Unit Actions Evolved – Raid, Fortify, and More
Updated to 1.2 – Included balance changes, added "Spread Disease" action, decreased antagonism, new art, fixed bugs and more. Removed extra unrelated mod files
This mod re-adds a feature lacking in EU5 from previous paradox titles – raiding. It’s present in game in a softcore manor, available for clans, but it isn’t as impactful. In real life, raiding was done by all countries, especially during the 100 years war between France and England.
This version of the mod expands the new unit actions into new categories and driven by event framework. You can now construct temporary fortifications to boost combat readiness, increase support and logistics by improving farming and supply networks, hold prayer services, and more options to control the local populations. The idea behind these actions is you’re utilizing the soldiers in the army as a workforce to achieve these goals, thus harming their moral or incurring some fees.
These features can now be exercised in your own territory as well – but with harsh penalties should you decide to raid your own population. In foreign territories, aggressive expansion (antagonism) and diplomatic penalties apply.
Incorporating on feedback from the first mod, raiding as tribal will now award some prestige.
Burn Granaries: A lighter raid option that damages local food, prosperity, and supplies without being as brutal as a full sack.
Sack: Loot the province for money while causing moderate damage to control, prosperity, development, and local stability.
Pillage: A harsher raid that brings in more gold but leaves the province badly disrupted and harder to recover.
Torch: The most destructive raid option, devastating the area for years with heavy unrest, development loss, control collapse, and long-term ruin.
Spread Diseases: Bring about great sicknesses in the territory, potentially backfiring if diseases are allowed to spread to your realm as well from doing this nearby your territory, or your army catches the plague.
Construct Camp: Set up a cheap military camp to give the province a small defensive boost and improve army support.
Build Palisades: Build temporary walls that improve defenses and block vision through the province.
Construct Small Fort: Create a stronger temporary fortification that gives the province a real defensive presence.
Establish Field Hospitals: Set up medical support to reduce attrition, improve disease resistance, and help the local garrison recover.
Grow Farms: Help expand local farming to improve food production and raw material output.
Build Supply Stations: Build supply depots that increase food storage, supply limits, and army logistics.
Establish Reservist Centers: Organize local reservists to improve manpower, garrison strength, levy size, and recruitment speed.
Hold Prayer: Rally the local clergy and population with prayer, reducing unrest and improving integration, literacy, and religious influence.
Kidnap Population: Abduct part of the population, damaging the source province and opening a follow-up choice for where the people go.
Send Them to the Capital: Move kidnapped people toward your capital and give it a temporary “New Arrivals” modifier.
Scatter Them Across the Realm: Send kidnapped people to a random owned and controlled province, also giving it “New Arrivals.”
Sell Them Off Into Slavery: Convert the kidnapped population into immediate gold instead of relocating them.
Military Settlement: Settle soldiers into the local farms and fields, boosting manpower and population growth while reshaping the province.
Displace Population: Force people out of the province, severely hurting population growth, capacity, food, health, and migration attraction.
Convert Population: Push religious and cultural conversion efforts at the cost of more unrest and separatism.
Q: Will AI use this?
A: Not yet, someday.
Q: More features please?
A: Leave a comment, maybe.
Q: Update?
A: It will only need an "update" if it stops working. Game updates don’t always break mods. Since there is a large update coming soon in early May however, I will be present to make sure this is still functional after it and update it then.
If I forgot anything, or there are any bugs, feel free to let me know in the comments.
To Do: Sound effects, maybe smoke/fire effects if anyone knows how.
Revisions:
Old revisions of this mod are available below. Click the link to download.