Problem:
Inflation of country powerbase sum
The problem examined and discussed more closely here:
forum.paradoxplaza.com
Suggestion:
Reduce the minimum power base from jobs.
Example mod:
I have made a mod to illustrate this change.
In the mod, the following values were changed in 00_defines:
In addition, the mod changes a number of events and schemes that seek for targets over 1 powerbase or over 5 "title importance"
This variable is defined as 0.5% of total powerbase (total_power_base with divide = 200)
The only change of intended significance in this mod is the baseline powerbase per job being changed from 2 to 0.5. This results in a significant reduction in powerbase sum inflation as countries grow.
mod link:
steamcommunity.com
paradox launcher (recomended for anyone having trouble having steam workshop mods load or show uo in launcher, due to onedrive or something)
mods.paradoxplaza.com
for reference, load the AI-only savegame or any game with and without the mod, and look at the difference in powerbase sum for the large countries. The mod reduces Seleukids powerbase sum by 14% in this example
Inflation of country powerbase sum
- The fact that every job gives +2 power base ends up watering down the importance of family prestige:
- The more governorships and deployed tribunes you have...
- The more inflated the sum of powerbase becomes...
- Crowding out the importance of:
- Family prestige
- Holdings
- Veterans
- Commanded cohorts
- The more governorships and deployed tribunes you have...
The problem examined and discussed more closely here:
Balance of powerbase-considerations : Fam-prestige, holdings and veterans / commanded armies
Hey I've loaded up notepad++ to look at some game files for the first time in quite a while, and on my list of things to look at are things that influence character powerbase, as these are used by various game mechanics, character interactions...
Suggestion:
Reduce the minimum power base from jobs.
Either:
- Make the value scale with the number of total jobs
- Reduce the value from 2 to 0.5 or less, while adjusting affected parameters
Example mod:
I have made a mod to illustrate this change.
In the mod, the following values were changed in 00_defines:
Code:
NPowerBase = {
FROM_TITLE = 0.5 #### Default 2
LOYAL_VETERANS = 15 #### Deafault 5
GOVERNOR_POP = 75 #### Deafault 70
RULER_POP = 25 #### Deafault 20
}
In addition, the mod changes a number of events and schemes that seek for targets over 1 powerbase or over 5 "title importance"
Code:
power_base >= 1_percent_power_base_country_svalue ### default >=1
The only change of intended significance in this mod is the baseline powerbase per job being changed from 2 to 0.5. This results in a significant reduction in powerbase sum inflation as countries grow.
mod link:
Steam Workshop::Todie's powerbase fix
paradox launcher (recomended for anyone having trouble having steam workshop mods load or show uo in launcher, due to onedrive or something)

Todie's powerbase fixmod pdxlauncher - Paradox Mods
changes baseline power from jobs from 2 to 0.5 to reduce powerbase inflation when countries grows its number of governorships and generals / admirals. Note: Localization and compatibility with oth...

for reference, load the AI-only savegame or any game with and without the mod, and look at the difference in powerbase sum for the large countries. The mod reduces Seleukids powerbase sum by 14% in this example
Attachments
Last edited:
- 1