VI’s Total Realism Mod

If you liked this item, please rate it up on Steam Workshop page.

Author: Emperor VI

Last revision: 28 May at 18:35 UTC (3)

File size: 3.92 MB

On Steam Workshop

Description:
VI’s Total Realism Mod (TRM) philosophy

• To use EU5’s mechanics to their full potential
• To create challenging gameplay for the player, making players think about the opportunity cost of their decisions
• To make the game historically accurate as much as possible without taking out gaming fun out of it.
• History and real world are the best guide for game mechanics and balance
• Challenging game mechanics over complex AI
• Statemaking is more important than warmaking

NOTE: Most of changes affect only Player, not AI. This is done for the following reasons:
• Performance impact on the game
• Philosophy of the mod
• Limitations on AI modding
• My own time availability.

CURRENTLY IMPLEMENTED CHANGES (updated to 1.2 patch)

• Social cohesion mechanics- replaces vanilla Complacency mechanics.

• Military Overhauls – This mod replaces the entire vanilla’s "Battles" with "Campaigns". Now the battle which you see on the map is not an individual Battle but the Campaign divided into Phases which culminates in a battle and takes in much longer time span. New concepts of Campaign Actions, Campaign Events, Battle Plan and Battle Tactics are introduced. There are much more changes: for full description of the mod please the the standalon Military Overhaul Mod’s site: https://steamcommunity.com/sharedfiles/filedetails/?id=3707781172

• Land mechanics – land was cornerstone of the Medieval life. Its ownership and usage was determining factor in that period of time. You can buy, sell, confiscate or gift land. (more information in separate post here or in Paradox forum dedicated to TRM).

• Circular economy and Corruption – All the government monthly expenses (Budget UI) are allocated between the market and POPs, representing purchasing goods and paying salaries/commissions. Corruption is a new concept affecting the economy.

• Limited urbanization – Urbanization is curbed. No more all of the world should be covered in cities and towns. Every province can only have 1 city and max 2 towns. Small provinces can have either 1 city or 1 town.

• "Toll Castle” has been replaced with “Noble Castle” which can be built until Age of Reformation.

• Enhanced Parliamentary system
* Parliaments can also be called at the death of the ruler and when the country is under attack (including Civil Wars)
* Generic name of “Parliament” has been substituted with “Council of Estates”, UI shows native Parliament name for the country, e.g. Turkic nations will have “Divan” in UI, not “Parliament”
* New Parliament requests; e.g. Emergency loan, Revoke privilege.
* The game has Parliament issues, Parliament agenda, Parliament requests. TRM ads new “Parliament action” decisions which do not require Parliament support but can have huge ramifications if taken. e.g. Coin debasement, Selling offices.

• Environmental prerequisite system
* Topography, Vegetation and Climate determines where towns and cities can be built. e.g. mountainous deserts cannot have cities.
* Topography, Vegetation and Climate have huge impact on RGO and building outputs. e.g. hilly forests with arctic climate cannot sustain agriculture.

• Updated Marriage system
* Royal Marriages have monetary cost (either in the form of Wedding cost or Dowry cost)
* Modified effects from Marriages;

• Updated Villages
* Fishing villages can only be built in locations with Fish, but in urban locations as well.
* New type of village – “Mining village” – which can be built in urban locations as well.

• Climatic impact system
* New Droughts (region-wide effect) and Pest/Diseases (location-wide effect) events are added which have huge impact on food and goods production

• Inflationary pressure system
* Taking loan and other onetime money infusion into the economy will have inflation cost

• Bureaucracy system
* New “Bureaucracy size” law
* New Bureaucracy expense which will dependent on the size of your country

• Other economic changes
* Overall, the player will be challenged to manage food supplies of their markets
* Fish demand by POPs living in coastal areas has been increased
* Loans, interest rates and inflation play much more importance. You won’t be able to survive without loans.
* POP promotion speed has been lowered in order to slow economic growth and snowballing

NOTE: Some effects of the mod will take place with up to 2-months lag.

Future plans:

• Expensive army maintenance
• Devastating wars
• Regular Succession crises
• Implementation of Corruption and Social cohesion (instead of Complacency) concepts

I’ll be publishing some updates in Paradox forum:
https://forum.paradoxplaza.com/forum/threads/vis-total-realism-mod.1909144/

Standalone mods:

Urban limits
https://steamcommunity.com/sharedfiles/filedetails/?id=3688963094

Parliament mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3692154474

Fortifications mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3694775287

Military overhaul mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3707781172

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.