Diplomacy, Economy, and AI Overhaul

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Author: Spinxo

Last revision: 22 Jan, 2015 at 23:30 UTC

File size: 7.32 MB

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Description:

This is an Overhaul that focuses on the Diplomacy, Economy, and AI of the Game. This was meant to give a more realistic and fun objective to the game. This mod adds lots of features,
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Changes,
Friendly- Vanilla 45, My Mod 25, Vanilla Hostile- -85, My Mod -80, Vanilla Unfriendly- -45, My Mod -25, Vanilla Very Friendly- 85, My Mod 65,
All Factions can make Confederations,
All Factions can make Client States,
Unhappines from different Religons Lowered,
Treacherous Diplomatic Events Valuse Rebalanced,
Actions with Allies Value Rebalanced, Example, ( Refused to Join War with Ally, Value -10, Hostile Agent Action Towrads Ally, Value -15 ),
Hostile Agent Actions Rebalanced, Example, ( Incite Unrest Value, Vanilla -30, My Mod -35 ),
Max Diplomatic Value with gifting changed along with personalities, Examples ( Money Driven- Value Max 40, Money Hater- Max Value 10, Unfriendly- Max Value 15),
Reworked Values on how likely a Faction will accept an offer depending on thier current state, Examples, (Last-Stand, Peace Priority, War Priority),
Faction Actions Values to other Factions Rebalanced, Examples, ( Battle Ally Support Refused Value -20, Battle Support 15, Military Alliance 25),
Minor Factions extra hidden Income Removed,
Minor Extra Income for Major Factions,
Major Factions more likely to stay alive( This is not totally due to the extra money, I did some scripting),
Diplomatic Treaty Value Effects Changed, ( Big File Editing, almost every effect changed),
Government Type effects Tweaked,
AI Priorities Redone, Examples, ( AI Priority on attacking neighboring faction’s regions that you are at war with increased, AI Priority to defend capital increased.),
AI will now slightly focus more on Military Technology,
Ambush Success Tweaked,
AI Expansion Modified,
Changed AI priorities on certain general personalities for Recruitment,
AI Managing Behaviours edited,
AI will spend more money on certain things, Examples, ( Spending increased on construction, spending increase for Military use ),
Autoresolve Accurracy Reworked,
Autoresolve Accuracy between AI worked on,
Tax Level effects on the Public Order Changed,
Tax Levels Percentages Reworked,
Unit Cost to Upgrade Redone,
Technoligies edited slightly,
Trade Items Frequency on map worked on,
Trade Values Tweaked,
Over a Thousand Technology Effects Changed, Examples, ( Manipular Organization now allows the availablity of 2 Champions to be available instead of adding one), ( Mercenary Auxilaries now 20% off upkeep instead of 15%), (This part took a long time, as I had to edit each Technology Effect for each Faction, over 1700 Techs, took over 4 hours just for this part, Work Complete, Finally!!!),
4 Turns Per Year, for that realistic theme.
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There are lots of features, I will continue adding more features. You will need my Permission to use this mod or any of my Mods, as this is made by me. Latest Game Patch Required.
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Stay Updated, look at my Change Notes!!!
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WARNING!!! WARNING!!!
This mod is save-game compatible, but it may greatly increase or decrease your income due to technology changes, it is more likely to increase your income though.
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RATE!!!
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