EUx2: Comprehensive Imbalance
EUx2 simply doubles the value of almost all modifiers in the game. That means all ideas and policies are doubled, religions are doubled, government reforms and advisors are doubled, you get the idea.
Current for 1.37 Inca. Not Ironman compatible. Not tested with recent DLC enabled. Safe to add to or remove from savegames. Not guaranteed to be compatible with any mods, guaranteed to not be compatible with many mods.
Obviously this mod is intended to be silly and unbalanced. There will certainly be game-breaking exploits, horrible lag and some mechanics that simply Aren’t Fun. This is all working by design, welcome to EUx2.
Now this is far from the first or only ideas doubling mod,so here are a few of EUx2’s notable features:
– All the usual stuff. Buildings are doubled, ideas are doubled, all that. I see a lot of doubling mods out there that give up when it comes to religion, but you can be sure your Shinto morale bonus, your Protestant church aspects, your Nahuatl reforms and Papal Curia powers are all being doubled.
– Event and mission modifiers. As newer official content updates focus more on mission trees and similar scripted content you can be sure all those tasty modifiers are getting deliciously doubled. Further, random events give you twice as much randomness, for good or ill.
– Scaling modifiers. All those bonuses from prestige, legitimacy, stability… yep, all doubled. Innovativeness can now give you -20% all powers cost and army tradition can get you 50% morale. Be mindful that this cuts both ways: a country that is overextended, corrupt or tired of war can be utterly devastated.
– Just loads of stuff. Ahead of time bonuses? HRE reforms? Disasters? Being a Great Power? Centres of Trade? Yea its all doubled.
Of course there are exceptions, some things that have remained at vanilla values. Examples include:
– Base values. Anything unavoidable that never varies or that I’ve otherwise decided are default remain the same. Every country still gets 1 ducat/month in tax, 12 forcelimit, 50% cavalry fraction and so on.
– Costs. What’s the point of having twice as much money if everything costs twice as much? Cost modifiers are still doubled.
– Some intrinsically tied values. Things like autonomy, development or separatism that simply are what they are.
– Some things that just make the game miserable. Fort levels, for example, are unchanged. Election cycles are also unaffected, as a 0-year cycle is just too annoying.
– Anything in defines. This includes things like spy network effects that would make some sense to double. Alas for you, I’ve invoked the ancient law of CBA on parsing the defines file. May that torch be carried by whoever follows me.
Ultimately though, what to change and what not to is a matter of taste. If there’s anything you think I’ve missed, shouldn’t have included or accidentally broken, suggest it! I might even implement it, who knows?
Revisions:
Old revisions of this mod are available below. Click the link to download.