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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  • “Spanish Tercios” has been replaced by “Spanish Field Marshals” and now gives +1 Leader Land Shock instead of -30% Shock Damage Received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  • “Persian Reinforcement” has been replaced by “Persian Enlightenment” and now gives -20% Development Cost instead of -30% Reinforce cost
  • “French Musketeers” has been replaced by “French Absolutism” and now gives +30% Max Effect of Absolutism instead of +20% Land Fire Damage
  • “Dutch Officials” has been replaced by “Dutch Commercialization” and now gives +33% Trade Steering instead of -0.2 Yearly Corruption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  • “Austrian Diplomacy” has been replaced by “Austrian Tenacity” and now gives -20% Morale Damage Received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? ;)
 
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As for release dates, if we're on the mod/balance section and next week is art, I predict three more diaries before release: Art, Achievements/Misc, then the final Patchnote
 
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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.
 
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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.
This is a really, really annoying change. I see no problem with these so called oppressive situations, to me it sounds like they are doing their job: slowing down enemy advances.

With all due respect, but the changes to Defensive ideas were very mediocre and still don't justify picking it in most situations, and now Ramparts are made even more pointless (because they were not that special to begin with, considering their cost and manufactury slot).

Please reconsider this change or try to engage with the community to find a better solution for the perceived problem you raised, because this invalidades Defensive playstyles even more, and just reinforces the Offensive meta.

Maybe make it an option for multiplayer lobbies to enable ramparts only in flat provinces?
 
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I think the problem with the Ramparts nerf is if one is actually making use of forts in an optimised fashion, they will go out of their way to avoid building on plains unless it's literally unavoidable. At a minimum you'd try for a forest province. And a Rampart without a fort attached just isn't worth the money investiture. Maybe if there were more incentives to plains Forts besides the dice roll.
 
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I already asked it in Iberian DD but does Aragon still have mission to make Valencia (or its capital) produce silk?

Missions for better trade goods are always nice to do, do developers plan to make a few more of those?

Loved that Persia now has -20% dev discount, not sure if other renewed age boni are worth it.
 
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I strongly disagree with the decision to restrict ramparts to flatlands as the whole point of ramparts is to give players on the defense a local advantage. They're supposed to slow down advances and force the attacker to either commit more forces to taking them or go around.
 
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Respectfully, I think the change to ramparts is a terrible idea. Ramparts are not overpowered as they currently exist. They are situationally useful at defending mountain passes and the like, which they should be because mountain provinces should be unassailable. This "balance" change is going in the wrong direction, and is abandoning historical accuracy to do so.

I do think the changes to blockades and devastation are good, though, and expand infrastructure needed the nerf.
 
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I personally don't like the changes to ramparts as defensive gameplay is already lacking with the attrition cap and ramparts were the best way to increase the defensiveness of individual provinces.

also a defensiveness mapmode would be greatly appreciated.
 
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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.
This is essentially the sole use case for ramparts though. Its burning a building slot your manufactory slot and a manufactories worth of money on further fortifying a province. Forts already feel a lot like mere speed bumps and this change just makes it even worse. Even if you think mountain ramparts are strong building a defensive line of them without breaks is massively geographically limiting.

To put it bluntly, did anyone at pdx tinto legitimately build these newly balanced ramparts during their runs and feel like it was worth it?
 
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Just my thought, but have you thought of changing the Colonial Nation Idea Set in terms of religious relations? At least rework the absurd removal of all penalties for heathen and heretic provinces and replace it with perhaps a +3 Tolerance of Heretics? This would allow for more historical outcomes, and it would also allow for the Spanish and Portuguese colonial empires, which were intent on the spread of Catholicism and their culture, to actually go by its history. It would also mean that the Thirteen colonies could have, in the uncontrived sense, havens of reformed and Catholicism (like New England and early Maryland), while not have under their control vast non-Christian territories. I say this because the tolerance that is being ascribed to the colonies is really something that was in Pennsylvania and Rhode Island, rather than any colonies in general. Colonies that differed from the mother country in religion, such as Massachusetts, were not founded with tolerance in mind once they reached the New World. All of Spain's former colonies in the Americas, as we all know, with the exception of Florida and Louisiana (which was initially French, the Spanish, and then French again), are on a wide basis Catholic. And don't get started with me on the Phillipines. They are better off as a colonial region, not a company, as they were ruled by Spain from Mexico and had the same efforts of Catholicisation.
 
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Looking great. can't wait to try out the release!

Any chance for a 'can seize land' flag? It's one of those things I do for the first 30 years and then just forget. Flagcolor yellow = with rebels. Flagcolor green = without rebels.
 
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Can you make changes to colonial nations?
1. Can their traditions be "Heretic provinces do not give any penalties" instead of "Heretic and heathen provinces do not give any penalties". The reason why I suggest it is bcause I fint it a bit odd, that heathens are never converted.
2. Allow overlord to culture convert subject lands in colonial nations.


Also in regards to muslim changes, I think there should be more ways to gain legalism or mysticism if you remove the gain from declaring wars.
That is not the actual reason. I tested it, changing that idea to culture conversion cost reduction and colonial nations did not culture convert a single province (it was a full campaign). The only way to do it would be to give us the option to activate, for the colonial overlords, the culture conversion button on their provinces, as we already have for the religious button. Nevertheless, additions like changing the "heretics and heathens no penalty" idea are always welcome.
 
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I feel like unless you give Ramparts something extra or make them cheaper, this will just make them essentially useless? Siege Ability is so easy to stack that hill and mountain forts are the only things that last a while under siege, it's simply a waste of money and slots to put Ramparts on flat lands. And it's not like Remparts were a popular building before this, they're already super niche.
Ramparts are multiplayer building, in single you didnt need to use them even before nerf
 
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Nooo, I loved the mountain forts w/ramparts to stop Ottos in my Ethiopia game...
Only allowing them on "flat" terrain is too much nerf imo since they are almost only makes sense in combo with a fort. These are often concentrated to choke-points, that are most often not flat terrain by definition.
They should be possible to build on forest, hills, woods, since a total -2 modifier is the same as seen for mountains.


On the other hand, lots of interesting changes. Can't wait for the release.
This is indeed a weird balance change.
Honestly I think they should be allowed in mountains, they cost a manufactory slot and 500 (?) ducats after all.
It makes no sense building them in flatlands, it would always be better to just move your fort to a woods/hills/highland/forest and save you cash.

If this truly is so OP, then maybe reduce terrain penalty for side with highest maneuver general?
 
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That is not the actual reason. I tested it, changing that idea to culture conversion cost reduction and colonial nations did not culture convert a single province (it was a full campaign). The only way to do it would be to give us the option to activate, for the colonial overlords, the culture conversion button on their provinces, as we already have for the religious button. Nevertheless, additions like changing the "heretics and heathens no penalty" idea are always welcome.
I meant about converting religion at least, not culture, as totemist remains dominant religion if overlord does nothing.
 
Ramparts were already a very niche building and were only ever worth building on hills and mountains with forts. This nerf makes them completely useless, as nobody will want to build them instead of manufactories or soldier's households, especially on grasslands and farmlands. I strongly disagree with this change.
 
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