Europa Universalis IV

Europa Universalis IV

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Hell is other people
   
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2.605 MB
13 Aug, 2016 @ 4:15am
5 Sep, 2016 @ 5:31am
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Hell is other people

Description
Check out my EU4 post in the Modding section for a detailed decription with screenshots.

Introduction:
The primary objective of the mod is to deliver a novel and more competitive experience. The mod endeavours to accomplish this by:

1) Introducing new optional game modes in order to have a radically different EU4 game experience;
2) Introducing new optional game mechanics in order to add strategic depth to the game;
3) Reducing the frequency and impact of randomness in order to increase the player's agency;
4) Rebalancing most of the game's feature in order to enable more viable strategic choices for the player;
5) Improve the AI in order to provide some challenge to the human player;

The following game modes are available:

A) HELL & American HELL:
The Hell game mode is meant to be a cooperative game mode or to provide the ultimate single player challenge. It spawns the HELL country in Korea. Hell receives insane economic bonuses and top of the line military ideas. More importantly, its rate of expansion equals that of the most experienced players in the world. Players can also opt to have HELL start with a colonial nation in Brazil with substantial bonuses itself.

B) Byss, Isengard and Mordor & CRISIS cycle:
The Byss game mode spawns three AI countries with substantial bonuses and a human-like rate of expansion. Byss, Isengard and Mordor spawn in the African, Indian, South-Asian or Korean Regions. They don't have a fixed spawn location nor is it garantueed which of the three countries spawns in a given region. They are meant to provide a challenge for human players.
This game mode also enables a cyclical CRISIS event. Every 50 years or so, the game will trigger a world-wide disaster if the human players have not collectively amassed sufficient "CRISIS POINTS". The crisis introduces a kind of prisoner's dillema where players are frequently given throughout the 50 years opportunities to gather crisis points in exchange for some penalty. All players, especially those that invested the most, benefit if the CRISIS is averted. However, all players, especially those that have invested the least, will be hit by the disaster if the CRISIS is triggered. The CRISIS cycle can be used to weaken other human players by tricking them into needlessy spending ressources in an attempt to prevent the CRISIS or by taking advantage of the disaster wrecking a poorly prepared opponent.

C) Western World:
This game mode changes the technology group of all countries except Ming and the American Natives to Western. It also alters the government types of countries when needed. For example, horde and tribal governments are reformed.

D) Total War:
This game mode can be activated at any time by the Dungeon Master unlike the previous ones. It's meant to be switched on when the multiplayer game reaches its end and players want to finish it with a blast. Passing the decision gives all players large amounts of cash and manpower. It also increases forcelimits and manpower regen tremendously in addtion of reducing maintenance costs and recruitement times. The one downside is interest rates go up by 8 so debts are absolutely devestating. Players have about 5 years to prepare their countries for the inevitable onslaught. The game then shifts gear into Hearts of Iron. Provinces are conquered and cored on occupation of the closes fort.

E) Setup Changes:
Finally the Dungeon Master can pass a number of decisions that affect the starting game state such as:

-Dismantle HRE
-Chinese Dismemberment
-Timiruds Dismemberment
-Japanese Dismemberment
-Scandinavian Dismemberment

These are meant to facilitate the players to start anywhere on the map (especially when combined with Western World).

2) Optional Features:

A) Research System:
The mod introduces an optional research system. All countries develop technology in five different areas:

-Military;
-Economic;
-Diplomatic;
-Administrative;
-Naval.

The research rate depends on how much countries are willing to invest into each seperate area. Countries can invest a maximum of 10 times per area and a maximum of 30 times across all areas. Each investment in a given area is less effective than the previous one. Each point of scientific investment also reduces the total economic output of the country by about 2% (so for a maximum of 60%). Investing thus delays your economic and military snowballing but allows you to hit timing attacks or buckle down for the late game.

Every research area has 8 to 10 technology choices that can be reasearched a total of 8 times each. For example the Military area has the following technologies: Discipline, Morale, Infantry CA, Cavalry CA, Artillery CA, Manpower, Reinforcement rate, Siege ability, Defensiveness and Mercenary Forcelimit. the first technology of discipline increases it by 2% whereas the 8th one increases it in total by 16%.

The research rate of a technology is also reduced by the amount of times you have already researched this particular technology and by the amounts of discoveries you have made in that area in total. The system thus encourages you to vary your choices to prevent specialisation from being the clearly superior option.

B) World Wonders:
Linked to the research system are world wonders. Like in the Civilization series, countries can attempt to be the first ones to construct a world wonder when they unlock a specific technology. World wonder require a substantial investment from the player but can give unique bonuses if the player succesfully constructs them.

C) Vassal Idea Choice
The mod offers human overlords the opportunity to modify to some degree the idea groups of their subjects in order to enable vassal heavy playstyles.

3) RNG Changes:
This mod aims to eradicate RNG. As Such:

-All monarchs now have fixed 4/4/4 stats; All republic leaders have either 6/2/2 or 2/6/2 or 2/2/6 when first elected;
-Legitimacy of new monarchs (and only monarchs) is always 100;
-Countries are no longer able to have regency councils;
-Leader minimum pips is now 4. This means all leaders will now have a minimum of 4 pips in total (spread across the 4 stats) making it extremely unlikely to roll a 0 fire & 0 shock general;
-The Combat dice now has 7 faces instead of 10. Reducing it more would indeed decrease randomness (at least for land battles since naval battles are inherently random due to the targeting system) but it would exceedingly decrease casualties and morale damage;
-Combat phases last only one day (to limit the impact of the first fire roll);
-Base Advisor Pool is 5 instead of 3;

4) Balance Changes:
Almost every single aspect of the game has been modified to increase the balance of the game. These are the foremost changes:

-Aggressive Expansion is identical across all cultures/religions/HRE but AE gain has been increased to compensate;
-Technological differences between technology groups has been greatly reduced;
-Religions have been completely reworked and rebalanced;
-There are 10 idea groups available and the idea groups/policies have been rebalanced;
-All hostile core creations modifiers have been eradicated, core cost per development is 8, diplomatic annexation cost per development is 5 and development increase cost is 35;
-The combination of all idea groups gives access to military orientated policies;
-European trade has been altered to make more starting locations viable.

5) AI Changes:

The mod teaches the AI how to properly use idea groups, policies and buildings (as well as the new optional features introduced by the mod). The AI generally is capable of doubling his country's output by simply constructing the adequate buildings instead of spamming shipyards/temples/marketplaces. Also the AI will be difficult to overcome militarily by picking the correct idea groups and policies.

In addition, the ai has been made more agressive.
1 Comments
OSNK 31 Oct, 2016 @ 7:27pm 
I can't find the mod in the mod manager