Personal Balance
This mod reduces the force limits to improve FPS, speed up AI annexation, ease the burden of players and optimize development and construction.
– (Significant modification) Base supply limit 6→1000. At the expense of attrition damage, reduce the number of units on the map simultaneously so as to truly speed up the game.
– (Significant modification) Per development level in Base tax gains (+1 yearly tax income base, −2% Local recruitment time, −1% Local great project upgrade time, −1% Local construction time, +2% Local institution spread)→+1 yearly tax income base, +2% Local institution spread, +1% Local tax modifier, +0.1 Local goods produced. Per development level in Production (+0.2 Local goods produced, −1% Local ship building time)→+1% Local production efficiency, +0.1 Local goods produced, −1% Local ship building time. Per development level in Manpower (+250 manpower, +1% Garrison growth)→+250 manpower, +1% Garrison growth, -2% Local regiment recruit time. Every point of development gains extra −1% Local great project upgrade time, −1% Local construction time. Note: Both Base tax and production now gain +0.1 Local goods produced. Therefore, it is necessary to consider carefully whether to exploit tax.
– Custom nation available points 200→10000, ideas max level 4→10
– Government rank Kingdom additionally gives Missionaries +1, Core-creation cost -10%. Government rank Empire additionally gives Missionaries +1, Core-creation cost -25%
– Government reforms (Prussian Monarchy (base), Prussian Monarchy, Stratocratic Administration, Militaristic Divine State, Livonian Militarist Monarchy, Crusading Empire) -50% governing capacity→-25% governing capacity.
– Protestantism church aspects temporary effects→permanent.
– Delete the event of Yellow River and Yangtze River Flood. The event of The Earthquake of Shaanxi won’t lose development, mandate -20→-10
– Ming mission Fortify the Coast completion requirement “none of any owned coastal province has devastation is at least 1”→delete.
– Mamluk mission Highway of an Empire completion requirements “Has no remaining building slot available”→delete.
– Byzantium decision Repair the Army completion requirements “Has an army of at least 20 regiments”→17 regiments. “Has an army of at least 15 regiments”→12 regiments (mission A Tarnished State completed)
– Janissary (+1 Reinforce cost)→delete, Hussars (-50% Reinforce speed)→delete, Banners (-50% Reinforce speed)→delete, Samurai (+0.5 Reinforce cost)→delete.
– Cavalry to infantry ratio 50%→100%
– Base global manpower 10K→5K, base global tax income 12→6, base land force limit 6→3, base naval force limit 12→6
– Subject nation base global tax income -6→-3, base land force limit -3→-2, base naval force limit -6→-3
– March nation land force limit +30%→+15%, naval force limit +30%→+15%
– Base force limit provided by vassals and marches 1→0
– Eyalet and core eyalet base manpower -5K→-2K, base land force limit -5→-2
– Pronoia base manpower 5K→2K, Base force limit provided by pronoia -5→-2, The event of Future of the Pronoia System option “Let them handle themselves”, Pronoia Subjects will receive extra land force limit +5→+2
– Global tax income of free cities +3→+2
– Each member state of the HRE provides land force limit +0.5→+0.25, base manpower +500→+250 for the Emperor. Each free city in the HRE provides tax income +2→+1, land force limit +0.5→+0.25, base manpower +1000→+500 for the Emperor.
– Each member in the league provides navy force limit +2→+1, base sailors +1000→+500, land force limit +1→+0.5, base manpower +1000→+500 for the league leader.
– Siege force needed multiplier 3→2
– Mercenary company min regiments 4→2. Revolt base size 5→2
– Naval hegemon requirements (at least 500 ships, no other great power has more heavy ships)→at least 100 heavy ships, no other great power has more heavy ships. Military hegemon requirements (have an army of at least 1000k, no other great power has a bigger army)→at least 200K artilleries, no other great power has more artilleries.
– Exploiting development cooldown 240→0. Trade company cooldown 60→0
– AI won’t convert cultures.
– Unlock all building slots and remove the number limitation of manufactories.
– Temple additionally gives local missionary strength +1%, local institution spread +5%. Cathedral additionally gives local institution spread +10%. Counting house (building cost 400)→300. Regimental camp (land force limit +1, building cost 200)→local manpower +250, local unrest -1, building cost 100. Conscription center (land force limit +2, building cost 400)→local manpower +500, local unrest -2, building cost 300. Shipyard (naval force limit +2)→local sailors +60. Grand shipyard (naval force limit +4)→local sailors +120. Native fortified house (land force limit +5)→local manpower +500, local unrest -2. Building cost of Coastal defence and Naval battery have been reduced by half.
– Manufactories (construction time 60)→30. Manufactories (which +1 local goods produced), furnace and native three sisters field add local monthly devastation -0.25. Rampart additionally gives local garrison damage +50%
– Centralize State years 5→0. State edicts duration months 12→0
– Printing Press Bonus for embracing additionally gives +10% global institution spread. Manufactories Bonus for embracing (+10% Goods produced modifier)→+10% Goods produced modifier, -25% Building time. Enlightenment Bonus for embracing (−25% Culture conversion cost)→−5% Technology cost, -5% Idea cost. Industrialization Bonus for embracing (+15% National Tax modifier, +25% National Manpower modifier)→+10% Movement speed, +15% Reinforce speed.
– Army professionalism level (from 0% to 100%) effects (+10% Land fire damage, +10% Shock damage)→+10% Discipline. Level 0% unlock Regain manpower when disbanding. Level 60% (Regain manpower when disbanding)→-5% Land maintenance modifier. Level 100% additionally gives -50% Artillery barrage cost.
Revisions:
Old revisions of this mod are available below. Click the link to download.