Europa Universalis IV

Europa Universalis IV

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Responsible Fantasy Warfare (Anbennar Submod)
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28.225 MB
23 Feb, 2024 @ 7:28am
30 Jul @ 8:14am
17 Change Notes ( view )

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Responsible Fantasy Warfare (Anbennar Submod)

Description
-----------------------------Disclaimer------------------------------
This mod will likely have compatibility issues with some other mods. It changes all province files as well as many mission and event files. I have moved idea changes to its own mod (link below), so that at least should work now. Just be aware that you might into some issues when you use too many mods (most of which should be able to be fixed via console).



Description
A mod that lowers force limit and manpower levels similar to the Responsible Warfare mod by Zemurin. It also adjusts all relevant missions and events, buildings etc. A nice side-effect is that this improves mid- and late-game performance.

Currently updated for 1.37.5 and The Final Empire.



Rough overview of changes
  • Most events and missions related to manpower and forcelimit I could find have been adjusted for proper balancing and so that missions can be completed when they should. Overall most values have simply been halved. Let me know if you find something that needs adjustment.
  • Liberty desire from subject army strength has been adjusted. Overall it's probably still harder to keep a lot of subjects if you don't have a decent army yourself.
  • The requirement for the force limit age objective has been reduced. Other mods that change ages will overwrite this, not much I can do there.
  • Hegemon requirements have been adjusted.
  • Uncolonised provinces have half as many natives. This was mainly done to ensure that Dwarves can still colonise early on.
  • Mercs are weird to balance, I don't use them as much as I should so I don't actually know how balanced they are for players right now.



Add-ons and Compatibility Patches
Previously this mod also changed some ideas and nerfed battlemages. This has been moved into smaller add-on mods to ensure compatibility with other mods and to allow people to opt-in into some more controversial changes. I also made a compatibility patch for Dwarven knowledge, if there's other mods you want comp patches for let me know:


Compared to the original Responsible Warfare, this mod does not:
  • Give you forcelimit when hiring mercs (mercs are weird and hard to adjust without vanilla values).
  • Add modifiers related to your manpower level.




https://ko-fi.com/serelia if you wanna tip, but honestly, before you do that consider donating to Anbennar! ^^ Or one of the other more complicated submods. This is mostly to give me a better incentive to update while I'm not actively playing Anbennar myself heh ._.


75 Comments
Snuggle Bunny ÒwÓ 21 Sep @ 7:13am 
any chance of getting a com patch with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2939497607

this mod seems to conflict with the unique province modifers and mage tower tweaks. No worries if not im just trying to get them all to work.
Agraza 16 Sep @ 9:54am 
i find this makes the AI mildly more peaceful and therefore also makes monsters civilize faster. i think that's a problem. i do love the smaller units, but i want more mid game monsters.
Serelia  [author] 26 Aug @ 7:00am 
Sorry guys, busy irl atm, trying to get to it.

@guto On my to do list, will add marines to my "to change" list.

@Synod Very likely my bad, last Anbennar patch I did nerf undead army for that reason, but I think I might've forgotten.
Synod 25 Aug @ 10:41pm 
Esthil MT's 'Bodies for the Mines' mission still requires 20 units. Not that big a deal if you have undead army, but I didn't at that point so it was my whole force limit lol. On the topic of undead army and witch/lich kings, even with halved values I still have like 30 more force limit than Gawed just for taking it in 1530. It is the strongest army type sure, but if you wanted to bring it in line with the rest of the mod's nerfs, taking the percentage modifier of both down to a third instead of halved would be more than fair imo. Probably controversial, but it's just a suggestion. Love the mod, it's made my games much less sloggy!
guto8797 23 Aug @ 4:02am 
Khatalashya's MT doesn't appear to have been tweaked, as the mission "Aquatic Beings" still requires 20 marines
Serelia  [author] 15 Aug @ 7:58am 
@Sanosuke There's no way this mod causes that. I've played both solo and with friends with this mod, and powerful mage appeared normally, even gained as a random trait. Cast spells works normally too. In fact the mod doesn't even touch that trait.
Sanosuke 14 Aug @ 10:41pm 
this mod make ruler and heir can not have powerful mage trait, so do not have cast spell decision too.I found this when play as verina of esthil
Serelia  [author] 13 Aug @ 9:07am 
@Sanosuke I would guess not quite anymore with the province changes. But since this is based on the original Responsible Warfare for vanilla EU4 (linked in the description of this mod), maybe check that out?
Sanosuke 13 Aug @ 3:44am 
very good mod, the dynamic modifers of base mod make me feel reduce performance . Does this mod work without anbennar mod?
JohnXina***** 3 Aug @ 11:26am 
it's probably all dwarf missions combined then