# R/Europe Multiplayer Mod (1.34) ## Overview - Small Idea/Policy rework - China rework - More formables and missions - More Monuments - More Privileges - Tech 3 - Turn Norse and enjoy the flavour - Fewer mercenaries - Forts nerfed - Fewer dev cost penalties and boni - Balance changes and "Balance" changes - Blue Prussia - so much more! ## Religion - Inverted boni for Defender of Faith tiers (fewer members, bigger bonus) - Changed Tengri Cav ratio to -0.05 Monthly War Exhaustion - Added Jewish to "Conquest of Mecca" modifier - Jewish and Zoroastrian rebels no longer defect (allowing more countries to become jewish/zoroastrian) - Buffed Hussites from -5%shock dmg received to -10%; added +10%infantry combat to one aspect - Nerfed Orthodox manpower to +20% max (was+33%) and the dev icon to -5% (was-10%) - Unnerfed Coptic blessing from +2.5% Discpline to +5% Discipline - Buffed protestant aspects: +15settlers ->+20; idea cost -5%->-10%; legitimacy etc 0.25->0.5 (RT 0.1->0.2); +10%production efficiency->+10% production efficiency + interest -0.25 - Buffed Reformed Fervour: - - War: artillery fire +0.25 instead of 5%morale damage. - - Upped the monthly fervour from religious ideas from 0.25->1 - Buffed Nahuatl Stability cost reform (since their special mechanic was being able to declare during regency, which is now for EVERYONE) - Halved Hindu event mean time to happen (from ~100 years to ~50years) - Buffed Hindu deities: - - Shiva: -5% AE-> -10%AE; - - Shakti: +5% Siege ability ->+10%; - - Ganga: -0.25 interest -> -0.5 interest - Changed Sunni Muslim Hanafi school from -5% adm tech cost to -10% idea cost - Added decision to German and Scandinavian culture group to turn Norse religion; added 2 holy sites to Norse Religion in Stockholm and Paderborn; added a Norse-specific Merc Company; added a Clergy privilege similar to the Brahmin one which lets you change your personal deity - Added over 40 Norse religion events - Added Varangian Guard Mercenary company to Byzantine Empire if any country turns Norse - "NEW" Formable: Jomsvikings; be norse, turns you into theocracy - Updated both the Norse and Hindu change personal deity event to show what each deity gives - Buffed Catholic Papal Interactions: - - -0.5interest per annum/-0.1yearly inflation (was 0.25interest) - - +20% manpower recovery speed (was +15%) - - +20 Government Reform Progress (Was +1Mercantilism) - The Papal States can now use Papal Interactions as well via decisions for different costs (Mana/Devotion/Money) - Changed Confucianism: Works more like piety but with more agency. You get different benefits depending on which side of the scale you are, the more extreme the better. - - 50 - 0 Harmony gives up to -7.5% development cost; technology cost -7.5%; tolerance of heathens +2, tolerance of true faith +2 (was up to -3 Tolerance of true Faith; +25% development cost; -1 yearly Legitimacy; -2yearly Meritocracy) - - 50 - 100 Harmony gives up to +5% Discipline; -1 National Unrest; -0.5Yearly Corruption (was up to +1 Tolerance of True Faith) - increased Harmonization Speed from 33years to 25 years - Religious Ideas now also increase Harmonization Speed by 20% - **Harmonized Religions:** Vajrayana = +1Missionary, +1%Missionary Strength Theravada = -10%Advisor cost Mahayana = -10%Idea cost Shinto = +10%Infantry Combat Ability Muslim = +10%Trade Efficiency Christian = +1Diplomat Dharmic = +15%Production Efficiency Pagan = +10%Cavalry Combat Zoroastrian & Judaism unchanged ## China and Friends - Gave Subject Daimyo Government reform +3 Force Limit to counter the subject malus - Gave Subject Daimyo Government reform -50% core creation cost - Gave Shogun -20% diplomatic annexation cost - Removed Governing Capacity Penalty from Independent Daimyo Reform - Japan can now have independent Daimyo Government Reform - Gave Daimyos an event for stability when in independence war against Shogun - Qing missions no longer give cores on all of china, permanent claims instead - Mongolia starts independent - Removed Ming, replacing it with ~30 New custom Nations with custom ideas and unique missions as well as formables. Not all are meant to be played but if you like to suffer, go ahead. Follow [this link](https://hackmd.io/@Chairswing/HykPJ-uJO) for more detailed info on the China setup. - Changed Mandate benefits and detriments. 50-100 Mandate gives up to ``` National Unrest -2 Stability Cost -10% Monthly War Exhaustion -0.05 National Tax +10% National Manpower +10% ``` - 50-0 Mandate gives up to ``` Goods Produced -25% National Unrest +2.5 Mercenary Manpower -25% National Manpower -25% ``` - Taking the mandate no longer gives Permaclaims on all of China, losing Mandate no longer removes all Permaclaims on China. Losing Mandate causes 1 Stability hit (was 2). The "Lost Mandate Of Heaven" Modifier now lasts 5 years (was 20) and now gives: ``` Discipline -5% Stability Cost +25% National Unrest +5 Goods Produced -25% Liberty desire in subjects +25% Legitimacy -1/year Mercenary Manpower -25% National Manpower -25% ``` - Boosted Mandate gain from Stability slightly, from Prosperity in states massively - Reduced Mandate loss from devastation by 50%, reduced Mandate loss from loans. Not Controlling Beijing/Nanjing/Canton does not incur a -0.05 Mandate penalty per province anymore. - Changed the Celestial Reforms to: - - Yearly Meritocracy +0.5 (unchanged) - - +3Tax income/month; +1Diplomat (was +5% Trade efficiency; +1 Diplomat) - - Manpower Recovery Speed +15%; -0.5% Army Tradition Decay (was -0.05 monthly Autonomy) - - -10% Technology cost; -10% Idea Cost (was -10% Core Creation Cost) - - +1 Monarch skill on each category (for future monarchs) (was +1 Monarch skill in adm) - Reduced cost to pass Chinese Imperial Reform from 70 Mandate to 40 - Changed the "Unify China" CB to 75% AE, 150% Prestige, 100% WS cost (was 50% AE, 150% Prestige, 50% WS cost) - Unify Cina CB doesn't auto-core - Changed the "Take Mandate of Heaven" CB to 75% AE, 100% Prestige, 100% WS cost (was 50% AE, 100% Prestige, 50% WS cost) - Increased dev requirement to trigger the "Unguarded Nomadic Frontier" disaster from 300 development Horde to 1000. - Removed Avas Royal Marriages ## Africa - Added Carthage formable for Tunisia with unique ideas and missions. - Blocked Mamluks from forming Tunisia, Tripoli and Algiers (completely unrelated) - Added Savannah/Steppe Development Cost Privilege to Eastern/Central/Western African Technology Groups - Added government reform for African techs which grants 1 Colonist but reduces Colonial Range - Added Western African missions and formable, the "United African Republic" with unique ideas and missions ## Americas - Made Aztecs Reformable - Buffed Aztecs NI, moved some around and added -10% Dev cost - Triggered modifier for primitives: -10% all power costs - Primitives get more gold from gold mines (10%->50%) ## Middle East - Gave some Arabians a privilege - Najd ideas changed from 50% cav flanking to +10%Morale, +10%Cav Combat - Arabian ideas changed from 25%cav flanking to +25%cav combat; added +15%Morale to last idea - Changed forming Arabia requirements, excludes Mashriqi, Syrian and Egyptian culture; requires fewer provinces, only requires provinces in Arabia region; gives idea change event - Added an event to Arabia - "NEW" Formable: Ayyubids. Get Hisn Kayfa Ideas/Colour/Flag, New unique missions and events. Sets you to Shafi'i school. Makes you Iqta. Available to Egyptian, Mashriqi, Syrian and Kurdish culture and Sunni religion. - "NEW" Formable: Hashashins; Iranian culture group or Syrian culture, Shiite religion, finished espionage ideas, turns into ismaili theocracy, unique missions - New repeatable muslim event - "New Madrasah" event mtth from 600months to 300months - Blocked Mamluks being formed by Ayyubids, Hashshashins and Rûm - Gave Rûm Ottoman missions - **Changed Janissary Decadence disaster:** - - intended to give you the option of switching out of Ottoman Government while remaining Muslim, new Government more military focused, disables Janissaries and Harem events, eventually lets you recruit janissaries again with a tier4 reform - - Starting condition changed from less than 0 stab to less than 1 - - Stopping condition added if no longer Ottoman government - - Ticking +1 from 50 loans to 10, added 3 modifers for +1 each if Monarch has a 1 or less in a skill, added +1 for having less than 50 legitimacy; added +1 for having more than 5 War exhaustion; added a +2modifier for having 20 or more christian provinces - - makes you choose between supporting Janissaries or Royalists, if you choose Royalists you can end the disaster much faster but won't get new government form, if you choose Janissaries it takes 5 years minimum to finish the disaster and it turns you into a republic for 10years after which you get turned into the new government. This gives you the option to pick Plutocratic ideas and also makes you lose a lot of government reforms, I advise not to pick any reforms during this period and save the reformprogress instead ## Monuments - Monuments progress manpower 10000->5000->7500 - Changed certain monument effects, for list (a bit outdated) <details> <summary>CLICK HERE!</summary> - Cologne cathedral: Added local tax and tax modifier, added local build cost and great project cost modifier (its not a mistake, its on purpose) and a dev cost and build cost modifier to the province on tier 3, added splendor - st. peters basilica: Added papal influence/church power etc; added area tax modifier - restricted Tower of London, removed Army Tradition, added Legitimacy, Global Unrest reduction, Global Spy Protection - restricted Parthenon - restricted Forbidden City - restricted Petra - restricted Kremlin - restricted Machu Picchu - Changed Chichen Itza requirements; reduced Manpower recovery speed bonus - restricted Himeji castle - restricted Moai - Mt Fuji starts tier 3 - Tenochtitlan: Added local manpower, global AE reduction and Nobles Loyalty modifier - Notre Dame: Added local Tax and dev cost modifier - restricted Great Wall of China, added local Garrison Size, reduced global Garrison Size and hostile Attrition - Mesa Verde: added small idea cost reduction to tier 1 - Grand Palace of Bangkok: Reduced Vassal Force Limit Contribution in tier2 - Bagan Temples: Added keep condition - Jokhang Temple: Added Infantry Combat Ability - restricted Borobodur Temple - Murud Janjira: Reduced Naval Force Limit and Naval Tradition, increased Admiral cost reduction - Kanbawzathadi Palace: Changed Advisor cost reduction to greater Dip Advisor Cost Reduction - Cheops Pyramids: Added restrictions, added local build cost and time reduction, Replaced all other Boni with Splendor, Prestige Decay, Build Cost and Great Project cost - Khami Ruins: Added restriction, increased Tech Cost reduction - Prambanan Temple: Reduced dev cost reduction - Inukshuk: removed own culture advisor cost reduction - Kiev Pechersk Lavra: Unrestricted for Lithuania - Sankin Kotai Palaces: Reduced General Cost Reduction - Mausoleum at Halikarnassos: Added Build Time reduction - Heddal Stave Church: Unrestricted for Norse - Versailles: Added Diplomatic Reputation, Splendor and Prestige - Potosí: Added +1 good produced to tier 0, Added Global Goods produced, removed interest per annum - Bam Citadel: Added restriction; Added local modifiers and lvl1 cot on tier3 upgrade, reduced caravan power - Brandenburg Gate: Renamed, restricted, can be moved, added local modifiers, reduced prestige and army tradition form battle, added (maximum) tolerance of heretics, Diplomatic reputation and splendor - Doges Palace: Renamed, restricted, added local modifiers, removed prestige, added trade efficiency, reduced Republican Tradition - Duomo Milano: restricted, added local modifiers, reduced the church mana gains, added manpower in true faith provinces - Removed Prague - Kilwa City: Buffed Placed Merchant Tradepower - Krakow Cloth Hall: restricted, changed local modifiers, removed 1 merchant, increased global trade power, added Burgher loyalty and Influence - Malbork Castle: Renamed, restricted, added local modifiers, added +1 Tolerance of true faith, added christian church mana modifiers - restricted Qhapaq Nam - Churches in Lalibela: added local modifiers, removed missionary maintenance, changed missionary strength to heathen missionary strength, added tolerance of true faith, added missionary, added church estate loyalty and influence - Santa Maria del Fiore: Added restrictions, added local modifiers, nerfed prestige decay - Sun Temple Konarak: changed local modifier, removed religious unity, added heir chance, monarch lifespan and adm advisor cost reduction - Tikal: Changed requirements, changed every modifier - Buffed Ulm Minster - Winter Palace: Added restrictions, added local modifiers, removed nobles loyalty and global unrest reduction, added institution spread, embracement cost, advisor pool, legitimacy and prestige - added New Monuments (Some of the above were already added but then Paradox added them so we had to compromise) - Santiago de Compostela, Federico II in Naples, Universita di Bologna, Il Colosseo, Theodosian Walls, Hadrians Wall, Mont Saint Michel (sorry it's in Normandy), Hofburg Vienna, Danevirke, Torre di Pisa, Carcassone, Universita di Siena, Charles University, Charles Bridge, Dresdner Zwinger, Palermo Parliament, Baghdad House of Wisdom, Marib Dam, Cholula, Teotihuacan, Aksum Obelisk, Red Fort, Charminar, Jagannath Temple, Venkateswara Temple, Nalanda, Bruges Kontor </details> ## Buildings - Soldier Houses no longer gain any extra manpower depending on tradegood - nerfed barracks/training fields to +40/+80% manpower - nerfed Docks/Drydocks to +40/+80% Sailors - nerfed Shipyards/Grand shipyards to +0.75/+1.5 Naval FL - reduced ramparts cost and build time, made them only buildable on provinces with forts, no longer take a manufactory slot, increased defensiveness to 25% - buffed Stock exchange 125%->150% - buffed temple to include +1% local missionary strength; buffed Tax +40%->+50%/+60%->+100% - buffed courthouse with +1tax/year - buffed townhall with +3tax/year - added roads - **forts give -0/-3k/-4k/-5k global manpower** - **fort levels are 2/3/4/5** - **Garrison per fort lvl increased 1k/lvl->2k/lvl (adjusted required regiments to siege so you still need 3/6/9/...)** - Doubled fort maintenance but added an age specific fort maintenance modifier ## Ideas <details> <summary>COLONIZER IDEA CHANGES CLICK HERE</summary> - Changed CN idea from +20 Settlers to +2Colonists - gave Great Britain +5settlers and +5% settler chance in their 2nd idea - gave Great Britain +20% Sailors in their 7th idea - gave Spain +10 settlers in their 2nd idea - gave Castile +10 Settlers in their 4th idea - gave Spain -10% Dip tech cost in their 6th idea - gave Norway +20 Settlers in their 3rd idea - gave France +20 Settlers in their 4th idea - gave Carib +20 Settlers in their 5th idea - gave Leon +10 Settlers in their 3rd idea - gave Nizhny Novgorod + 50 Settlers in their 5th idea - gave Hadramut +20 Settlers in their Ambition - gave Andalusia +20 Settlers in their 6th idea - gave Majapahit +20 Settlers in their 4th idea - gave Portugal +10 Settlers and +5% Settler chance in their 4th idea - gave Japan +10 Settlers and +5% Settler chance in their 6th idea - gave Mexico +15 Settlers in their tradition - gave Munster +5% Settler Chance in their 7th idea - gave Desmond +10 Settlers and +5% Settler chance in their 5th idea - gave Pasai/Aceh/Brunei/Malaya +5settlers and +5% settler chance in their "Settle the Islands" idea - gave Tonga +1 Colonist in their 7th idea </details> - Changed Albanias NI from +50% cav flanking to +20%cav combat; +33% looting speed - Changed Lan Na NI from +50%flanking to +1cav shock - Changed Clanricarde NI from +50%cav flanking to +1cav fire - Changed Ilkhanate NI from +50%cav flanking to +10%Morale - Changed Mossi NI from +50% cav flanking to +25%looting speed and +10%movement speed - Unnerfed Kazan ideas from +50%cav flanking back to +10%morale - Buffed Austrian, Norwegian, Sardigne-Piedmontese, Cusco/Incan ideas to 5% discipline (from 3/2,5%) - gave Genoa -25% increase mercantilism cost in their 5th idea - gave Bavaria +20% Manpower - gave Haiti French ducal ideas - changed ALL NI with yearly army tradition to army tradition from battle - gave Castile +10% Sailors in tradition - gave Prussia 1% yearly Army professionalism in the idea "Army Professionalism" - replaced Naxos' "Sunk ship morale hit" with +15% Naval Morale - replaced Portugals/Catalonias/Valencias/Majorcas/Galicias/Betsimisaraks/Sulus "Sunk ship morale hit" with +10% Naval Morale - Removed **NAVAL** and **MARITIME** Ideas #### Economic Ideas - added -15% great project upgrade cost - added -33% inflation reduction cost to its 4th idea - **changed finisher from -20% dev cost to +25% reformprogress growth** - changed order of ideas - added unrest to tax idea #### Innovative Ideas - added +1 Unrest to Print Culture #### Humanist Ideas - added -0.05 Monthly War Exhaustion to first idea - added -50% Promote culture cost to its 5th idea - added +1max heathen/heretic tolerance - gave Female Advsior Chance (OP) - added -10% Advisor cost to its finisher - unlocks Dhimmi estate (wip) #### Administrative Ideas - changed the Merc cost to -25% and the Merc Maintenance to -25% - added +0.5 yearly Absolutism to 6th idea - added +10 max absolutism to finisher #### Exploration Ideas - moved to ADM, merged with expansion ideas #### Plutocratic Ideas - changed Merc Disc to 5% Infantry combat ability #### Offensive Ideas - buffed finisher from 5% morale recovery to 20% - nerfed FL from +20% to +10% - added +5% shock/fire damage received to the General pip ideas #### Quantity Ideas - Nerfed FL from +50% to +33% - Nerfed Manpower from +50% to +33% - Nerfed Manpower Rec from +20% to +15% - Buffed Land Maintenance from -5% to -10%; added -2.5% discipline #### Quality Ideas - added +15% Inf/Cav/Art cost to their respective ideas - changed 2nd idea to yearly army tradition 0.5->0.25, added +25% army tradition from battles #### Defensive Ideas - added -10% fire damage dealt #### Diplomatic Ideas - merged some - added PP from Insults #### Trade ideas - added -25% foreign spy detection to "Free Trade" #### Horde Government Ideas - nerfed The cav cost from -33% to -20% #### **NEW** Galley Ideas (mutually exclusive with Heavy and Service Fleet Ideas) - Naval Leader Shock +1, Heavy ship cost +100% - Galley combat ablity +25% - Blockade efficiency +25%, blockade impact on siege +1 - Chance to capture enemy ships +15%, Disengagement Chance +10% - Naval Force Limit +20% - Naval Morale recovery speed +10% - Naval Combat Bonus off Owned Coast +1 - Ship Durability +15% #### **NEW** Heavy Ideas (mutually exclusive with Galley and Service Fleet Ideas) - Naval Leader fire +1, Galley cost +100% - Heavy combat ability +20% - Naval Barrage cost -75% - Flagship cost -50%; Prestige from Naval Battles +50% - Global Naval Engagement width +15% - Navy Tradititon Decay -0.5%; Navy Tradition from Battles +50% - Admiral cost -20% - Navy Morale +7.5% #### **NEW** Service Fleet Ideas (mutually exclusive with Galley and Heavy Ideas) - Navy tradition from trade +150%, Ship Trade Power Propagation +25% - Naval Leader Maneuver +2, Galley Cost +50%, Heavy Cost +50% - Light Ship cost -20%, Light Ship Combat ability +20% - Transport cost -50%, Marines +30% - +75% Sailors, -20% Sailor maintenance - navy tradition +0.5, ship repair +10% - Naval Force Limit +75% - Allows repair in coastal sea zones adjacent to owned provinces ## Policies Aristocratic policies: + Innovative = +15% cav combat(mil) + Espionage = +50% spy network construction, +1diplomat (dip) + Religious = +33%manpower; +1%Missionary strength vs heretics (mil) + Exploration = +1colonist, +5%settler chance (dip) + Admin = +0.1RT -> +0.3RT; +33% Institution Spread + Economic = +20% Production Efficiency (ADM) Plutocratic Policies: + Diplomatic = Reelection cost -10%, may recruit female generals, +25% female advisor chance; +5% Mercenary Discipline; +1Legitimacy Equivalent (no RT) (MIL) + Trade = moved to Dip (dip) + Religious = +33% manpower (mil) + Espionage = trade power abroad +33%, -10%advisor cost (dip) + Economic = +10%tax, +0.2RT, -10%reelection cost (ADM) Divine Policies: + Admin = +20% Manpower in true faith provinces; +10% Morale recovery (MIL) + Espionage = +20% Siege Ability; +1 Artillery Bonus vs forts (MIL) + Exploration = +15% Manpower; +5% Land FL; +1% Missionary Strength; -15% Missionary cost + Diplomatic = changed the monthly piety to piety accelerator Horde Government Idea Policies: + Espionage = +5% Morale, +10% Cav combat (MIL) Defensive Policies: + Economic = -33% Reinforce Cost (ADM) + Religious = +1 attrition for enemies, +5% morale (mil) + Humanist = Land Attrition -25%; -10% shock damage received (MIL) + Influence = +10% Fort Defense; -0.05 Monthly War Exhaustion (MIL) + Innovative = +10% Fort Defense; -10% Fort Maintenance; -5% Fire Damage Received (MIL) Quality Policies: + Economic = +10%Infantry Combat Ability; -5% Fire damage received (Mil) + Religious = +15% Reinforce Speed; +15% Morale Recovery (MIL) + Innovative = +5%discipline (Mil) + Espionage = Army Tradition Decay -0.5%; +7.5% Morale (MIL) + Exploration = +10% Manpower recovery Speed; -25% Land Attrition; +1Land Leader Fire (MIL) + Admin = +5% Mercenary Discipline Offensive Policies: + Economic = +10% Artillery Combat, +10%fire damage (mil) + Innovative = +1leader siege, +10%siege ability (Mil) + Religious = +5%morale, +10%siege ability (Mil) + Admin = -25% Artillery Cost (ADM) Quantity Policies: + **Economic = +10%Force Limit / +10% Production efficiency (was +10%FL/-10%Dev Cost)** (ADM) + Humanist = +1Land Leader Shock; +1 Possible Military policies (MIL) + Influence = +1 Attrition for enemies; +25% Garrison growth (MIL) + Diplomatic = Moved to DIP + Exploration = +10% Manpower; +10% Land FL; +10 Settler Growth; +1 Land Leader Maneuver Trade Policies: + Offensive = +9% movement speed; +1 Artillery bonus vs forts (MIL) + Quality = -50% War Taxes cost; -10% Regiment cost (ADM) + Quantity = +10% Goods Produced; +1 Global Prosperity Growth (DIP) + Divine = +25% Improve Relations; +10% Trade Efficiency (DIP) + Humanist = +33% Institution spread; -10% Idea cost (ADM) + Economic = +10% Production Efficiency; -25% Trade company investment cost (ADM) Galley policies: + Economic = +25% Sailors, +25% Marines (Dip)# + Administrative = +1yearly naval tradition (Dip) + Humanist = Chance to capture ships +33% (DIP) + Exploration = -20% State maintenance, Liberty desire from subject development -20% (ADM) + Quantity = +15% Galley combat, -15% galley cost (DIP) + Horde = +1 yearly naval tradition, +10% naval force limit (DIP) + Religious = +1% Missionary Strength, -25% Missionary maintenance (ADM) + Quality = +10% Naval Morale (DIP) + Offensive = +2blockade impact on siege (MIL) + innovative = +1possible DIP policy (ADM) + Theocratic = +33% National Sailors (DIP) + Plutocratic = +50 Naval FL (not 50%!, DIP) + Indigenous = +10% Disengagement chance (DIP) + Aristocratic = Naval barrage cost -20% (DIP) + Defensive = +5% Ship repair, Recover navy morale speed +10% (DIP) Heavy policies: + Religious = +1 Naval leader shock (DIP) + Humanist = +5% recover navy morale speed, +5% ship durability (DIP) + Innovative = +1 naval leader fire, recover navy morale speed +5% (DIP) + defensive = +15% navy FL, -10% Ship cost (DIP) + Exploration = +10% engagement width (DIP) + Quality = +5% ship durability, +0.2 artillery fire (MIL) + Economic = Heavy ship combat +10%, naval leader maneuvre +1 (DIP) + Horde = +50% prestige and Navy tradition from naval battles (DIP) + Theocratic = +50% prestige and Navy tradition from naval battles (DIP) + Quantity = +33% Sailors, +50% Marines (DIP) + Plutocratic = Heavy ship cost -10%, Flagship cost -25% + Offensive = +100% Navy tradition from battles + Indigenous = +10% Artillery combat (MIL) + Aristocratic = -25% Admiral cost (DIP) + Administrative = -10% minimum autonomy in territories (ADM) Service Fleet policies: + Exploration = +25% Naval force limit, +25% tarriffs, +25% treasure fleet income (DIP) + Plutocratic = +15% global ship trade power, -15% light ship cost (DIP) + Offensive = Naval Leader Maneuver +1, ship durability +5% (DIP) + Quantity = +25% naval force limit, -10% ship cost (DIP) + Defensive = +10% Ship durability, +10% Disengagement chance (DIP) + Horde = -25% Transport cost, +10% Sailor recovery + Indigenous = +25% Disengagement chance (DIP) + Religious = +10% naval morale, +5% naval morale recovery speed (DIP) + Economic = +10% goods produced, +10% production efficiency (ADM) + Administrative = -20% embracement cost, -5% ship cost (ADM) + Humanist = Global Tax +10%, Navy Morale +10% (ADM) + Innovative = -15% Trade company governing cost (ADM) + Aristocratic = -1% naval tradition decay (MIL) + theocratic = shock damage received -10%, global sailors +20% (MIL) + Quality = -20% Land attrition, +20% Supply limit ## Privileges - Added a Privilege to certain South East Asian countries for -20% Land Attrition, gets removed when picking Defensive or Quantity ideas - Added a Privilege for negative Karma/Piety/Harmony gain (exclusive with its positive counterpart) - Added a Privilege that allows norse to raid other faiths - Added a Privilege that gives janissaries 5%discipline and +10% land maintenance for 20years, costs 1year of income (possible after age of discovery) - Added a -15% Coastal Desert Development Cost Privilege to Hejaz, Rassids, Yemen, Oman, Hormuz - Added a Privilege for Aztec/Otomanguean Culture groups for -10% Hills and Highlands Dev Cost - Added a Mayan culture privilege: Jungle -10% dev cost - Incan culture privilege: Mountain dev cost -10% - Church Estate Privilege which costs 20Reformprogress, reduces culture conversion cost by 15%, -5 years of separatism and reduces primary culture province governing cost by -10%, culture group governing cost by -5% and increases other culture governing cost by +15% - Same but for Brahmins - Adjusted certain provincial manpower privileges province modifiers to their privilege tooltip - Made it so you can't revoke the Burgher/Jain loan privilege while still having those loans - added on_action to remove burgher loan privilege on bankruptcy - removed the all power cost from the African gold privilege - changed junker primacy to 30% influence, 10% loyalty, gives 0.05 militarization, increases tech and idea cost by 5%, reduces burgher loyalty by 5%; fixed its description - Nerfed all advisor cost privileges from -25% to -10% ## Mercenaries - Reduced max size to 40 scaling with dev (down from 60) - Manpower per regiment increased from 2k to 4k - Merc company army tradition reduced from 50 to 20 (should lead to weaker Merc Company Generals) - will be pure infantry starting from the Age of Absolutism (unless specialised company) - Reduced Mercenary Manpower by -50% In Age of Discovery - Reduced Mercenary Manpower by -25% in Age of Reformation - Gave almost all remaining companies a -5% Morale malus - Removed or limited a lot of mercenary companies, for a complete list <details> <summary>CLICK HERE!</summary> - removed Grand Company for everyone - removed the standard merc companies from colonial nations (so they cant instaspawn 160k troops anywhere on the globe) - removed the Black Army reserves from Hungary (og black army still there) - removed Banda Nere (Italy) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Schwarze Garde (Germany) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core* - removed Doppelsöldner (Swabia) entirely - removed Reisläufer (Switzerland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core* - removed Hessian Jägerkorps (Hessen) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events but **NOT** from *Swedish Mercenary Core*; also removed its Artillery - removed Bascoli (Labourd) entirely - removed Levends (Dalmatia) entirely - removed Morlachs (Croatia) entirely - gave Crabats +5% cavalry combat ability in first 2 ages - Made Guardia Corsa (Corsica) only available to Genoa and Corsica - removed Hadjduks (Transylvania) entirely - Made Gallowglasses only available if you hold a province in Ireland; removed its artillery; removed it from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Redshanks (Scotland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core*, made them only available during the Religious Leagues - removed Scottish Guard (Scotland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core*, made them only available during the Religious Leagues, removed its artillery - removed Armatoles (Greece) entirely - removed White Company (England) entirely - removed Flemish Company (Low Countries) entirely - removed Huai Army (Kaifeng) entirely - removed Xiang Army (South China) entirely - removed Shanxi Guard (Shanxi) from Tartary Superregion - removed Yongning Warriors (Sechuan) from Tartary Superregion - removed Kyushu Wokou (Japan) from Korea and Manchuria Region - removed Ghorkhalis (Nepal) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Company of the Ganges (Jaunpur) entirely - removed Bukhara Band (Central Asia) from Caucasus region - removed Zeybeks (Anatolia) entirely - removed Zanj Company (Kilwa) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Sahel Company (Timbuktu) from Guinea Region - removed Nubian Company (Nubia) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Tonkinese Army (Vietnam) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - Nerfed our Mongol Company (Mongolia) Post age of Reformation variant from 20% Infantry Combat to 10% Infantry Combat - Made Bedouin Auxiliaries (Tabuk) exclusive to countries with Capital in Arabia region and removed them from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - Made Kurdish Company (Kurdistan) exclusive to countries with capital in Persia, Mashriq or Anatolia region - Made Laz Auxiliaries (Georgia) exclusive to Orthodox and Coptic countries who fulfill the other conditions - Made Novgorod Company (Novgorod) available to countries with their capital in the Russia, Ruthenia, Scandinavia, Pontic Steppe, Poland, Baltic or Ural regions instead of the Eastern Europe Superregion - Changed Lithuanian Company (Vilnius) from being available to anyone owning a province in the Baltic, Poland or Ruthenia region to having their capital in one of these regions - removed Frisian Free Company (Friesland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events and from *Swedish Mercenary Core* - removed Finnish Company (Finland) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Moorish Company (Morocco) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Kutai Company (Borneo) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Free Swiss Company (Bern) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events; Made it exclusive to Europeans - removed Independent Cossack Host (Zaporozhie) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Kazakh Company (Central Asia) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - removed Great Lakes Free Warriors (Uganda) from *Glut of Mercenaries* and *Mercenaries flocking to the standards* events - Included Göktürk Khaganate for Mongol Banners (Oirat) </details> ## Governments - Changed cost of changing Government Reforms to 25 (was 50) - Lose fewer government reforms on swapping: <details> <summary>Click to expand!</summary> from monarchy to republic from 3->1; from monarchy to theocracy from 4->2; from republic to theocracy 7->5, from republic to monarchy 7->5; from theocracy to monarchy 3->1; from theocracy to republic 2->0; from tribe->monarchy 4->2; from tribe to republic 4->2; from tribe to theocracy 4->2 </details> ### Monarchies - Picking Eastern Plutocraty reform removes Nobility estate - locked Prussian Government - buffed Iqta from +5%tax to +20% tax - buffed russian principality from +5% tax to +15%tax - buffed Reduce noble power reform from +10%tax to +20% tax - buffed Aristocratic Court -0.3%->-0.5% AT decay ### Republics - Added Burghers to Merchant Republics - Added +10% Trade Efficiency to Merchant Republics, Venetian Government, Free Cities, Veche Republics, Trading Cities, - buffed oligarchy from -40 to -35 max absolutism; from +5% tax to +20%tax - buffed Signoria from -30 to -25 max absolutism; from +5%tax to +20%; +1random ruler stat - buffed noble elite from -20 to -15 max absolutism; from +0.1 to +0.5 yearly Army Tradition - buffed Ambrosian Republic from -30 to -25 max absolutism; from +10% tax to +15% tax - changed Dutch republic, reduced from -30 to -20 max absolutism, added -10/+10 max absolutism to statists/orangists in power, buffed statists in power from +5% to +10% Global Trade Power - changed Tier 6 Reforms "Broaden Executive Powers" from -15% stab cost to +10 max absolutism and "Devolution of Powers" from +1 Diplomat to +1Diplomat and -25% stab cost - removed governing capacity penalty from Swiss Cantons; buffed max absolutism from -30 to -25 ### Theocracies - buffed Clerical State from +5%->+20% tax - fixed monastic order tier 6 reforms to kingdom rank (also automatically upgrades you to kingdom if you arent already, cuz pordox) ### Tribal - buffed tribal Civil Society from +5%tax->+15%tax - Reduced Horde Government movement speed +20%->+14% - Buffed the tier 5 Horde government reform to give 3 Yearly Horde Unity (was 2) - Gave Hordes an event to gain one of the three base Estates (Nobles/Clergy/Burghers) ## Miscellaneous - Changed Austrian set up, more historically accurate - Changed Franconias Colour - Changed Prussias Colour - **Added a strait between France and England** - Buffed Ethiopias Portuguese event - Changed Ethiopias starting modifier from +0.2monthly autonomy to +0.15 monthly autonomy - **Turned French Cores on England into Permanent Claims** - Made War of the Roses way more likely to happen early - Removed Enrique from Castile, gave -5prestige for 10years - Removed GH heir, gave -5prestige for 10years - Removed Danish age ability and made it available to everyone, giving yearly legitimacy equivalent - Changed Dutch Age ability from -0.20 Yearly Corruption to -0.5 Interest per Annum - **Everyone but Americans and some Arabs and other tribes starts with Feudalism** - **Everyone starts tech 3** - **Everyone can declare war during regency** - Removed subscription banner (credit https://steamcommunity.com/sharedfiles/filedetails/?id=2430179723 ) - Added decision to show how many times deved (credit to MJL mod) - **Removed dev cost penalty from Arid and Tropical provincial modifiers (was +10% each)** - Made Monsoon modifiers last 1 year instead of 5 - reduced Monsoon mtth from 180 months to 96/90months to 48 - **reduced prosperity goods produced from +25%->+10%** - increased supply limit per dev 0.02->0.025; province trade power per dev 0.02->0.025 - **Turned dev cost edict into a decision to give country modifier for 1 year -5% dev cost, +100% state maintence** - Replaced dev cost edict with ship construction time edict - **Being 100% over Governing Capacity now gives +40% Development Cost, 0.33 yearly corruption, but +80% advisor cost** - added -0.2 monthly autonomy, -0.5 monthly war exhaustion and -1yearly corruption to 100% revanchism - **Minimum relations to ally changed to -199 (was -25)** - **Made max ticking warscore 40 and raised monthly tick accordingly.** - **Made backrow take no morale damage (artillery stays)** - Increased the daily battle length dmg multiplier 0.01->0.015 - increased Max warscore from battles from 40 to 50 - Removed most Privateering Efficiency modifiers - Removed trade steering added value - changed Trade Company Warehouse/Depot Trade power 2->1/4->2 - reduced Trade power in TC provinces from +100% to +50% - reduced goods produced from nearby TCs from +100% to +50% - **Reduced the Exploit Development cooldown from 20years to 10years** - Made the National Focus change cooldown a baseline 15 years, regardless of Government rank - **increased bankruptcy building deletion to 10 years** - Reduced Defender of Faith CTA decline trust loss from 20 to 1 - Ruler Generals don't incur additional stability hit when dying - increased "annexed member of empire" opinion modifier recovery speed - Removed extra AE from taking HRE provinces - Increased dev threshold for the turn into peasant republic cb from 150 to 400 (you can now turn countries of up to 400 dev into peasant republics) - Great Peasant war incident can only be started by players now, no longer AI. 20 years time after peasant republic cb is enabled, after which another event ends it if GPW never happened - **Reduced the Slacken Recruitment Standards manpower gain from 2 years to 5 months** - Reduced Hiring Mercenaries cost to 2.5% army prof - Increased drill/army professionalism gain, reduce drill loss (drill speed from 10->33.3, decay from high army prof -0.5->-0.75; armyprofgain from drilling from 0.01->0.025) - Max movement speed from a max drilled army reduced +20%->+14% - added +25%/+50% army tradition from battles to "elite regiments" modifier from decision - Reduced the Marine shock damage taken from 25% to 0 - Reduced the Attrition at sea for armies on transports from 10% to 3% - **Increased Max attrition on land to 10%** - **Base cavalry ratio increased to 75% (was 50%)** - Scorched earth now increases devastation by 25 (up from 5) - Scorched earth now increases monthly devastation by 0.1 (was 0.25) - Scorched Earth now reduces Hostile Movement Speed by -25% (was -50%) - Gave Everyone -100% Morale Loss From sunk Ships - Changed cavalry rebel suppression from 0.25 to 1 - Changed Cavalry Speed from 0.7 to 1 - Changed Infantry Speed from 0.7 to 0.9 - Changed Artillery Speed from 0.7 to 0.8 - Recruit janissary mil cost 10->5 - Janissary reinforcement cost from +100% to -10% - mil tech 10 flanking 0.25->0.5 - mil tech 18 flanking 0.25->0.5 - increased land unit maintenance increase from tech 2%->4$ - reduced Merc maintenance increase from tech 8%->5% - Halved special age bonuses for Spain/France/Prussia - **nerfed galley coastal bonus from +50% to +10% (tooltip still says 50% but its actually 10%)** - Added new Naval doctrine for 10% Heavy combat ability (not usable by countries with special doctrines due to pordox) - Gave Iberian "Grand Armada Doctrine" +10% Heavy combat ability - Reduced cost of changing naval doctrine from 10% of sailors to 5% - Enabled Seize Land during war - Increased the Rebel relocation distance from 200 to 400 (max distance rebels will magically teleport to disconnected land) - Increased max mana alert from 3 months to 6 months - increased the expiring estate agenda warning to 5+ years - AI won't release nations anymore when over governing capacity (unless they are 2000% over) - Increased AI level of what they consider dangerous overextension to 100% - Other AI improvements - Added Institution Spread to certain buildings for Renaissance, Colonialism and Printing Press (idea stolen from MJL) - Increased manufactories institution spread (vanilla nerfed it, these are 1.31 values) - Made Enlightenment institution spread the same outside the continent of origin as on the continent of origin. - Severely increased the speed at which the revolution starts and spreads (from 600years mtth to 100; spread count to 5 from 3; daily spread to 1.5 from 1) - Changed Colonial Nations so when Independent countries with their Capital in a Colonial Region declare on a Colonial Nation, the overlord gets called in and becomes the warleader. Colonial Nations can no longer declare war. - Removed Colony Type Modifiers for the colonies - Removed ability to Send Officers for Crown Colony - Made all 1444 Gold provinces even production dev due to a bug, complete list here <details> <summary>Click to expand!</summary> - Hont 3->4 - Kosovo 3->4 - La Mancha 3->4 - Hengyang 3->4 - Pontianak 5->4 - Pagarruyung 3->4 - Tsaparang 1->2 - Mewar 3->4 - Damot 3->4 - Kaffa 3->2 - Butua 3->4 - Mexico 7->8 - Texcoco 5->6 - Tlacopan 5->4 - Tullucan 3->4 - Malinalco 3->2 </details> - Made Prussia formable diplomatically for Brandenburg and Teutonic Order - Made a TO mission tree - Increased culture conversion speed from 10months/dev to 5months/dev - Autonomy in provinces when diplo annexing 60->30 - Added a Central Asian Horde formable, the "Göktürk Khaganate" with unique ideas and Mongol Missions - Added Rhineland formable with unique ideas and missions, stolen and altered from the "Missions Expanded" mod - Made Gaeldom formable and added references to respective English Missions/Decisions, gave it Scottish Missions. - Added 1 mission to the Italian missions, stolen and altered from the "Missions Expanded" mod - Made Finland formable - Made Smolensk formable ## Formables ### Carthage - Galley Combat Ability +25%; Global Engagement Width +10% - Mercenary Manpower+25%; Mercenary Cost -25% - Naval Forcelimit +25%; National Sailors +15% - Ship Trade Power Propagation +20%; Sailor Mantenance -20% - Naval Morale +10% - Trade Efficiency +15%; Trade Range +25% - Culture Conversion Cost -25%; Same Culture as Ruler Advisor Cost -25% - Discipline +5% - Combat rolls off owned coast +1 ### United African Republic - Merchants +1; Trade Efficiency +10% - Land Morale +15% - National Manpower +25% - Monthly Piety -0.5%; Tolerance of True Faith +2 - Interest Per Annum -0.5 - Building Cost -10% - Infantry Combat Ability +10% - Number of Accepted Cultures +1 - Production Efficiency +10% ### Rhineland - Merchants +1; Caravan Power +25% - National Manpower +15%; Fire Damage Received -10% - Diplomatic Reputation +2; Years of Separatism -5 - Mercenary Maintenance -15% - Yearly Corruption -0.2 - Defensiveness +15% - Goods Produced +10%; Development Cost -10% - Building Cost -10%; Regiment Cost -10% - Land Morale +10% ### Göktürk Khaganate - Cavalry Combat Ability +20%; Core Creation Cost -20% - Tolerance of Heathens +2; Years of Separatism -5 - Manpower Recovery Speed +10%; National Manpower +10% - Land Morale +10% - Caravan Power +20% - Domestic Trade Power +25% - Horde Unity/Legitimacy +1 - Cavalry Shock +1 - Development Cost -10% ### Peoples Republic of China - National Manpower +33%; Land Force Limit +25% - Land Morale +5%; Infantry Combat Ability +10% - Shock Damage Received -15% - Manpower Recovery Speed +30%; Reinforce Cost -20% - Development Cost -10% - Trade Efficiency +15% - Possible Advisors +1; Stability Cost -10% - Harsh Treatment Cost -50%; National Unrest -2 - Governing Capacity +500 ### Taiping Heavenly Kingdom - Building Cost -10%; Advisor Cost -10% - Land Leader Shock +1 - Army Tradition Decay -0.5% - Tolerance of True Faith +2 - Artillery Fire +1 - Disicpline +5% - Development Cost -10% - Land Morale +15% - Monarch Skill in Mil +1 ### Celestial Empire - Goods Produced +15%; Governing Capacity +400 - Monarch Skill in Mil +1 - Development Cost -10% - Discipline +5% - Land Morale +15% - National Manpower +20%; Manpower Recovery Speed +20% - Administrative Efficiency +5%; Diplomats +1 - Infantry Combat Ability +10% - Artillery Fire +1 ### Jomsvikings - Land Leader Shock +1; Discipline +5% - Land Morale +10% - Land Force Limit +15%; Naval Force Limit +5% - +10% Manpower Recovery Speed - Permanent CB against other Religions - Production Efficiency +10% - Stability Cost -10% - Yearly Prestige +1 - Infantry Combat +10% ### Hashashin - Foreign Spy Protection +25%; Attrition for Enemies +1 - Spy Network Cnstructon +20% - Diplomat +1 - Fort Defense +30% - Hostile Core Creation Cost +100% - Diplomatic Reputation +2 - Rebel Support Efficiency +50% - Manpower Recovery Speed +10% - National Garrison Growth +10%