War & Armies Reworked (BETA)

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Author: Okokokok

Last revision: 30 Jan, 2018 at 15:52 UTC

File size: 325.63 KB

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Description:

Develop your military: From a feudal peasant army to a professional standing army.

MILITARY FEATURES
  • Evolve the military through reforms. New unit type: Levy Regiment. More info below.
  • War and armies are more expensive. Expect to take loans.
  • Drilling bonus is doubled, making a drilled standing army very potent
  • Devastated lands. Raising a large army and going to war drains the land of population, causing devastation to slowly spread during the war. The bloodier the war, the more devastation to the lands leaving less Levy Regiments available until the population has recovered. Reduced in severity by having the conscription and logistics reforms

NATION FEATURES
  • Empires rise and fall.
  • Crumbling Nations. Large nations will start crumbling over many years if composed of a weak government or having large proportions of unaccepted cultures or religious minorities. Can be kept in check by having high stability and legitimacy. More info below.
  • States maintenance changed. Increased distance multiplier cost, making large empires more expensive.
  • New disasters and a lot of new events.
  • Tweaking to culture modifiers, devastation, institution spread and AI.

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THE FEUDAL ARMY

Levy Regiments – the peasants mobilized. Is weaker than regular regiments (Has -7,5 discipline). Early warfare before reforming the conscription system is waged mainly with Levy Regiments and Mercenaries. Is raised in the state panel. Unit costs are high early game and Levy Regiments should be disbanded after a war. Does not use manpower to reinforce and most of the reinforce cost is covered by the nobles.

The Royal Army – Representing the ruler’s private forces. Composed of the starting units and units generated from Levy Regiments that can no longer be supported by the land. To further expand the army with unit recruiting, it is necessary to reform the conscription system.

THE PROCESS TOWARDS A STANDING AMRY

Military reforms – Several reforms will have to be implemented to reach the level where a nation can build and maintain a standing army. Reforms is enacted from the decision window and is separated into three groups: Army, Artillery and Navy.
Each reform takes a variable amount of time to implement, and opens up for new reforms each with their own benefit. The total time is affected by various factors, such as army tradition, wars and terrain type. Only one reform at a time can be begun. Some reforms spreads as institutions, others require relationship with specific countries and most spawn province modifiers across the nation. All reforms costs tax to maintain (Scaling with country size). At the age of absolutism most advanced nations should be ready to institutionalize their army, otherwise absolutism boosts reform speed.

Army Reforms (Has a manpower icon in front of them)

Available at start

Reform Conscription System
– Requires Established Drafting System.
Once completed allows for recruiting of normal regiments, and opens up for further reforms below. Levy Regiments can still be raised if the nation is mobilized during a war (Decision).

Institutionalize The Army
– Requires Established Logistics Network & Established Cadet Corps.
Final step in creating the standing army.

Artillery Reforms (Has an artillery icon in front of them)

Can be enacted after Reform Conscription System is done

Establish Artillery Production
– Requires Educated Artillery Engineers & Artillery Materials.
Once complete the nation will be able to construct artillery.

Import Artillery Pieces
If one lacks Artillery Production, artillery can be imported instead. Requires good relations with a nation who produces. Raises the cost significantly.

Naval Reforms (Has a ship icon in front of them)

Available at start as long as the nation has ocean access

Establish Naval Fleet
– Requires Educated Naval Engineers & Naval Materials.
Significantly lowers the cost of naval expenses, making larger navies possible.

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CRUMBLING NATIONS

Scales with culture, religion, being behind in tech and institutions
Crumble debuffs lasts a long time. To pull a nation out of this sitution, convert or release unaccepted cultures, convert provinces to state religion and avoiding being behind on tech. While a nation might have high cultural diversity it can still avoid crumbling (or crumble further) if it has high stability, legitimacy and avoids expanding.

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Coming soon

Mercenary rework
Disband enemies military as a peace option
Control extensiveness of reforms
Lots of events

Compatibility and balance:

Some-what compatible with Extended Timeline.
Reforms only rudimentarily set for starts after 1444 (or before with ET)
Mods that adds cultures will only be partial compatibile. Likewise mods that changes nation tags or overhauls will lack initial reforms.
Mandate of Heaven is required because of banner functionality.
STATE: Beta

Credits

Localization: Sonny

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Required DLC:

These DLC should be installed in order to use this item.


Europa Universalis IV: Mandate of Heaven