EU5 Rebalance
–Updated for 1.2 —
Started as a purely private project, but as I’m very happy with the result I figured I might as well share!
Favors the emergence of the historical great powers, makes food, prosperity and urbanization more interesting, streamlines pop growth, rebalances prestige and great power rankings.
I recommend to pair this mod with :
Auto-marry : https://steamcommunity.com/sharedfiles/filedetails/?id=3606305941
Expanded build view (display market access, RGO & control) : https://steamcommunity.com/sharedfiles/filedetails/?id=3610757528
Food generation is severely nerfed across the board, and protracted warfare is likely to result in a famine. You’ll have to care about it to secure your urbanisation, and good farmlands may be of strategic interest for your nation :
- Food RGOs nerfed by about 40%
- Developement no longer brings an innate food productivity bonus
- Irrigation, rural villages and windmills slightly buffed : good food generation is still possible, but requires investment and workers
AI understands the changes and will adapt but may need a few years to do so.
Prosperity is rebalanced, and now drives your pop growth : from 0% at 0% prosperity, to 0.6% pop growth at 100%. (Historical european pop growth was 0.3 – 0.35%)
To ensure good prosperity :
+ innate rural location bonus, hospitals and medical houses in cities
+ have roads
+ higher food techs
+ historically fertile locations ("river flowing through")
+ free subjects, markets fairs and a few specific techs (values adjusted to the changes)
— enemy troops, sieges and occupation
– raised levies
– expensive food
– rebellious pops
Few changes aimed at allowing other strategies than a massive urban blob around your capital :
- food supply more of an concern (see above)
- higher pop requirements for founding towns and cities, historical pop centers matter
- market places, port authorities etc.. give better market access bonuses, allowing cities further away to significantly contribute to a market (you still have to worry about control)
- towns keep half of the RGO size bonus of rural, lost when upgrading to city
- historical great powers benefit from a "lucky nation" buff helping their emergence. It disappears when reaching 8M pop.
You also get it as a player, remove your tag in in_gamecommonon_action (Steam > steamapps > workshop..) if you don’t want it - Great powers, not only hegemons, get a progressive "+antagonism received" modifier as your neighbours grow increasingly worried. Prevents a complete snowball of local powers.
Significantly reworked, as it now grants an extremely worthwhile flat research bonus (up to 0.2, so about a 10-20% overall research speed boost over lesser nations).
I added/rebalanced several sources of prestige to make it possible to hover at high prestige if you want to invest in the mechanic :
++ high ranking great power
+ works of art (contribution doubled)
+ high innovative, quality and absolutism societal values (I slightly buffed their counterparts)
Feedback very welcome !
Revisions:
Old revisions of this mod are available below. Click the link to download.