Proximity and Control Improvements

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Author: Catalan

Last revision: 23 May at 20:28 UTC

File size: 280.41 KB

On Steam Workshop

Description:
Overview

Proximity and Control Improvements is a focused balance mod for Europa Universalis V 1.2.*. It makes large empires easier to govern by strengthening proximity from urban centers, lowering the cost of infrastructure that spreads it, easing travel penalties from your capital, and giving integrated provinces a clearer path toward full control.

No new mechanics — only tuned numbers on systems you already use every campaign.

What changes

1. Road & railroad construction (gold per distance unit)

Building transport networks is cheaper at every tier, so you can connect the realm sooner.

Road type
Vanilla
This mod
Gravel road
10
5
Paved road
25
10
Modern road
50
25
Railroad
100
50

2. Proximity travel cost from capital

Distance from the capital is less punishing on roads, land, rivers, and ports — provinces feel closer without removing the geography challenge.

Modifier
Vanilla
This mod
Road cost (distance from capital)
20
10
Land cost (distance from capital)
40
15
Land cost (going upstream)
12
6
Land cost (going downstream)
12
6
Port cost (distance from capital)
40
20

3. Urban proximity sources

Towns, cities, and megalopolises now radiate local proximity to surrounding locations. In vanilla, location rank alone did not provide these bonuses — upgrading settlements becomes a direct way to pull distant provinces into your control network.

Location rank
Vanilla
This mod
Town
+20 local proximity source
City
+30 local proximity source
Megalopolis
+80 local proximity source

4. Integrated provinces (integration stage)

Fully integrated locations are more rewarding to hold and slightly easier to stabilize.

Modifier
Vanilla
This mod
Local max control
+5%
+10%
Local monthly control
+0.001
Local separatism
0.1
0.1 (unchanged)

Core provinces are unchanged. Conquered and colonized integration stages are unchanged.

5. Governor capacity

More cabinet infrastructure for sprawling states:

  • +1 local governor slot (stacks with the base +1 → 2 total at game start unless you already have more from advances or reforms)
  • +2 naval governor slots

Design goals
  1. Large empires spend less time fighting low control on integrated borderlands.
  2. Roads and rails are a realistic mid-game investment, not a luxury reserved for the capital region only.
  3. Urbanization pays off beyond population and buildings — your cities become administrative hubs.
  4. Changes stay small and readable: one auto-modifier block, four override files, no scripted events.

Compatibility
  • Game version: 1.2.*
  • Ironman / achievements: Not compatible (balance mod).
  • Save games: Safe to add or remove mid-campaign; effects apply on load.
  • Other mods: Should work with most mods. Conflicts are possible only if another mod replaces the same definitions: build_*_road prices, integration_integrated, location ranks town/city/megalopolis, or country auto-modifier travel costs.

Feedback

Leave a comment on the Workshop page if something feels too strong or too weak — balance tweaks are welcome.