gonshi’s balance tweaks

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Author: gonshi

Last revision: 18 Mar at 11:06 UTC

File size: 58.07 KB

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Description:

update 1.1 , made for 1.6.2 of Victoria 3

Relatively small mod that changes a lot of multipliers and some other numbers for ‘balance’ or ‘convinience’ purposes.

Main changes:
– More infamy gain but increased decay and harder to reach infamy opinion threshold
– Lower scaling on interests from navy’s power
– Faster incorporations
– Good’s prices punish more unbalanced markets
– Slightly cheaper institutions
– Small interest groups changes -> happier in goverment, angrier in opposition, harder to marginalize
– Less prestige from navy, more prestige from subjects and army
– Companies can be changed more often and are slightly easier to be considered profitable
– Combat efficient armies inflict more casualties, high attrition causes more casualties, low attrition causes way less (May change soon, I need to test it more)
-Generally decreased influence cost (Will change in following updates)

Most changes are small as I do not intent to completely change Victoria’s mechanics, but I will keep making adjustments to these numbers as I play , either if they are so big that it breaks the game or so small it doesnt improve the game at all.

The full changelog is as follows:

(Vanilla numbers will be displayed in parentheses)

-Number of autosaves

MAX_NUMBER_OF_AUTOSAVES = 2 (Was 5, I just think they were way too many autosaves considering you also get to have exit’s autosaves and manual saves)

-Reduced how many years it takes to incorporate states

INCORPORATION_TIME_SAME_CULTURE = 2 (2)
INCORPORATION_TIME_SAME_HERITAGE = 3 (5)
INCORPORATION_TIME_SAME_TRAIT = 6 (10)
INCORPORATION_TIME_NO_MATCH = 12 (20)

-Approval buffed when in goverment, nerfed for opposition

IG_IN_GOVERNMENT_APPROVAL = 2 (0)
IG_IN_OPPOSITION_APPROVAL = -1 (0)
IG_POWERFUL_IN_OPPOSITION_APPROVAL = -2 (-1)

-Reduced how many months ‘IG’ are mad/happy about recent law changes

CHANGED_LAW_APPROVAL_MONTHS = 48 (60)

-Reduced base bureocracy cost of institutions.

STATE_BUREAUCRACY_BASE_COST = 1 (10)
MINIMUM_INVESTMENT_COST = 1 (10)

-Changed threshold of ‘IG’s, making it harder to marginalize ‘IG’s and harder for IGs to lose ‘Powerfull’ status

POWERFUL_IG_CUTOFF = 0.17 (0.18)
MARGINAL_IG_THRESHOLD = 0.04 (0.05)
MARGINAL_IG_CUTOFF = 0.03 (0.04)

-Free goverment reforms have to be done faster

REFORM_GOVERNMENT_PERIOD = 3 (6)

-Range of prices on goods increased, from (+/-)75% to (+/-)90%

PRICE_RANGE = 0.90 (0.75)

-It will be easier for companies to be considered profitable, and harder to be considered unprofitable

COMPANY_PRODUCTIVITY_RATIO_HIGH_THRESHOLD = 1.20 (1.25)
COMPANY_PRODUCTIVITY_RATIO_LOW_THRESHOLD = 0.70 (0.75)

-Companies can be established and disbanded every 2 years intead of 5 and 4 respectively

COMPANY_ON_ESTABLISH_COOLDOWN_MONTHS = 24 (60)
COMPANY_ON_DISBAND_COOLDOWN_MONTHS = 24 (48)

-Less casualties on low attrition, more on high attrition

MANPOWER_LOST_DUE_TO_ATTRITION_PER_WEEK_MIN = 0.01 (0.04)
MANPOWER_LOST_DUE_TO_ATTRITION_PER_WEEK_MAX = 0.15 (0.12)

-Combat efficient armies (better offense/defense) hit harder

BATTLE_COMBAT_EFFICIENCY_INFLICTED_CASUALTY_RATIO = 1.9 (1.5)

-Increased infamous and notorious thresholds (pariah still at 100 infamy)

INFAMY_THRESHOLD_INFAMOUS = 33 (25)
INFAMY_THRESHOLD_NOTORIOUS = 67 (50)

-Increased infamy decay rate

BASE_YEARLY_INFAMY_DECAY_RATE = 8.0 (5.0)

-It’s cheaper to call allies and to call in obligations (manuver cost). Also ‘return state’ requires less manuver

SWAY_OFFER_CALL_IN_OBLIGATION_MANEUVERS_COST = 5 (10)
SWAY_OFFER_CALL_ALLY_MANEUVERS_COST = 10 (20)
SWAY_OFFER_WARGOAL_MANEUVERS_COST_RETURN_STATE = 5 (10)

-Infamy cost per population is higher (Cap per state is reached at 1.5M population now). Halved infamy when using ‘return state’ wargoal.

WAR_GOAL_INFAMY_POPULATION_SCALING_FACTOR = 30000 (10000)
WAR_GOAL_INFAMY_POPULATION_SCALING_MULTIPLIER = 0.1 (0.03)
WAR_GOAL_INFAMY_RETURN_STATE = 1.0 (2.0)

-Increased prestige for higher country tiers

COUNTRY_TIER_KINGDOM_PRESTIGE = 20 (15)
COUNTRY_TIER_EMPIRE_PRESTIGE = 40 (25)
COUNTRY_TIER_HEGEMONY_PRESTIGE = 60 (50)

-Increased prestige from army, subject’s GDP and subject’s army. Decreased prestige from navy

PRESTIGE_FROM_SUBJECT_GDP = 2 (1.5)
PRESTIGE_FROM_ARMY_POWER_PROJECTION = 0.04 (0.03)
PRESTIGE_FROM_NAVY_POWER_PROJECTION = 0.07 (0.10)
PRESTIGE_FROM_SUBJECT_ARMY_POWER_PROJECTION = 0.001 (0.0005)

-Decreased relations boost from releasing countries

RELEASE_COUNTRY_AS_SUBJECT_RELATIONS_BOOST = 15 (30)
RELEASE_COUNTRY_AS_INDEPENDENT_RELATIONS_BOOST = 30 (50)

-Halved number of interests from navy’s power

country_max_declared_interests_add = 0.005 (0.01)

-Changes on influence costs

Cost of improve relations from 150 to 100 influence
Cost of bankroll from 100 to 50 influence
Cost of protectorate and tributary from 25 to 30 influence
Cost of dominion and personal union from 25 to 20 influence
Cost of puppet and vassal from 25 to 10 influence

END

Compatibility: Should be compatible with any mod that doesn’t modify these numbers aswell

Future updates main goals:
1) I want to increase influence costs but make it so there is some way to produce influence, meanwhile I have decrased them as a temporal measure
2) Keep an eye on casualties balance and implement military convoys balance
3)Balance authority, producing authority and additional authority cost per subject (and maybe military commanders actions, we’ll see)

You are more than free to make suggestions, change/copy this mod… and to point out writting mistakes as english isn’t my first language