MEIOU & Taxes: Quality of Life Improvements

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Author: Gakumerasara

Last revision: 4 Jan, 2021 at 09:39 UTC

File size: 643.19 MB

On Steam Workshop

Description:

What started as a small submod to make colonization and expansion less of a headache has turned into a major rebalance submod for M&T.

Note: For convenience and to ensure compatibility, the Steam Workshop version of this submod includes the entirety of the currently compatible version of MEIOU & Taxes. Please do not enable QoL and standalone M&T simultaneously.

M&T can be found here: https://forum.paradoxplaza.com/forum/forums/m-e-i-o-u-and-taxes.839/
QoL can be found here: https://forum.paradoxplaza.com/forum/threads/sub-mod-quality-of-life-changes-for-empires-and-colonizers.1147488/

Please leave questions and comments on the Paradox Forums thread for QoL.

major goals:
1) colonies that are less prone to implosion
2) less spam for large empires
3) fixing other annoyances
4) bug fixes
5) game balancing

major features:
1) remapped colonial regions, inc. 5 new colonial regions
2) cultural unrest changes: less spam, more dependent on conditions within nation, added cooldown
3) colonial governors appointed automatically without popups
4) heavily modified plague spread mechanics and effects (has been incorporated into base M&T)
5) 27 additional trade companies spanning Europe, Asia, and North Africa
6) development level determined vs pop instead of vs nation size (1stcast’s edit of Zerodv’s system)
7) expanded pool of potential colonizing nations
8) client states no longer formable
9) greatly reduced lag from education/universities
10) government reforms re-enabled and balanced
11) idea-dependent government policies re-enabled
12) development scaling over time
13) reworked fort mechanics

minor features:
1) institutions spawn conditions changed, and all new institutions spawn in Europe
2) culture spread changes: preference for primary and union cultures
3) changes to several trade nodes
4) Defensive War: +0.06 war exhaustion modifier, stacks with Offensive War modifier if simultaneously in both
5) more of the religious spam event notifications can be disabled via religious news options
6) frontier mechanic re-enabled for colonies
7) 5 new trade route connections
8) AI colonizers get +2 colonists
9) estate influence and loyalty effect the severity of refusing to grant privileges
10) "Jackals! Vultures!" incorporated into Cultural Unrest
11) altered road effects on CE
12) stability <-> legitimacy feedback loop
13) 38 new loading screens
14) boosted timber production
15) tons of balance changes

For the complete changelog, please visit the QoL thread on the Paradox Forums.