2286’s Additional Law Groups
TO WHOM CONCERNS:
Current version changed:
1. Updated Law and Ideology files so they can work properly.
2. Debate events in Vanilla have not changed much, so I didn’t update mine. I’m updating a big mod in EU4 right now so got to focus on that.
I’m back at modding and this mod has been should be updated to current version of the game. About balance, I haven’t been playing for a while so Idk. Please comment if you see something needs nerf/buffed.
I’m now doing a EU4 modding project so this mod isn’t focused. If there is any issue with the MOD please first check the comment zone and this description to see whether you question have been answered. If there is nothing about it, please don’t hesitate to comment.
EU4 Project: https://steamcommunity.com/sharedfiles/filedetails/?id=1728520255&searchtext=celestial
Content:
This mod is fully localized in English and Simp-Chinese.
Important:
– I’m terrible at game balance. Partly because I’m not really sensitive to unbalance things. I wonder what’s your idea about how the figures, values and buffs could be changed in this game, and to improve your experience with my mod. If you have suggestions, plz don’t hesitate to comment. You’ll have my deepest gratitude.
– You will need interest group ideologies to support specific laws and change them. I have already put that in game. If you cannot change laws because there is none supporting them, plz check and move this mod below any other mods that change Interest Group/Character Ideologies before you press your PLAY button.
Thanks @否定之否定 for reminding me about this.
1. New Law Groups: This mod implements 3 new law groups into the game. Principle of Law, Monetary system, and Judiciary.
—— Notice: the "Correct" Monetary laws for countries are set 1-month after gamestart ( PDX doesn’t provide "on_game_start" on_action now, really annoying). So be aware. The monetary laws are like that because I’m still trying to find a way to implement laws without disturbing the history files for countries in the game ( Which would reduce compatibility of this mod to other mods, especially the alt-history mods).
—— The issue should not affect either player nor AI’s gameplay. Other than you have to wait an extra cooldown time to change the Monetary laws.
—— Basically, the Principle of Law and Judiciary group of laws focus on providing your government extra authority, bureaucracy and legitimacy.
—— On the other hand, Monetary system changes the way you get Minting money, whilst it also adds additional pop-investments from less rich pop types. Like farmers and shopkeepers. But fund from this source will be limited in its use, at least for the earlier law types, to build only part of the buildings. But, you can always unlock more use of the investment pools by other related law groups. Like the Economy laws.
2. New Institutions: Court, Treasury and Stock Exchange and Religious organization. The 1st and last ones are mainly focusing on bureaucracy cost of pop and institutions. You will see their effects.
3. Power of Minting has been reduced. But you can still get tons of money from it by upgrading your Treasury and Stock Exchange institution.
4. Warning: I haven’t tested this mod enough balance-wise and AI-wise. So, report in the comment if the economy or law system breaks your campaign and be aware.
Future Plans:
1. I’m quite busy this year so nothing is certain, no solid new content is on the table, at least.
2. I will surely update this mod with bugfixes and other stuff, so no worries.
3. I may like to twick the Minting part of game further than just laws and value changes. One of my modder friend is building a "Bank" mod that uses Building to generate Minting money instead of GDP. I might work with him or take a similar approach in the end.
Update:
05.12.2022, Remove the mortality by wealth modifiers across monetary laws, using "poor pop standard of living" instead. Edited the Goods Standard buffs, because it seems that plantations’ throughout output can only be modded as a whole.
09.12.2022, thanks to @Legion, Duke of Rockford and @Kaiser_Wynn_3 ‘s comments, some bugs are corrected.
03.01.2023, bugfix to the judicial system, thanks to @Yurikisama
19.01.2023, move the switch law on_action to a hidden event, thanks to @Jan ‘s advice on compatibility.
______________________________________________________________________________________________
For INSTITUTION BUFF NOT CORRECTLY SHOWING:
Firmament2286 [author] Just now
@TheCoolBri
After checking all the values, I can confidently reply you that there is no bug with current institution coding. What you have experienced was a bug in how the base game display the values.
I went into the game playing as France and upgraded the Treasury institution to level 3. Though the modifier display only shows "+30%", but my actual minting income did grow from around 4k to 10k.
Moreover, if you go to the "Modifiers" interface by clicking your national flag in the upper left corner of your game. You will see "Minting income +110%" (level 3 institution + 20% from tech). Though, the pop up window suggests the otherwise.
I think this might be a bug because the newly added institutions are not in the base game. So the game can’t correctly identify and display its buff.
Firmament2286 [author] 19 hours ago
@TheCoolBri
I’m currently working on my other project but I will check that tomorrow. Thanks for the comment.
TheCoolBri 13 Dec @ 3:09am
For some reason when I upgrade my institution for all of the new ones provided by the mod. It doesn’t provide the second tier and up bonuses. For example Treasury and Stock Exchange, I’ve made it tier two of the institution but it only provides the base 30% minting.
Revisions:
Old revisions of this mod are available below. Click the link to download.
