Slurropa Universalis

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Author: slurry

Last revision: 12 Mar at 16:07 UTC

File size: 6.21 MB

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Description:

This is the Slurropa Universalis mod, where slurry (that’s me, I’m slurry) rebalances/adds things in EU5. It is very much a work in progress, with more to come as I have time. Yes the icon is AI slop, deal with it (please make me one that is not AI slop).

Big thank you to Bastiram for contributions to this mod.

Wars
  • Truce lengths have been doubled vs. base game.
  • Nerfed Claim Throne CB for defenders by removing the -75% conquer warscore cost. This should encourage people to use it for RP reasons rather than ignore it due to the major risk if they lose the war.
  • Coalition CB: reduced attacker warscore cost reductions from -75% to -40% for conquest and -60% for subjugation.

Navy
  • Heavy ship construction costs have been doubled vs. base game.

HRE
  • Allowed republics to become Prince Electors.
  • Allow dismantle HRE peace deal if the HRE has fewer than 400 locations (starts with 1049 locations, north and south Germany total 800 locations), or scaled combinations of that and the vanilla requirement. This allows people to remove land from the HRE and not harm their progress toward dismantling.

Hegemons
  • Disabled hegemon diplomatic actions because they are incredibly toxic and dumb for MP since refusing them results in a free CB for the hegemon, who doesn’t need a free CB. Will consider re-enabling them in the future once Paradox better balances this.

Great Power Score
  • Changed defined base GP value from 4 to 6. This results in 11 GPs at game start in v1.0.x.
  • Reduced the influence of population to 50% of the base game’s value. Population influences income, which is also a GP score factor, and this double dipping leads to dumb results (like a country in eastern China having more GP score from population than any other GP has in total score, despite that they would get whooped by half of those other GPs).
  • Reduced influence of army levies by 2.5x.

Cabinet Actions

Expel people is now more limited

  • The province must have (1) the country’s capital, (2) >50 control in all locations, or (3) >25 control in all locations and some amount of Centralization.

Covert Actions

Infiltrate Administration: nerfed this OP covert action

  • Increased spy network cost from 50 to 75
  • Duration is 1 year, with a cooldown of 3 years, meaning you cannot use this on multiple countries at the same time
  • Moved to 3rd age, locked behind printing press
  • Note that because of Paradox’s infinite wisdom, the vanilla Infiltrate Administration covert action is impossible to remove from the UI because it is hardcoded, so you will see 2 Infiltrate Administrations, the vanilla one that is 999 cost (and therefore unusable), and the modded one that is 75 cost and requires an age 3 advance.

Steal Technology: disabled this until Paradox gives us better triggers so it can be balanced. At that point, it will function like so:

  • Only allowed if the target nation has more techs in the current age.
  • Has a chance of success depending on the difference in number of techs in that age (bigger difference = higher chance of success). If successful, grant a 10-year modifier that boosts monthly research (rather than a flat boost as in vanilla).
  • 50% chance of being discovered, which will make the targeted country upset with the country that stole/attempted to steal tech.

Situations

Treaty of Tordesillas

  • Disabled this very poorly implemented situation until Paradox fixes it into something usable.

Climate

The philosophy of this mod when it comes to climates is that the location’s climate should mainly reflect where humans live, not necessarily the average climate within the location’s borders. This better reflects reality for tags like the Inca, who historically had extensive agriculture, but the game’s arctic designation means that they grow next to no food despite that the humans are living in the not-arctic part of that location and have a long history of agriculture. Changes are made based on the Koppen-Geiger climate classifications and trying to translate that to EU5’s climates. Change log:

  • Adjusted climates in western South America to better reflect where the humans actually live and to make the region playable. See pic #2 for details.
  • Adjusted climates in southeast/east Iberia, Mallorca, Canaries, Azores, and very slightly in eastern Italy to better reflect reality. See pic #3 for details.
  • Adjusted climates in Scandinavia to better reflect where the humans actually live (e.g., Trondheim area of Norway) + reality (e.g., southern Finland). See pic #4 for details.

Countries

Qusqu, the tag that historically wins out in western South America, is unplayable at present, as the devs intend for you to ally Ayarmaca, but they failed to account for the fact that they will probably rival you and definitely attack you 100% of the time before you are able to ally them. Qusqu just does not have enough pops/levies to survive any opening war with a neighbor unless you get very luck with dice rolls and neighbors fighting other tags. Changes to fix this:

  • Pisaq transferred from Ayarmaca to Qusqu. Ayarmaca’s capital moved to Urupampa.
  • Pikillaqta (only location of Pinaguq tag) absorbed into Qusqu.

France

  • Player appanages always have their requests granted.
  • Forming France requires directly owning 50% of the region, and owning at least 75% of the region directly or through subjects.

Historicalness

Yemen was historically the Arabian peninsula’s breadbasket, yet Paradox treats it as a backwater. Bastiram contributed the following changes:

  • Boosted development of the region and added terraces to locations that historically had terracing or terrace-like agriculture methods.
  • Turned Sana’a into the city it was at that time; turned Zabid, Sa’da, and Šabwa into towns also for historical reasons.
  • Added static modifiers to boosts population capacity in some areas, to represent historical land usage.
  • Added roads that were historically used for trade purposes.

Denmark

  • Adjusted topography, vegetation, and RGOs to better match this time in history. (Thank you Bastiram for contributing.)
  • Expanded Danish culture to southern Denmark.

Copperworking in the Americas historically occurred beyond just Mexico, but Paradox only gave that advance to Mexico. It has now been extended to the Andes, La Plata, the Mississippi River Valley, and (this is for balance+historical capabilities) the Great Lakes.

Want to contribute to the mod?

I’d love to have more help with this mod, as there are a lot of things that can be improved in EU5 that I won’t have time to do until much later on. If you’re interested in contributing, check out the GitHub repo that manages all modded files and Python scripts to easily update the mod when new game updates are released: https://github.com/rslurry/slurropa_universalis