Vivit’s Utilities

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Author: vivit

Last revision: 26 Jan at 15:58 UTC (1)

File size: 3.85 MB

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Description:

Vivit’s Utilities

After many hours of EU4 I got a little bit bored of the traditional way to play the campaign, so I made this mod.
It’s a collection of added and removed features that I thought would be enjoyable to with.
Some of the additions may be considered controversial and are probably not suitable for competetive MP but I play with this mod on casually with my friends.

DECISIONS ARE NOT ENACTED BY AI
MOST DECISIONS (ESPECIALLY THE OVERPOWERED ONES) ARE OPTIONAL AND CAN BE ENABLED/DISABLED FOR MP GAMES

Scope & plans for the mod:
  • Quality of life features.
  • Automation of tedious tasks.
  • Changes to frustrating aspects of the game.

I have some ideas as to where to go with development of this mod, so the list of features will expand every now and then.
Though if you have an idea, please let me know and I will definitely consider it!
If you encounter a bug, error caused by this mod, lacking localisation, or would like to provide translations – write a comment!
A complete, up to date list of current features can be found below.

What does this mod do?

Generally, it includes things that pop up in my head every now and then, which I would like to see implemented and are not already in the game OR changes to aspects of the game I or my friends found irritating.
Specifically: Quality of life, utilities, decisions and diplomatic interactions.

Most important features
  • Development clicks counter.
  • Per-player toggle decision for no aggressive expansion.
  • Per-player toggle decision for no governing capacity.
  • Per-player toggle decision for no national focus change cooldown.
  • Decisions to remove natives from the map (except the Aztec, Maya and Inca cultures).
  • Educate ruler mechanic (increase power points, purchase powerful ruler modifiers when the ruler is at 6 power points).
  • Game master in multiplayer, who can decide what features of this mod should be enabled (AE, governing capacity, natives, etc…)
  • Building management decisions (build & remove & more) allowing more efficient realm management.
  • Diplomatic interaction to transfer occupation of all provinces.
  • Diplomatic interaction to request transfer of occupation of provinces (all provinces, claims, cores).
  • Diplomatic interaction to offer a personal union.
  • Diplomatic interaction to justify a subjugation casus belli.
  • No limits on monument upgrades.
  • Client states allowed since 1444.
  • Subjects do not take up a diplomatic relations slot.
  • Straits between logical or convenient provinces (~60 crossings in Europe, Africa, Asia, Americas and especially Australia & Oceania).
  • The AI is more focused on fighting & defending it’s home rather than running away.
  • Colonial regions in Indonesia & Africa

All changes:
  • All aforementioned features.
  • Decision to join HRE under certain conditions.
  • Decision to ease up payment of a large number loans, at the cost of military might.
  • New buildings, unique (they have certain construction requirements) and common.
  • Embassy building (unique): focus on diplomatic affairs.
  • Foreign office (unique): focus on diplomatic affairs.
  • Colonial bureau (unique): focus on colonial affairs.
  • Ministry of architecture (unique): reduced construction time and cost.
  • Ministry of infrastructure (unique): reduced development cost.
  • Ministry of war (unique): focus on offensive war.
  • Ministry of defence (unique): focus on country defensiveness during war and peace time.
  • Royal residency (unique): focus on subjects.
  • Central bank (unique): focus on inflation control.
  • Technology institute (unique): focus on technology, ideas and institutions.
  • Dirt road (common): province infrastructure improvements.
  • Stone road (common): province infrastructure improvements.
  • Macadam road (common): province infrastructure improvements.
  • Irrigation ditch (common): province infrastructure improvements.
  • Irrigation canal (common): province infrastructure improvements.
  • Village (common): province infrastructure improvements.
  • Town (common): province infrastructure improvements.
  • City (common): province infrastructure improvements.
  • Integrated the ‘Encourage development’ state edict into a cored state.
  • Reduced cooldown on ‘Exploit province development’ (240 months -> 60 months).
  • Alert for ‘Maximum powerpoints’ pops up faster (3 months -> 12 months).
  • Alert for ‘Inactive edicts’ pops up faster (12 months -> 1 month).
  • AI will not forge alliances with distant countries (150 distance -> 50 distance).
  • AI will be less stubborn when discussing a peace (60 months -> 30 months).
  • White peace truces will last for a shorter amount of time (5 years -> 1 year).
  • Reduced the number of years added by high war demands (10 years -> 5 years).
  • Requesting an heir will result in a shorter truce (5 years -> 1 year).
  • Annuled treaties will last for longer (10 years -> 20 years).
  • Vassalisation development cap increased (100 development -> 500 development).
  • Maximum number of client states increased (10 -> 50).
  • Days required to declare war (since the start of the game) decreased (30 days -> 1 day).
  • Unconditional surrender will not have an impact on call for peace.
  • AI will unconditionally surrender faster when defeated (12 months -> 6 months).
  • Wargoal bonus increased (25% -> 40%).
  • Battle score bonus increased (3% -> 5%).
  • Changed max battle score bonus (40% -> 100%).
  • Units are slower in hostile territory by 25%.
  • Changes to lower liberty desire in order to encourage having strong vassals.
  • Increased cap on power points (999 -> 9999).
  • Colonial tariffs affect liberty desire by a smaller factor (5% -> 2.5%).
  • Less base free diplomatic relations (4 -> 2).
  • Great projects do not raise war score cost of a province.
  • AI factors war exhaustion more into peace willingness (1x -> 2.5x).
  • AI will focus more on conquering/defending border provinces.
  • AI will attempt to defend it’s provinces more often instead of running away.
  • Island provinces scattered around will in most cases belong to a colonial nation somewhere near.
  • Less time required to integrate a vassal or union (10 -> 5, 50 -> 10).

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Revisions:

Old revisions of this mod are available below. Click the link to download.