World Randomizer

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Author: IdillaMZ

Last revision: 24 Sep, 2020 at 13:33 UTC

File size: 4.76 MB

On Steam Workshop

Description:

!!!! RANDOMIZATION PROCESS WILL BE FINISHED AFTER 1-2 MONTHS !!!!
Everything will be different in every new campaign

* Randomized development
* Randomized religions(in Africa, Europe and Asia)
* Randomized trade goods prices (from -25% to +25%)
* Randomized trade goods (by region)
* Randomized governments(in Africa, Europe and Asia)
* Randomized unit types (in Africa, Europe and Asia)
* Randomized technology groups(in Africa, Europe and Asia)
* Randomized government rank
* Randomized starting rulers
* Randomized starting money
* Randomized starting manpower
* Randomized starting army professionalism (from 0% to 50%)
* Randomized starting inflation (from 0 to 5)
* Randomized starting corruption (from 0 to 6)
* Randomized mercantilism (from 0 to 60)
* Randomized starting adm points (from -100 to 180)
* Randomized starting dip points (from -100 to 180)
* Randomized starting mil points (from -100 to 180)
* Randomized fort localisation (by country size)
* Every nation start with at least 3 provinces
* Papal State will appear in new catholic region
* Doubled base income
* Introduced AI province development system(since AI is not using development at all)
* New stability System based on "[1.30.2] Phlopsi’s Stability Overhaul 6.0.1" https://steamcommunity.com/sharedfiles/filedetails/?id=2129271369
– modified by me
* Reduced stability cost modifier from low republican tradition
* AI will not be able to build if is in debt
* AI will not get negative modifier to ship trade power during peace time(AI is not maintaining fleet during peace time)
* You need +100 to relations to form alliance, +125 is from enemy of enemy modifier
* AI mercenary unit will be automatically disbanded after 5 year of peace (AI mercenary problem and permanent debt are solved in this mod)
* Integrated my mod "Rationalized AI Building Priorities" https://steamcommunity.com/sharedfiles/filedetails/?id=2231703603
– with this mod AI knows how to use buildings properly
* Integrated my mod "Idea Groups Dependent on Ruler Personalities" https://steamcommunity.com/sharedfiles/filedetails/?id=2232229850
– to pick Exploration Ideas you need at least 7 ports and your ruler cannot have negative personalities
– to pick Expansion Ideas you need border with uncolonized province and your ruler cannot have negative personality.
* Integrated my mod "AI Developing Gold Provinces" https://steamcommunity.com/sharedfiles/filedetails/?id=2231764964
* AI will boost mercantilism overtime
* Africa, Europe and Asia starting with 3/3/3 technology
* Institutions may appear in Africa, Europe and Asia
* Institutions cannot be boosted by development increase
* All nations have militaristic personality
* Increased AI building budget
* Increased AI loan repayment priority
* Reduced number of rivals to 2
* Change rival years reduced to 15
* Replace rival cost reduced to 66
* Increased claim fabrication cost to 50
* Increased core creation cost reduction from claims to 20%
* Buildings will be destroyed(except forts and manufactories) in newly conquered provinces(if they are not in conqueror’s state)
* Historical friends and enemies removed
* Basic "national traditions" are boosted

REMEMBER TO USE "NO LIMITS ON IDEA GROUPS" IN SETTINGS

Check your stability progress here:
https://i.imgur.com/RMh4pqL.jpg