Europa Universalis IV

Europa Universalis IV

Responsible Blobbing
376 Comments
Szabtom 14 Sep @ 2:37am 
Thanks for the quick fix! I confirm that the refunded amount is 10 reform and 25 admin points.
Zemurin  [author] 14 Sep @ 1:28am 
@Szabtom: Indeed, you're right, there was a bug and I hope it's fixed now. If not please report again and I'll scratch my head a bit more. Thank you!
Szabtom 13 Sep @ 2:15pm 
Bug report: After playing so many hours with this mod, I am embarrassed to admit that I just now noticed that the 'Centralized Bureaucracy" gov reform refunds way too high amounts of reform and ADM.
The cost is 20 Reform and 50 Admin points, and the refunded amounts are 35 Reform and 50 ADM which obviously is not as intended.
I play with Xorme AI so there could be a conflict, theoretically. But I lack the skills to investigate and I also am not aware that Xorme would touch this part of the game.
Szabtom 13 Sep @ 2:07pm 
Money does not seem to be an issue, the provinces that I take after 1550 are all maxed out with buildings.
Be prepared mentally and emotionally for the suffering, and keep an open mind to try new ideas and solutions. :) For instance, always try to get your spy network to 100% for a nice siege bonus. (The AI will do it, even if you don't. :) ) An unused diplomat is a waste that will be regretted.
Szabtom 13 Sep @ 2:07pm 
@Hector of Troy
I play exclusively with Xorme AI and Responsible blobbing and responsible warfare. I do not play without these mods any more.
The AI is improved and AI nations are significantly boosted in Xorme. So much so, that I always edit the static modifiers and tone it down a couple of notches, specifically the insane AE reduction and manpower recovery (both under the difficulty modifiers and the lucky nation modifiers).
I have found Quality (instead of Defensive) to be the bare minimum necessity to survive, and the combo with Innovative just brings you in the game against Poland, Brandenburg and nations with significant military bonuses, who are like terminators. Muscovy and Ottomans, the quintessential "quantity" nations fall 50% of the time by 1550. Mamluk often takes Quality+Innovative as their opener, while Otto takes Admin or Quantity...
Hector of Troy 28 Aug @ 9:27pm 
Is Xorme AI mod recommended?

Would it help the AI making better decisions in general and better decisions to avoid crumbling?
Zemurin  [author] 20 Aug @ 8:33am 
Nah, this mod is perfectly fine for VN. So is responsible warfare.
SimplyFilms 19 Aug @ 2:43pm 
Would a mod like Voltaire's Nightmare - which adds a large amount of provinces at high density - make empires (scripted or otherwise) impossible?

I read (and I may have interpreted it poorly) that government capacity and the size of a country are seperate. Does this then mean that a generic "large country" could collapse without the government capacity provided by national ideas, mission trees etcetera?
casey 4 Aug @ 12:20pm 
Great mod, I don't use it often but it definitely makes a difference when it's on, keeps the world more dynamic and less blob-full. AI is still really dumb which is why other mods like the Autonomy Mod or Challenger's Bonanza pair really well with this one. Thank you for your work!
HypnoSkales 12 Jul @ 7:54am 
Could you add a condition into 00_diplomatic_actions.txt to make AI countries not annex their subjects if they have high (like >80%) govcap usage?
Zemurin  [author] 5 Jul @ 9:30am 
Because that's how the mod works. First you start with large buffs which melt away as you get core territory, and slowly you start getting penalties until you hit govcap. After govcap these mediocre maluses start getting rather significant.
Loading... 5 Jul @ 7:55am 
Yes, actually. Im just stupid and cant understand it
Zemurin  [author] 5 Jul @ 7:23am 
Have you read the mod description?
Loading... 5 Jul @ 6:48am 
Why does being under gov cap give you maluses?
Riot1738 6 Jun @ 9:11pm 
Just a suggestion but I think the great power modifier is too strong. 25% forcelimit should be decreased in my opinion. To prevent AI like Ming, Ottomans, and Muscovy from collapsing early game maybe they could get manpower buffs for the first like 75 years.
Zemurin  [author] 25 May @ 11:26am 
It's a core part of the mod, listed up in the description in the "Features" (rather, penalties):

* Governing capacity is reduced, and as time goes by, the reduction increases. Fight it with buildings and tech. (-10% malus for all govcap per age, up to -40% in Age of Revolutions)
Gaylad 25 May @ 11:08am 
What is the “low centralisation” modifier that every country seems to have at the start of the game? How do i get rid of it? (It adds a -10% governing capacity modifier)
R0B0T 6 May @ 6:56pm 
would this work with xorme AI?
Zemurin  [author] 19 Apr @ 8:46am 
After running countless tests, I've pushed a balance patch which changes quite a bit. You can find the details in the change notes (link is on top to the right - 32 Change Notes (view) ).

The gist of it is to make it easier for the AI to survive if they are supposed to survive for a while (Ming, Ottomans, Russia), make centralization and expansion of admin cheaper so AI uses it more often, shift the "balance" slider neutral position for govcap usage from 50% to 75%, and tweak some minor stuff.

This means a country is "supposed" to be running at 75% govcap usage to be neutral WRT govcap bonuses and maluses.

We'll see how it goes.
Riot1738 17 Apr @ 6:12pm 
Ah okay that makes sense. I had been using observer to test how the mod worked with some ai behavior mods but I never thought to check the triggered modifiers. Thanks for the clarification!
Zemurin  [author] 13 Apr @ 6:15am 
@Riot1738: This really isn't the case. The 100% govcap malus is replaced with a triggered modifier with the same penalties, and the regular overgovcap malus is stacked ontop of it.
Riot1738 12 Apr @ 11:57pm 
Whenever nations go over their gov cap. The previous debuffs from 50-100% gov capacity go away instead of being added onto. This removes some of the more impactful modifiers like all power cost or trade efficiency basically buffing nations that stay just right above their gov cap compared to nations right below their gov cap. Im not sure if this is intended.
myworstfriend 10 Apr @ 1:37pm 
this + more provinces compilation could use a compatch. both are wonderful mods. Many blessings to you and your lineage
Zemurin  [author] 31 Mar @ 12:35pm 
This mod does little to no scripting and absolutely never causes a CTD on its own. Fortunately. It may be an interaction with some other mod or just a coindicence.

Your crashlog speaks about some independence/annexing/conquering, which really isn't the scope of this mod.
UjinK 31 Mar @ 12:29pm 
I didn't have CTD issues for many hours without this mod, but I turned it on and it started happening after 4 game years, though maybe that's a coincidence or some other specific issue, I don't know
https://pastebin.com/QmM9fT5Q
Zemurin  [author] 28 Mar @ 5:10pm 
Empires rise, empires fall.
Miztr 28 Mar @ 9:55am 
Just playing a campaign with this mod to test it out as the Ottomans (also using Xorme AI mod), some fun stuff happened as Scotland and Ireland kicked out England to its small colony in Colombia, which they now formed. Morocco conquered quite a bunch of the Iberian peninsula.
At first i thought AI wouldn't be able to handle the corruption but there are quite a few states that went to +8 corruption and seem to hold on just well enough (except for Sweden who got to +16 and just died to Riga, which was cool)

I'm not sure why but the Ming has just evaporated any resistance in their region, they annexed everything around them and didn't seem to suffer from corruption as "high harmony" gave them a -0.35~ corruption, may be and edge case but i found it interesting

I still want to reach to the revolutions era to check out that warning about them being deadly, hope they are haha, really fun mod!
Kotoid 28 Mar @ 3:59am 
@Zemurin you're right. My bad, homie.
Zemurin  [author] 27 Mar @ 11:51pm 
@Kotoid; If you read the mod description, you'd realize you are wrong on both accounts. First paragraph, the very first one, would be sufficient.

But it's ok.
Kotoid 27 Mar @ 10:56am 
This mod is busted lmao. There is a permanent debuff for being UNDER governing capacity and being OVER governing capacity is giving less of a debuff then being UNDER it.
gulfalco 26 Mar @ 6:47pm 
AI can't keep Ottomans, Russia or Mughals together with this mod
Deadlock Idaho 24 Mar @ 9:12pm 
This is with responsible warfare as well, mind you.
Deadlock Idaho 24 Mar @ 9:12pm 
Crazy how Italy remains somewhat divided in normal eu4 and somehow with the "anti-blobbing" mod it becomes partitioned by the Papal States, Tuscany, and Venice by 1550. Great mod :steamthumbsup:
ChocolateZajec 23 Mar @ 11:26am 
P.s. other tag get proper maluses
ChocolateZajec 23 Mar @ 11:24am 
I'm experiencing France without the brimming state modifier with 200+ points over govcap *scratches head*
ENFP 16 Mar @ 6:43pm 
@skurwysyn Xorme AI develops the CRAP out of provinces to where it becomes impossible to manage. More of a problem with Xorme than this mod
skurwysyn 16 Mar @ 3:49pm 
Terrible mod... How come my 31 province italy is at 820 gov cap with this mod and barely 450 without it? I can't even unite northern Italy with that mod due to admin efficency penalty at -10%... 3 province milan with 90 dev overall is 130% to take. I play with xorme at highest difficulty, but that mod is too much.
Zemurin  [author] 13 Mar @ 12:04am 
Just you. This mod doesn't do ideas.
bigzthegreat 12 Mar @ 9:08pm 
is it just me that has issues with the AI not getting any colonizing ideas, leading to colonization spawning from countries like Iceland or the Netherlands?
Szabtom 1 Mar @ 4:46am 
I like Otto the way it is. When I play, I see them implode about 50% of the time. The other 50% they are just fine and gobble up the Mamluks, Persia, Crimea. This suits me as it adds variety to the European scene.
Lukash_ 24 Feb @ 7:14pm 
One balance change I would suggest is drastically buffing the "Ottoman Government" reform. The Ottos explode in like 1550 with this mod enabled as their decadence skyrockets with corruption and govcap, and the AI struggles to manage it. Gets really bad with Responsible Warfare as they can't be at war to reduce it as easily.
Enginseer Rogal 2 Feb @ 6:14am 
I enjoyed the mod overall, but found the technology boost and nerf a bit too much, single province nations were a constant 30 years ahead of the rest and large nations were struggling to even keep up with tech 30 years out of date. A change to 5% max both ways fixed that, that is the only edit that was needed for my experience, the rest is good. Kept brimming state as it is though.
FlyHunterKFC 18 Jan @ 2:27pm 
this mod makes endgames really realistic but god is it a pain trying to form japan quick with it
Zemurin  [author] 17 Jan @ 1:27pm 
@bliss: I see what you mean. Thanx, fixed the bug!
greatniceExtremeGood 17 Jan @ 8:54am 
the reform progress penalty doesn't hit -40% even with brimming state + the initial over gov cap penalty though, it is the only stat that becomes more forgiving once you breach the brimming state threshold -- looking through the files reform progress is the only number where the brimming state penalty is set as lower compared to the maximum under gov cap penalty. maybe i'm missing something
Zemurin  [author] 17 Jan @ 1:32am 
@bliss: You are getting both penalties when over govcap.
greatniceExtremeGood 16 Jan @ 12:53pm 
the reform progress modifier for brimming state is currently less punishing than being under gov cap (-25% vs -40%)
Zemurin  [author] 15 Jan @ 2:55pm 
@bascaryperaltaj: That has nothing to do with this mod. In fact, I have specific lines which limit max development AI does to 2x original dev. AI ignores them utterly. It's an unfixable engine issue.
bascaryperaltaj 15 Jan @ 2:51pm 
Hello! would you mind doing something to stop late game OPMs in the Holy Roman Empire from all having 50 development? it makes for some crazy wars in the late game, with small nations fielding relatively large armies, and making bigger countries look weak in comparison.
ÐPS ✔ | Sajber Kurajber 7 Jan @ 6:55am 
Nevermind, I am an idiot, the mod works great. The problem is I was looking for a triggered modifier rather than doing a mouse over the goverment capacity. Cheers bud, love the mod <3