CynicTweaks 1.32

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Author: Чингис хаан

Last revision: 5 Dec, 2021 at 13:39 UTC

File size: 555.01 KB

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Description:

This mod is largely based upon cynic’s Tweaks
https://steamcommunity.com/sharedfiles/filedetails/?id=1411354031&searchtext=cynictweaks

Here is a more detailed list of the changes:

What: Removed the 100 development limit for diplo-vassalise.
Why: The AI checks relative development anyways so this limit seemed strange to have.

What: Set the maximum crown colonies to 1.
Why: Let’s you play as colonies from the very beginning (for the 3ish of you plus me who wanted to do that).

What: "Distance between borders" diplomacy modifier reduced (like, a lot)
Why: In case you’re playing extended timeline modern day and want world wars to be a thing.

What: Separatists are more probable than other rebel types.
Why: The world becomes stable and bloby after a while, new countries help make it feel more dynamic.

What: Base national unrest set to 3.
Why: A little less prodding is required for you to collapse into civil war.

What: Each level of stability changes unrest by 3.
Why: Helps counter the extra base unrest and gives you another option to stop revolts.

What: Corruption now increases unrest and it costs more to decrease it.
Why: Corruption used to be pay money to not lose money. Basically letting corruption grow was like taking out a loan.

What: The more corruption you have the slower it grows.
Why: Previously the thing to do was leave the fight corruption slider on max and forget about it. Now though there may be some cases where you want to leave it alone and avoid paying anything (cheaper, but at the cost of unrest)

What: Doubled the unrest effect from horde unity/legitimacy
Why: These are the factors that could make or break a country historically. In game having low legitimacy or horde unity would just mean hitting the stability buttion a couple times

What: Doubled the unrest effect from unaccepted cultures.
Why: Cause it was neglect-ably low before.

What: Prestige now affects unrest.
Why: A good string of victories and a sense of national pride can sometimes be enough to keep a nation together (I’m thinking of Napoleon as an example)

What: WE costs nearly triple as much to decrease as before but only causes half as much unrest.
Why: 20 Unrest from a bad war? Even I say it’s too much. WE should represent the effects of a hard fought war that last years, not just a few days until you hit the magic button.

What: Horde unity affects WE
Why: If the plunder keeps getting plundered then there won’t be as much objection if a few people died in the process.

What: Stability costs 50% more to increase.
Why: I want to move away from the "magic button" solution to problems. You can still use stability to fix your rebel problem but it’s gonna cost ya.

What: Gives all countries some extra monarch power and stability at the start.
Why: Stops countries from instantly collapsing.

What: Countries no longer loose cores in their culutre group
Why: Allows more cores to remain throughout the world to allow rebels

What: High Mandate only reduces unrest by 2
Why: To allow mingsplosions to occur

my own changes:

What: fivefolded coring time
Why: integration should take a bit more than 3 years

what: decreased price of charter companies and increased Ai willingness to spend money on charter company
why: Ai never seems to like charter companies, this might bring them a bit more into use

what: increased Ai conquest interest distance
why: allows the Ai to make a bit more strategic decisions (and more bordergore unfortunately)