Anti Snowballing

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Author: Ethereal

Last revision: 12 Jan at 04:00 UTC

File size: 402.99 KB

On Steam Workshop

Description:
Overview
This mod slows the game’s overall pacing and introduces more demanding economic gameplay. It does this in two ways: first, by consolidating several popular smaller workshop mods into a single package – resolving incompatibilities, updating them to the latest game version, and rebalancing them to function as a cohesive whole (credits listed below); and second, by introducing a range of original changes, with a particular focus on higher food consumption and scaling building and RGO costs.

I highly recommend that you combine this mod with my other major mod: A Complete Military Overhaul. However, you’ll need to also install the compatibility patch and make sure it loads after the two main mods. Mod links:

A Complete Military Overhaul: https://steamcommunity.com/sharedfiles/filedetails/?id=3644173888
Compatch: https://steamcommunity.com/sharedfiles/filedetails/?id=3644927989

Age-Related Scaling

Note that prosperity decay actually weakens over time, to represent society becoming more prosperous (on average) in the later ages.

Age
Building & RGO Cost
Location Upgrade Cost
Global Food Consumption
Prosperity Modifier
Traditions
N/A
N/A
N/A
-0.30
Renaissance
+20%
+10%
+10%
-0.30
Discovery
+50%
+25%
+20%
-0.25
Reformation
+100%
+50%
+30%
-0.20
Absolutism
+150%
+75%
+40%
-0.15
Revolutions
+200%
+100%
+50%
-0.10

Miscellaneous Changes
  • Tax efficiency bonuses have been heavily nerfed, and all countries now start with a base of -15% tax efficiency. This modifier is one of the most egregious examples of ‘money printing’ in the vanilla game.
  • Colonization is now restricted to countries with at least 1000 tax base (instead of 100), with exceptions granted to historical colonizers. No more papal colonization, yay!
  • All roads are twice as expensive. Railroads are 10x as expensive (they shouldn’t become commonplace until the Vic III timeline). Historically, roads were very expensive and only the richest countries could afford to maintain an extensive road network.
  • War exhaustion is much more impactful and accrues quicker from various factors (occupied capital, losses, etc). Can no longer reduce war exhaustion while at war.
  • Winters are harsher (e.g. less food production).
  • Added a cap on many scaling prices from events and situations, to prevent instances of minor events incurring stupidly high financial costs.
  • Nerfed ‘study institutions’ cabinet action – instead of providing a flat increase in insitution growth (effectively spawning insitutions out of thin air), it now provides a +50% base institution growth in your country. Cabinet advisor skill can increase this bonus further.
  • Base location RGO size halved, and RGO levels provided from population is slightly decreased.
  • Buildings are more expensive in low control locations.
  • Diplomatic action costs increased. Forcing someone to break their alliance: 50 favors (Vanilla: 20); asking for money: 30 favors (vanilla: 25); asking someone to join your war: 35 favors (vanilla: 10). That last one should reduce AI call to arms spam.
  • Little Ice Age’s negative effects on food consumption is halved, since this mod already makes food a much bigger challenge.
  • Hard & Very Hard AI difficulty settings have been modified for better balance around this mod (removed AI reductions to food consumption, nerfed tax efficiency bonus, & made estate satisfaction bonuses more reasonable.

Credits
The following mods were integrated into this mod. Note that many of them were only partially integrated. Most were also heavily modified to provide better balance alongside the other changes.

  • Harsher Wars –> Increased winter severity; more impactful war exhaustion.
  • Restricted Colonization –> Tax base limitation increase on colonizing.
  • Tax Efficiency Tweaks –> Nerfs tax efficiency; provides a base tax efficiency malus for every country.
  • Reasonable Prices –> Introduces many caps/limits on scaling prices from events and situations.
  • Snowballing Cost –> Increase to road prices; low control locations increase buildings cost; base location RGO size decrease; harsher effects of looting on prosperity.
  • Diplomatic Actions Costs Reworked –> More favors required to use some diplomatic actions.
  • People Want Fish –> Doubles the demand for fish to make it a less useless RGO.