Europa Universalis IV

Europa Universalis IV

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1.007 MB
27 Jul, 2023 @ 8:29am
25 Sep @ 10:17pm
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In 1 collection by Condottiero
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Description
This mod reduces the force limits to improve FPS, speed up AI annexation, ease the burden of players and optimize development and construction.

- Florence and Tuscan events (Michelangelo, The Construction Projects of Fernando I, Accademia del Cimento, The Medici Oriental Press) and Milanese events (Niccolò Machiavelli, Machiavelli publishes a masterpiece!) now can be triggered correctly.
- (Significant modification) Base supply limit 6→1000. Lower the tendency of AI to form troops, reduce the number of units on the map simultaneously so as to truly speed up the game.
- (Significant modification) Per development level in Base tax gains (−2% Local recruitment time, −1% Local great project upgrade time, −1% Local construction time)→+1% Local tax modifier, +0.1 Local goods produced. Per development level in Production (+0.2 Local goods produced)→+1% Local production efficiency, +0.1 Local goods produced. Per development level in Manpower additionally gives -2% Local regiment recruit time. Every point of development additionally gives −1% Local great project upgrade time, −1% Local construction time. Note: Both Base tax and production now provide +0.1 Local goods produced. Therefore, it is necessary to consider carefully whether to exploit tax.
- Custom nation available points 200→10000, ideas max level 4→10
- 100 Absolutism additionally gives Core-creation cost -25%. 100 Revolutionary zeal additionally gives Core-creation cost -50%
- Government rank Kingdom and Empire additionally gives Missionaries +1
- Government reforms (Prussian Monarchy (base), Prussian Monarchy, Stratocratic Administration, Militaristic Divine State, Livonian Militarist Monarchy, Crusading Empire) -50% governing capacity→-25% governing capacity.
- Protestantism church aspects temporary effects→permanent.
- Delete the event of Yellow River and Yangtze River Flood. The event of The Earthquake of Shaanxi won’t lose development, mandate -20→-10
- Ming mission Fortify the Coast completion requirement “none of any owned coastal province has devastation is at least 1”→delete.
- Mamluk mission Highway of an Empire completion requirements “Has no remaining building slot available”→delete.
- Janissary (+1 Reinforce cost)→delete, Hussars (-50% Reinforce speed)→delete, Banners (-50% Reinforce speed)→delete, Samurai (+0.5 Reinforce cost)→delete.
- Cavalry to infantry ratio 50%→100%
- Base global manpower 10K→5K, base global tax income 12→6, base land force limit 6→3, base naval force limit 12→6
- Subject nation base global tax income -6→-3, base land force limit -3→-2, base naval force limit -6→-3
- March nation land force limit +30%→+15%, naval force limit +30%→+15%
- Base force limit provided by vassals and marches 1→0
- Eyalet and core eyalet base manpower -5K→-2K, base land force limit -5→-2
- Pronoia base manpower 5K→2K, Base force limit provided by pronoia -5→-2, The event of Future of the Pronoia System option “Let them handle themselves”, Pronoia Subjects will receive extra land force limit +5→+2
- Byzantium decision Repair the Army completion requirements “Has an army of at least 20 regiments”→17 regiments. “Has an army of at least 15 regiments”→12 regiments (mission A Tarnished State completed)
- Global tax income of free cities +3→+2
- Each member state of the HRE provides land force limit +0.5→+0.25, base manpower +500→+250 for the Emperor. Each free city in the HRE provides tax income +2→+1, land force limit +0.5→+0.25, base manpower +1000→+500 for the Emperor.
- Each member in the league provides navy force limit +2→+1, base sailors +1000→+500, land force limit +1→+0.5, base manpower +1000→+500 for the league leader.
- Siege force needed multiplier 3→2
- Mercenary company min regiments 4→2. Revolt base size 5→2
- Naval hegemon requirements (at least 500 ships, no other great power has more heavy ships)→at least 125 heavy ships, no other great power has more heavy ships. Military hegemon requirements (have an army of at least 1000k, no other great power has a bigger army)→at least 250K artilleries, no other great power has more artilleries.
- Exploiting development cooldown 240→0. Trade company cooldown 60→0
- AI won’t convert cultures.
- Unlock all building slots and remove the number limitation of manufactories.
- Temple additionally gives local missionary strength +1%. Cathedral (local tax modifier +60%)→local tax modifier +80%. Counting house (building cost 400)→300. Regimental camp (land force limit +1, building cost 200)→land force limit +0.5, building cost 100. Conscription center (land force limit +2, building cost 400)→land force limit +1, building cost 300. Shipyard (naval force limit +2)→naval force limit +0.5. Grand shipyard (naval force limit +4)→naval force limit +1. Native fortified house (land force limit +5)→land force limit +2
- Manufactories (construction time 60)→30. Manufactories (which +1 local goods produced), furnace and native three sisters field add local monthly devastation -0.25. Rampart (+15% Local defensiveness)→+1 Fort level.
- Trade company investments Local Quarter and Permanent Quarters won’t provide Supply limit. Benefit to entire area→Benefit to entire charter.
- Centralize State years 5→0. State edicts duration months 12→0
- Printing Press Bonus for embracing additionally gives +10% global institution spread. Manufactories Bonus for embracing additionally gives -25% Building time. Enlightenment Bonus for embracing additionally gives −5% Technology cost, -5% Idea cost. Industrialization Bonus for embracing (+15% National Tax modifier, +25% National Manpower modifier)→+0.15 Global Trade Goods Size, +0.25 Global Prosperity Growth.
- Army professionalism level (from 0% to 100%) effects (+10% Land fire damage, +10% Shock damage)→+10% Discipline. Level 0% unlock Regain manpower when disbanding. Level 60% (Regain manpower when disbanding)→-5% Land maintenance modifier. Level 100% additionally gives -50% Artillery barrage cost.
- Mass Revolutionary Guard Training (+50% Regiment drill loss modifier, +10% Special unit force limit)→+25% Regiment drill loss modifier, +20% Special unit force limit. Professional and Vanguard Revolutionary Guard Training (+50% Land maintenance modifier)→+25% Land maintenance modifier. Elite Revolutionary Guard Training (+100% Land maintenance modifier, +2.5% Discipline, -10% Special unit force limit)→+25% Land maintenance modifier, +5% Discipline.