else to blame and focus on keeps people united, and those are the bonuses we get. If we can't divert attention and refuse to rival others, things get more difficult internally.

But when rulers do something like this, it is only really persuasive if you vilify others believably. If you change the discourse and the source of your ills every 5 years it simply stops being effective. You look like a maniac.

This is why I asked what the reason for the change is, so late in EU4's life. I could totally be interpreting the entire rival system wrong.
But in my opinion it makes sense that it is difficult and takes a long time to cool down.
If the reason is just to get the bonuses easier, then it's not the type of change I personally like. In these kind of games, both players and developers may very easily lose sight of why some elements and values were set in the first place, as they try to make the game more satisfying. And there is a fine line between satisfaction from winning under the difficult circumstances of a realistic simulation and winning because of bonuses that were gifted to us for mere convenience.
 
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For sure. Lowering the cooldown will evidently allow us to change it more often. And as Nunatak says, that will give more bonuses to the player. Everyone likes bonuses, right?

But this makes you wonder, why was it set so long in the first place? 25 years ingame is indeed a lot, and they're just changing it now after 10 years of EU4. So in fact we should ask why do we even have this cooldown? Why does the game have the rivals system, what does it seek to represent?

I would like to hear other people's opinions since I could be wrong, but I understand the entire rivals system, with its bonuses and cooldown, to be a representation on how empires divert attention and blame external enemies in front of their population and the international community to present a narrative, get internal unity and have diplomatic excuses. We've seen it in real life and in History. Having someone else to blame and focus on keeps people united, and those are the bonuses we get. If we can't divert attention and refuse to rival others, things get more difficult internally.

But when rulers do something like this, it is only really persuasive if you vilify others believably. If you change the discourse and the source of your ills every 5 years it simply stops being effective. You look like a maniac.

This is why I asked what the reason for the change is, so late in EU4's life. I could totally be interpreting the entire rival system wrong.
But in my opinion it makes sense that it is difficult and takes a long time to cool down.
If the reason is just to get the bonuses easier, then it's not the type of change I personally like. In these kind of games, both players and developers may very easily lose sight of why some elements and values were set in the first place, as they try to make the game more satisfying. And there is a fine line between satisfaction from winning under the difficult circumstances of a realistic simulation and winning because of bonuses that were gifted to us for mere convenience.
Yeah, I think I'd prefer if there was no cooldown at all - but the cost of changing a rival started very high (eg. 500 diplo) and scaled down to zero if they had been your rival continuously for 25 years. That would give you an expensive and instant "out" in case you have chosen your alliance block foolishly, which is much more interesting than simply reducing the time without changing the cost.

Also, while I'm wishing for things, it would be nice if you could see who was a valid rival without first paying to remove one.
 
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Yeah, I think I'd prefer if there was no cooldown at all - but the cost of changing a rival started very high (eg. 500 diplo) and scaled down to zero if they had been your rival continuously for 25 years. That would give you an expensive and instant "out" in case you have chosen your alliance block foolishly, which is much more interesting than simply reducing the time without changing the cost.

Also, while I'm wishing for things, it would be nice if you could see who was a valid rival without first paying to remove one.

I was thinking something similar.

If I were to redesign the rival system, I would get rid of the cooldown entirely too, and let the associated bonuses start small and accumulate slowly until they cap at 25 years.
The bonuses can get sudden increases in varying degrees, thus shortening the 25 years wait, if there is a war, embargo, a received insult, or other conflicts that justify the narrative.
 
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  • 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.
Isn't it possible to remove the dice roll bonus on non-flatlands while allowing ramparts to be built elsewhere for the defensiveness and attrition, similar to how other manufactories have a base effect that is improved by specific trade goods in the province?
 
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For sure. Lowering the cooldown will evidently allow us to change it more often. And as Nunatak says, that will give more bonuses to the player. Everyone likes bonuses, right?

But this makes you wonder, why was it set so long in the first place? 25 years ingame is indeed a lot, and they're just changing it now after 10 years of EU4. So in fact we should ask why do we even have this cooldown? Why does the game have the rivals system, what does it seek to represent?

I would like to hear other people's opinions since I could be wrong, but I understand the entire rivals system, with its bonuses and cooldown, to be a representation on how empires divert attention and blame external enemies in front of their population and the international community to present a narrative, get internal unity and have diplomatic excuses. We've seen it in real life and in History. Having someone else to blame and focus on keeps people united, and those are the bonuses we get. If we can't divert attention and refuse to rival others, things get more difficult internally.

But when rulers do something like this, it is only really persuasive if you vilify others believably. If you change the discourse and the source of your ills every 5 years it simply stops being effective. You look like a maniac.

This is why I asked what the reason for the change is, so late in EU4's life. I could totally be interpreting the entire rival system wrong.
But in my opinion it makes sense that it is difficult and takes a long time to cool down.
If the reason is just to get the bonuses easier, then it's not the type of change I personally like. In these kind of games, both players and developers may very easily lose sight of why some elements and values were set in the first place, as they try to make the game more satisfying. And there is a fine line between satisfaction from winning under the difficult circumstances of a realistic simulation and winning because of bonuses that were gifted to us for mere convenience.
I don't exactly understand what you are asking, since you seem to have answered yourself in your own post.
Rivals represent what you explain and the reason why there should be a cooldown, seems to be exactly what you suggested.

Reducing 25 to 5 seems to be a compromise between realistic plausibility and gameplay viability.

As to why it was changed so late in the game development, well why does it matter? It's a minor tweak, not a complete revamp of a core mechanic.

And as far as the point about making the bonuses easier, that's not the case. The bonuses are still the same, it just makes them slightly more flexible to get on the right places, but this is a very minor change with no impact whatsoever on the general game balance.
 
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We have not removed content from Rule Britannia, Golden Century or Third Rome; if you've got those DLCs and not Domination, you will play their old mission trees, while if you have Domination, you will get the new mission trees and country mechanics.

Correct me if I’m wrong, but can’t you activate/de-activate DLC during a game?

Seems like one could exploit that a bit.
 
Correct me if I’m wrong, but can’t you activate/de-activate DLC during a game?
Only in single-player, and turning them off disables achievements.
 
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Only in single-player, and turning them off disables achievements.

So, to be clear, you could start with them off, and then turn them on, without messing up achievements?