Lazy Tweaks

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Author: Gott

Last revision: 21 Mar at 02:34 UTC (1)

File size: 476.71 KB

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Description:

Lazy tweaks until Paradox does more themselves:

Diplomacy:

– Reduced truce time from five years to two
– Doubled infamy thresholds, and infamy decreases 1.5 times faster
– Slightly reduced infamy gained from population
– Removed 50 base neutrality when calculating, which side to join
– Increased positive opinion modifier when deciding to join a diplomatic play from 0.2 to 0.5
– Decreased short war timer
– Increased balance of power impact when surrendering significantly
-> Nation´s relations/attitudes with each other are more important, and more nations will join diplomatic plays with their allies or against their rivals

War:

– Increased all land and sea units´ attack and defense values to better reflect differences in tactics/weaponry, while keeping their intended roles intact
– Also increased supplementary weapon´s stats and Combat Efficiency
– Reduced minimum and increased maximum battle lethality
– Changed production of tanks/planes, so you don´t have such overproduction of planes
– Slightly increased war exhaustion gain from unrest
-> Tech advantage does actually matter now
-> No more charging Line Infantry into Trenches and winning, no more wooden fleets destroying destroyers
-> (A lot) more casualties from balance of offense/defence, somewhat less from overwhelming manpower
-> On same tech level, differences in generals and supplies matter to win battles

Education:

– Added minor education access (overall/depending on wealth) to universities, since they are state owned
– 10% of unused innovation is now added on top of the cap from literacy
– To account for the above, tech spread from innovation above cap is reduced from 20% to 10%
– Slightly increased AI´s willingness to invest into education institutions, if they are available
-> It is now possible to "brute force" innovation by throwing money at the problem

Migration:

– Increased maximum possible migration from/to a state (and especially its infrastructure) per week
– Changed migration attraction to weigh in available jobs a bit more
– Upped intra market migration, especially to no discrimination
– Changed mass migration turmoil difference (people aren´t going to migrate into a state with higher turmoil)
– Upped mass migration per week, so it´s actually masses that are migrating
-> More people are able to migrate in general, and more will be migrating overall, especially to high infrastructure states with lots of possible employment, where they are not discriminated against

Probably also forgot one or more minor things 🙂

Especially the war stuff is still subject to balancing, but overall this makes a weaker power more difficult to play in the early game, but possbily easier in the mid- to late game, due to AI being, well, Paradox AI.

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