Sud’s Gameplay Tweaks
The scope of this mod is still quite small, especially compared to my CKIII mod. It’s really just a few modifications I’m using to make the game a little more fun in my opinion. It’s very much a work in progress as I play with some numbers to see what works. There are a few main purposes of the changes:
1) Make navies more relevant. Nations investing heavily into their navies will have a distinct trade and naval combat advantage. I wish there was a way to give land-based nations more ways to invest in trade, which is something I’ll look into. For now though, I’d say the change is well worth it from a gameplay perspective.
2) Taxes have been buffed as a source of income, but trade has also been buffed in terms of ways to invest in it (primarily through slave trade good production and naval investment)
3) Cultural integration now only brings a slight long-term penalty, but the short-term penalties are more severe and the process takes much, much longer
4) Investing in a smaller, elite military force is more viable
A full list of changes is below:
– Ports give 5% more trade routes
– Foundry local goods from slaves from -4 to -5
– Academy local civilization value from 3 to 5
– Court of Law local civilization value from 3 to 4
– Slave estate gives local goods from slaves -2
– Mine local goods from slaves from -5 to -6
– Farming Settlement local goods from slaves from -5 to -6
– Tax Office from 10% to 15% more tax
– Market now gives 7% tax modifier and assimilation speed modifier from 2.5% to 3%
– End date increased by 200 years
– Cultural integration speed reduced significantly (~4x slower)
– Max damage reduction from experience from 30% to 50%
– Final tier of Commerce Great Wonder gives -1 slave goods
– Oratory Great Wonder gives 5/10/15/20% research points
– Diplomatic Great Wonder now gives 1-4 local trade routes and range modifier increased to 10/25/50/75%
– Drill Great Wonder now gives reduced Start Experience but 0.1/0.2/0.3/0.5% less experience decay
– Navy Drill Great Wonder effects doubled and state 1/2/3/4 trade routes added
– Strong Admiral Great Wonder morale effects doubled and 5/10/15/20% global commerce modifier added
– Resilient at Sea Great Wonder effects doubled and 1/2/3/4 state trade routes added.
– Blockades reduce local commerce by 75% locally
– Sliding scale of total provinces blockaded affects commerece to a maximum of -80% at 100% blockaded
– Happiness malus reduced from -4% to -1% per intgegrated pop
– Integrated cultures have -5% happiness during integration
– Gain -15% less political influence during integration
– Integrating a foreign culture group is now a 66% penalty to integration speed (up from 50)
– Capital bonus for hemp 15% naval dmg done (up from 10%)
– Wood now gives 10% ship recruit speed locally per resource and -15% naval damage taken as capital bonus
– Octeres and Mega-Galleys now do ~20% more damage and take less damage, especially from lighter ships
– High taxes now reduce happiness by 10% rather than research points and gives an additional 25% global tax modifier.
– Export/Import policies now increase their respective incomes by 25% rather than 20%
– Default trade policy increases capital routes by 3 rather than 2
– Expensive Army policy no longer reduces happiness, but it is more expensive (50 vs. 25%). It also reduces experience decay by 0.5% and increases morale by 15% (up from 10).
– Low Army expense has a bigger cost reduction (33% vs. 25) but also gives an addition 0.5 experience decay.
– Expensive Forts policy cost increased to 33% from 25, but now gives 15% defense bonus (up from 10) and 33% garrison (up from 10)
– Low wage policy decreases research points by 15% and High way policy increases them by 15%
– Low wage policy decreases general/admiral/governor loyalty by 5, high wage policy increases it.
– Citizens now give the same base tax as Freemen. They gave 0 before, which was odd. They’re probably the "best" overall pop now, but that’s debatable. A soft #1 in terms of bang-for-your-buck pop, is what I want citizens to be.