Value Group Missions

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Author: Boris56

Last revision: 20 May at 20:20 UTC

File size: 2.01 MB

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Description:
What is this mod?

The biggest problem with EU5 – in my opinion – is that you always end up using the same set of tools. There are many diverging starting scenarios, but you ultimately solve problems in the same ways. This mod seeks to address that by adding a set of mutually exclusive Missions that function similarly to Idea Groups from EU4. These missions lock you into specific societal values, and by default you are limited to picking only two, so you must think carefully about your choices.

This does make the player significantly stronger, as the AI will not engage with the new missions. This mod is intended primarily for non-competitive or semi-competitive multiplayer, but if you want to play it in single-player, I would recommend increasing the AI difficulty.

Missions Overview

Military

Beyond our Shores – Naval & Outward
This mission set offers a wealth of choices, allowing us to specialise our navy according to our ambitions upon the waters of the world. The five paths of this mission tree are:

  • On the Neck of the World : A trade-focused path enabling trade-empire gameplay by holding trade ports throughout the world.
  • Maritime Relay Communication : A path focused on getting the most out of our maritime presence.
  • The Grand Navy : A military path focused on constructing a huge navy. Especially good if you or your subjects have a lot of lumber.
  • Marine Raiders : Yarr! This path allows us to raid efficiently for slaves and drastically increases army looting.
  • Colonial Dreams : This path tries its very best to make New World colonies worthwhile before the late game by boosting your colonies.

We get to pick two. This mission cannot be taken before the Age of Discovery.

Aristocratic Officer Corps – Quality & Aristocracy
This mission set seeks to build a high-quality army by integrating a martial culture into our nobility, and eventually transforming adherence to the nobility into an extention of the military. Highlights of this mission tree include a very high-quality army and an economy based around empowering nobles through manpower buildings.

Imperial Expansionism – Offensive & Belligerent
To the strongest. The world does not parcel itself out by right of petition or the patience of diplomats. This mission set incentivises rapid expansion. The mission tree grants us many temporary boons to aid conquest, and the more territory we swallow within a 20-year period, the larger the permanent bonuses we receive will be. It is a bet against the game. Theoretically, nearly infinite bonuses – but can you seize them?

Chains of Service – Quantity & Serfdom
The peasant does not choose his lord any more than the ox chooses its yoke, and yet both are indispensable to the harvest. This mission set incentivises wide play and a large standing army by granting a flat amount of manpower for every true-culture location, buffing governors, and decreasing the cost of infantry.

Diplomatic

From the Land – Traditionalist & Traditional Economy
Empires are not built from air and ambition alone: they are dug, hewn, and wrested from the earth itself. This mission set allows us to focus our economy on raw material output, granting powerful gold-producing locations, new buildings that improve our RGOs, and a new cabinet action that allows us to change which RGO our locations produce.

The Invisible Hand – Innovative & Free Subjects
The great thinkers of our age have perceived a truth that princes and prelates long refused to countenance: that when men are free to pursue their honest industry, the commonwealth prospers. This trade-focused mission set seeks to implement Enlightenment ideas about trade and state management to improve both. We gain huge bonuses to trade income, and the more power we secure for the state, the larger these bonuses become.

Canvas of Power – Individualist & Humanist
Our culture is inherently superior to others. This mission set allows us to improve the development of a location when we invest in works of art, binding the cultural and material greatness of our nation into a single indivisible flourishing creation. This tall-focused mission tree has the greatest capacity for min-maxing, as we can only develop locations as many times as we have works of art. However, this counter resets whenever the maximum development cap increases. The maximum development cap is also determined by our average development, making the mission useful for both low- and high-development countries.

Sphere of Influence – Outward & Conciliatory
This mission tree is still being shaped and will be released at a later time.

Administrative

Behind our Walls – Defensive & Centralisation
In the shadow of mountain castles our people will prosper. Let other princes boast of conquest whilst their borders bleed. This mission set focuses on improving the control of our nation and growing our population through the promise of safety. Should we pick this mission, we will gain short-term population growth, control, and a unique castle type matching our most common non-flatland topography. The final modifier of this mission also scales based on the topographical roughness of our country.

For all your Switzerland roleplay needs!

Fruitful Domain – Decentralisation & Communalism
By the grace of the divine we will prosper and inhabit the earth in His image. This mission tree focuses on growing our population, using the institutions of faith and communal charity as the engine of our expansion. During this mission tree we will gain substantial short-term population growth, and once it is completed we gain a cabinet action that allows us to boost the population of locations beyond the national average.

Early Capitalism – Capital Economy & Plutocracy
Coin begets coin, and those who comprehend this truth shall inherit the earth. This mission set allows us to build very tall by unlocking specialised production efficiency in a select group of provinces, granting a scattered array of buffs across individual locations in the realm, providing extremely favourable loans, and giving twenty years of increased growth.

Absolute Authority – Land & Inward
One country under one rule. This customisable mission set focuses on improving the proximity and control of our country whilst also granting matching buffs to our first mission tree. At the beginning of the mission tree we are presented with three different, expensive buildings, of which we may only pick two. The final bonus of this mission is determined by your previous mission and scales either with the average control of your home region or with your Crown Power, depending on which path you pursue within this mission tree.
This mission cannot be taken before the Age of Discovery.

FAQ

Why do the missions not show up on day 1?
– To get the missions to appear at the beginning of the game, you need to change at least one game rule. You can simply change it back and forth. Missions should already be enabled by default.

How do I look through the missions without activating them?
– You currently cannot open a mission without starting it. However, if you want to browse all missions, the best method is to launch the game in debug mode and enable the game setting "Unlimited Missions" under "Value Group Mission Count". You can then use cheats to give yourself the required values and browse the different missions.

Is this balanced?
– The missions are VERY strong, but the goal is to balance them against each other.

How long did this take to make?
– Close to 150 hours.