Rule The Waves

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

Author: SuperCrumpets

Last revision: 3 Jan, 2019 at 15:31 UTC

File size: 10.24 KB

On Steam Workshop

Description:

Other Versions:

Compatible
https://steamcommunity.com/sharedfiles/filedetails/?id=1614324261
Extended Timeline
https://steamcommunity.com/sharedfiles/filedetails/?id=951689038
Extended Timeline + other
https://steamcommunity.com/sharedfiles/filedetails/?id=1614325305

Rule The Waves is a naval Balance overhaul that makes navies significantly more important by increasing their ability to project power and making Trade more focused on trade ships than province trade power.

Instead of the only way to dominate trade being to blob and just take over most of the provinces in a trade node, now you will dominate trade by trading with your Navy and blockading your enemies completely.
This alone completely changes the way you think about using navies and trade wars will become a very real part of the game, the naval ideas are significantly more useful too because navies themselves are more important so having a strong navy also is more important.

Features:

Light ships trade power
barque 2 ->3
caravel 2.5->4
early frigate 3 ->5
frigate 3.5->6
Heavy frigate 4 ->8
Great Frigate 5 ->10

Blockades:
100% blockade war exhaustion 0.1 -> 0.4

blockaded provinces now have 0 trade power and take longer to build units
Blockaded Provinces:
regiment_recruit_speed = 0.2 ————> 0.5
ship_recruit_speed = 0.2 ————> 4
trade_goods_size_modifier = -1
province_trade_power_modifier = -0.75 –>- 5.00
monthly devastation 0.1 -> 0.4

Idea Groups:

maritime_ideas =
bonus
sea_repair = yes
embargo_efficiency = 0.25
global_trade_power = 0.2

merchant_traditions =
naval_tradition_from_trade = 1.0
merchant_marine =
global_sailors_modifier = 0.5
sheltered_ports =
global_ship_repair = 0.1
sailor_maintenance_modifer = -0.1
grand_navy =
naval_forcelimit_modifier = 0.5
ships_penny =
global_ship_cost = -0.1
sea_hawks =
free_leader_pool = 1
admiral_cost = -0.25
leader_naval_manuever = 2
naval_fighting_instruction = {
blockade_efficiency = 0.5
privateer_efficiency = 0.25

naval_ideas = {
category = MIL

trigger = {
primitives = no
}

bonus = {
ship_durability = 0.1
war_exhaustion = -0.03
privateer_efficiency = 0.2
naval_maintenance_modifier = -0.2
global_trade_power = 0.2
siege_blockade_progress = 1
}

boarding_parties = {
leader_naval_shock = 1
}
improved_rams = {
galley_power = 0.25
}
naval_cadets = {
leader_naval_fire = 1
sunk_ship_morale_hit_recieved = -0.33
}
naval_glory = {
navy_tradition = 1
}
press_gangs = {
sailors_recovery_speed = 0.25
}
oak_forests_for_ships = {
heavy_ship_power = 0.20
}
superior_seamanship = {
naval_morale = 0.1
global_naval_engagement_modifier = 0.1
}

expansion_ideas:
expansion_ideas = {
category = ADM
important = yes

bonus = {
cb_on_overseas = yes
state_maintenance_modifier = -0.25
development_cost = -0.2
max_states = 5

}

additional_colonists = {
colonists = 1
}
additional_merchants = {
merchants = 1
}
faster_colonists = {
global_colonial_growth = 20
}
factories = {
rival_border_fort_maintenance = -0.5
center_of_trade_upgrade_cost = -0.2
global_ship_recruit_speed = -0.2
}
additional_diplomats = {
diplomatic_upkeep = 1
}
general_colonization_law = {
colonists = 1
colonist_placement_chance = 0.05
}
competetive_merchants = {
global_trade_power = 0.2
}