EU5 Rebalance

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Author: Heinarc

Last revision: 14 May at 17:17 UTC (1)

File size: 575.48 KB

On Steam Workshop

Description:

–Updated for 1.2 —

Started as a purely private project, but as I’m very happy with the result I figured I might as well share!

Favors the emergence of the historical great powers, makes food, prosperity and urbanization more interesting, streamlines pop growth, rebalances prestige and great power rankings.

I recommend to pair this mod with :

Auto-marry : https://steamcommunity.com/sharedfiles/filedetails/?id=3606305941
Expanded build view (display market access, RGO & control) : https://steamcommunity.com/sharedfiles/filedetails/?id=3610757528

Food, prosperity and pop growth

Food generation is severely nerfed across the board, and protracted warfare is likely to result in a famine. You’ll have to care about it to secure your urbanisation, and good farmlands may be of strategic interest for your nation :

  • Food RGOs nerfed by about 40%
  • Developement no longer brings an innate food productivity bonus
  • Irrigation, rural villages and windmills slightly buffed : good food generation is still possible, but requires investment and workers

AI understands the changes and will adapt but may need a few years to do so.

Prosperity is rebalanced, and now drives your pop growth : from 0% at 0% prosperity, to 0.6% pop growth at 100%. (Historical european pop growth was 0.3 – 0.35%)

To ensure good prosperity :
+ innate rural location bonus, hospitals and medical houses in cities
+ have roads
+ higher food techs
+ historically fertile locations ("river flowing through")
+ free subjects, markets fairs and a few specific techs (values adjusted to the changes)

— enemy troops, sieges and occupation
– raised levies
– expensive food
– rebellious pops

Economy

Few changes aimed at allowing other strategies than a massive urban blob around your capital :

  • food supply more of an concern (see above)
  • higher pop requirements for founding towns and cities, historical pop centers matter
  • market places, port authorities etc.. give better market access bonuses, allowing cities further away to significantly contribute to a market (you still have to worry about control)
  • towns keep half of the RGO size bonus of rural, lost when upgrading to city

Geopolics
  • historical great powers benefit from a "lucky nation" buff helping their emergence. It disappears when reaching 8M pop.
    You also get it as a player, remove your tag in in_gamecommonon_action (Steam > steamapps > workshop..) if you don’t want it
  • Great powers, not only hegemons, get a progressive "+antagonism received" modifier as your neighbours grow increasingly worried. Prevents a complete snowball of local powers.

Prestige

Significantly reworked, as it now grants an extremely worthwhile flat research bonus (up to 0.2, so about a 10-20% overall research speed boost over lesser nations).

I added/rebalanced several sources of prestige to make it possible to hover at high prestige if you want to invest in the mechanic :

++ high ranking great power
+ works of art (contribution doubled)
+ high innovative, quality and absolutism societal values (I slightly buffed their counterparts)

Feedback very welcome !

Download
Revisions:

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