Europa Universalis IV

Europa Universalis IV

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Clinamen: Internal Affairs
   
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9 Jun, 2018 @ 5:28am
11 Jun, 2018 @ 11:00am
13 Change Notes ( view )

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Clinamen: Internal Affairs

Description
"in politics, the compound should always be resolved into the simple elements or least parts of the whole. We must therefore look at the elements of which the state is composed, in order that we may see in what the different kinds of rule differ from one another"

Removed all accepted cultures from technology. Were both unrealistic and enabling blobbing.

Made development less annoying by reducing micromanagement. The Burghers no longer lower development cost and there is no encourage development state edict. Instead, development cost reduction from prosperity (and the malus from devastation) are doubled and there is a dev cost modifier depending on a government rank (it is easier to develop when you are an empire and also I wanted to avoid smaller states developing much quicker).

To compensate, small autonomy malus with higher ranks - as a consequence of developing administration. Also, they are not quicker in changing their national focus (completely unrealistic). Decaying kingdom and empires lose their boni.

AI is no longer restricted in developing provinces.

Main estates reworked both to reduce micromanagement and to let the AI use them efficiently. (In vanilla, the AI does not recruit discounted advisors.) Main estates do not provide discounted advisors anymore. Nor you may milk them for monarch points. Instead, they provide for an all-powers cost reduction.

Minimum autonomy from estates lowered to 15 but local negative autonomy modifiers added. Estates are kept on conquest.Stronger rebels with time.Made idea groups available every three technologies. Four ideas required for one national idea.Power projection raised for being a great power, era objectives and eclypsing rivals.Vassal's development malus reduced to 30 (from 50).Vassals dev cap removed.Max. tolerance for heretics pushed to 4.Legitimacy is halved on a government change.Restrored corruption for being technologically behind your neighbours. Tech ahead of time cheaper.Restored small base inflation.Scaled truce years reduced.Claims worth more diplomatically and administratively. Cores worth more diplomatically.Imperialism casus belli does not reduce AE.Nationalism casus belli works only for empires.Embrace institution cost doubled.State costs modifiers for distance and wrong culture doubled.Abandoning idea group now gives 40% of its cost.Power costs for reducing inflation and war exhaustion as well as for raising stability - doubled.End date set to 1 Jan. 1836.Clinamen mods are designed to improve realism and gameplay without introducing new mechanics or messing with the AI.
19 Comments
Markot  [author] 25 Sep, 2018 @ 2:05pm 
The mod has been incorporated to a larger Clinamen project: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1522830274
Afro_GF 3 Jul, 2018 @ 3:04pm 
Thnx for the info
Markot  [author] 30 Jun, 2018 @ 4:09am 
@Afro_GF Prussia didn't declare war on France. France did on Prussia, with the diplomatic insult casus belli. The casus belli for the war with Denmark was an inheritance crisis over Schleswig-Holstein, not simulated by the EU.

BTW both examples show that even 50 years after the EU timeframe there were no imperialism and nationalism casus belli and to achieve their aims countries had to resort to other justifications.
Afro_GF 29 Jun, 2018 @ 5:03pm 
prussia wasn't an empire when they fought with denmark or france so i think it needs a change
aahron 18 Jun, 2018 @ 10:01am 
Ok, will be waiting for it, thanks!
Markot  [author] 17 Jun, 2018 @ 12:50pm 
Alright, I had a look and actually it needs a separate submod. Which I will make in spare time.
aahron 16 Jun, 2018 @ 12:05am 
Thank you!
Markot  [author] 15 Jun, 2018 @ 1:22pm 
@aahron: Yes, maybe I will even add a compatibile version but I need some time. Will try to do it over the weekend.
aahron 15 Jun, 2018 @ 1:09pm 
Markot, could you please advise on how to do it? Would absolutely love to have the mod but only play ET, I think this is also true for quite a lot of people. Great job otherwise!
Markot  [author] 15 Jun, 2018 @ 6:49am 
@Mayo: I will think about it in the next update. I have to recreate the problem first, usually I do not have many rebels but it may be because my play style.

@aahron: Some defines are conflicting and there is also incompatibility due to longer tech list in the ET. It could be rather easily made compatible with a bit of digging in files.