Europa Universalis IV

Europa Universalis IV

Clinamen: War Matters
26 Comments
Markot  [author] 25 Sep, 2018 @ 2:05pm 
The mod has been incorporated to a larger Clinamen mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1522830274
Markot  [author] 14 Sep, 2018 @ 10:06am 
Yeap. This one shoud be already compatibile but I am working on a larger update, introducing new changes and joining the mods (except for the artillery one).
honnys 14 Sep, 2018 @ 5:42am 
Will you update your mods for 1.26?
Markot  [author] 16 Jun, 2018 @ 5:44am 
Generals are generally more valuable, you get army professionalism for their recruitment and they get their discount at 100 army prof. anyway. The change was to encourage recruiting admirals.
KillWonder 16 Jun, 2018 @ 5:18am 
Why decreased buying admiral costs and not generals too?
Markot  [author] 15 Jun, 2018 @ 2:14pm 
Poltava
Hohenstein 15 Jun, 2018 @ 1:49pm 
Which battle is the painting showing ?
Markot  [author] 15 Jun, 2018 @ 9:45am 
The mod does not reduce maintence costs. I do not think they are too high for units. For forts, they are probably too high but the mod doubles army tradition benefits for forts.
Alpha2518 15 Jun, 2018 @ 8:31am 
Does this mod also reduce maintence costs and if not would you consider it?
Markot  [author] 15 Jun, 2018 @ 1:46am 
Yes, it should work smoothly with the Extended Timeline.
Pure Zero 15 Jun, 2018 @ 12:04am 
I assume this works with extended timeline
Markot  [author] 14 Jun, 2018 @ 1:08pm 
Alright, I simply moved the artillery size and proposed fort changes to a separate mod, Clinamen: Lieutenants of Artillery, except for 1 fort per 100 dev, kept here.
Markot  [author] 14 Jun, 2018 @ 12:40pm 
@Lunar: As for now getting rid of the artillery thing is quite easy as it simply requires deleting the common\units folder from the mod. Basically anyone may do it himself and this restore the default artilery boni. I may do it as a part of the mod if this is a problem though (we would get rid of small artillery units, though).

IMHO vanilla sieges are simply not too long. First, there are plenty of reducing modifiers, from ideas, army professionalism, army tradition and ages. Second, IRL sieges simply took long (at times) and could even be unsuccessful. IMHO the problem with vanilla is rather that sieges are essential to win any war and that there are to many forts to siege. (Unless we are talking about people aiming at total annexation of countries, then I think it should be difficult.) However, if this is the popular demand, maybe I will simply move artillery to Internal Affairs (which is a further-reaching mod).
Lunar Magister 14 Jun, 2018 @ 11:22am 
@Markot. The thing is, a lot of people already play with mods that weaken and cheapen forts, as it is ridiculous in vanilla. But this mod is incompatible essentially with those mods, because it balances out and makes sieges vanilla length, when vanilla length is too long. Whereas if you just let go of the artillery thing, it would be compatible and one would be able to play with the other aspects of your mod AND have sieges take a reasonable amount of time unlike in vanilla.
Dino153 14 Jun, 2018 @ 9:08am 
Well I am fine with the seige bonus remaining as is as I already love everything else this mod does and if I am understanding it is hardcoded so. but a solution just take ideas like offensive which will greatly help with seiges due to siege ability. If you dont want to do that as mentiond in the mod itself it makes battles more important to winning a war so focus more on killing and less on seiging anyway if anything happens or doesnt I am fine with the outcome.
Markot  [author] 14 Jun, 2018 @ 8:10am 
Personally I don't think 400 days is too long for a particularily hard siege of a strategic city. Rather, I blame peace mechanics for making such sieges necessary to attain a decisive victory in a war.

That's being said, I hear you. Unfortunatelly, 1000 artilery for a unit in sieges seems to be hard-coded.

What do you thing about, as a solution, lowering fort levels to 2-3-4-5 (from 2-4-6-8) and changing the Napoleonic Warfare era ability to work in every siege?
Padfoot 007 14 Jun, 2018 @ 3:11am 
Why remove siege bonus? Siege is too long as it is. I once had siege of Wien that lasted for 400 days with bonus of 5k artillery.
Markot  [author] 14 Jun, 2018 @ 1:33am 
Theoretically, the siege bonus sould adjust to the number of artilery units, not their manpower. I see that this is not the case, at least according to the UI. On the other hand, you have two times less forts to siege now and having less stronger forts may be not such a bad thing, also from the point of view of building and maintaing forts being actually profitable. IDK, will think about it.
Dino153 13 Jun, 2018 @ 8:41pm 
As Lunar says te seige bonuses have been removed almost entirely buuuuut I will day that a smaller artillery size is preferable as for actual combat it is much easier and greatly helps with attrition. So while I do not totally care about the seige bonus, I can live without it, if it could be changed to vary with the size of the new units it would be nice though I am unsure if that is possible as it may be hardcoded eh good mod anyways and goodbye.
Lunar Magister 13 Jun, 2018 @ 7:07pm 
This mod really messes up the artillery bonus to siege. Now, since they are size 10, you will only ever realistically have a +1 bonus to siege from artilllery, since you need 100 more for the same bonus now. So since they are now size 10, I would need 200 artillery units on a level 1 fort just for a +2 artillery bonus. Sieges already take too long. (You can still get +1 from just a single unit, though.)
Markot  [author] 12 Jun, 2018 @ 7:17am 
It's most probably not compatibile, M&T changes basically everything in the game.
ChrissTheBurnedOne 12 Jun, 2018 @ 6:46am 
is it stupid to ask whether this is compatible with Meiou and Taxes or not ?
Markot  [author] 12 Jun, 2018 @ 5:25am 
I'm not sure about the cavalry. Given the fixed cavalry to infantry ratio and the limited usefulness of the cavalry for most of the nations mid to late game, armies already tend to field much less cavalry than they did historically.
Ers 12 Jun, 2018 @ 4:56am 
Can you reduce cavalry unit size? Having 1000 raiders in ane unit was quite odd.
Markot  [author] 9 Jun, 2018 @ 8:40am 
@Uni It didn't but I changed the decision to take into account the DLC. Now, if you don't have Cradle, it requires 70 army tradition instead.
2Pac Alive in Serbia 9 Jun, 2018 @ 7:19am 
"Added a decision to change units to western after embrancing institutions and while having 70 army professionalism."
Army professionalism is exclusive to Cradle of Civilization, a DLC which I don't have. Does this feature work without it?