Road To 1836

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Author: Spoorbek

Last revision: 19 Feb at 17:24 UTC (7)

File size: 5.3 GB

On Steam Workshop

Description:

For version 1.34.5

Introduction:

This modpack is a personal project to make EU4 multiplayer varied, less sweaty and meta, more RP friendly and methodical, and ultimately encourage conversion to Victoria II.

Tenets of this modpack:

Maintain EU4’s core gameplay
Zero new mechanics to learn, EU4 novice friendly
Enhance the vanilla experience
Encourage multiplayer roleplaying
Put some breaks on sweaty meta while maintaining player agency
Keep the game interesting past the 1600s
By 1836 have a varied world that is not just controlled by 4 or 5 tags and that is perfect for Victoria 2 conversion and multiplayer.

Blobbing changes:

-Governing capacity is reduced, and as time goes by, the reduction increases. Fight it with buildings and tech.
-Being under your governing capacity cap now grants BONUSES to your country, meanwhile being over your cap is A LOT more dangerous. To blob you will need to put some effort into increasing your governing capacity or wait for tech. Alternatively, establish Marches (which no longer take diplo slots, unlike vassals).

None of this will stop a blobbing-player from expanding, it will just pace them a little so they don’t span 3 continents by the 1600s. Meanwhile, players looking to play historically, expand to a realistic size, and grab some colonies, won’t even know this mod is running.

-If a player has been a Great Power for 100 years, and they are not in a Golden Age, they will get a “Boss disaster”. This disaster fires once per game. If you survive, you stood the test of time and probably deserve that hard earned GP spot.

– Countries now generate “threat” which is based on their force limit size relative to countries around them. Threat affects your aggressive expansion. Being the same size as countries around you and eating 1 province will not generate the same amount of aggressive expansion as a Mongol Empire eating 1 province. Coalitions are a lot more likely to form against overly-aggressive large empires while tiny countries hardly need to worry about them. Makes sense right?

– Until the year 1500 there is a global -50% AE modifier so everyone can do some comfy initial expansion for the first 50 years before they need to start worrying about coalitions popping up left and right too much.

– There is a global nationalism casus bellis at game start to form some unions easy early.

Map changes:

– The world has been broken up into “shattered world” style states, most consisting of 2 provinces at game start.
-The Americas, Southern Africa and Oceania have been emptied of the many insignificant native tags to ensure excellent performance. These areas are now wide open for easy colonisation. (Like the AI, you have the option to turn off native uprisings, which is recommended)
– The shape of provinces and the overall look of a large part of the map has been redone to be more accurate without adding or removing any land provinces. Fairly similar to Victoria II’s accuracy.
– Navigable rivers have been added, which allows one to raid and colonise upstream and thus inland.

Warfare changes:

– Manpower and forcelimit modifiers have been reduced significantly to be more historically accurate and be viable for conversion to Victoria II
-Rebels have been nerfed to be smaller in stack size in accordance with the smaller army sizes
– Mercenary companies are now much smaller as well and should instead be seen as auxiliary units that you attach to your armies in the early game instead of acting independently. They also no longer reduce army professionalism.
– Combat width range has been reduced from 15-40 to 8-30 in order to match Victoria’s II starting width of 30. This also compliments the much smaller force limits.
-Terrain reduces combat width based on type like Victoria II. Forest and Woods reduce combat width by 20%, Highlands, Hills, Jungle, and Marsh reduce combat width by 25% and Mountains reduce combat width by 50%.
– Cavalry is cheaper, faster and now has 15% breakthrough. When defeating a regiment with artillery behind it, you have a probability of pulling that artillery into the front row. Infantry benefits from breakthrough as well, but gets only 5%.
– Shattered retreat is much less likely to cause multi-province retreating and thus allows stackwipes more frequently.
– 100% Drill fire & shock damage doubled
– 100% Professionalism fire & shock damage doubled, siege ability improved from 20 to 50%
– Added 0.25 military tactics, but also +40% land maintenance cost
– 40% Professionalism grants 10% defensiveness
– 60% Professionalism grants 10% reinforcement speed
– 80% Professionalism grants 10% Moral recovery rate, +1 free leader
– 100% Professionalism grants +2 free leaders.
– Reduced Siege phase from 30 days to 25 days (faster siege essentially)
– Garrisons will surrender under 900 men, you can instantly retake a fort taken some days ago (because there’s little troops in it, giving purpose to refill garrison ability)
– Reduced attrition at sea
– 100% chance of getting leader personality after a battle
– Drill no longer decays. Instead, idle troops gain 2% drill yearly and 10% if drilling. You lose drill when the troops die in battle, simple.

Miscellaneous:

– Gaining development through conquest or playing tall grants bonus development in your capital at certain set thresholds automatically.
– Twelve idea slots with new and rebalanced idea groups with a lot of variety
– Non-European nations cannot colonise unless they have a Dip 6 ruler and 1000 Ducats to remove the status via decision
– Non-European nations cannot receive some institutions, and overall institution spread is more selective
-Culture automatically spreads based on who controls a province for a certain length of time. You can still do it yourself to speed up the process if you’re very focussed on getting the percentage of your primary culture very high after the Victoria II conversion
– Various other tweaks too long to list that you’ll notice pleasantly while playing