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A comprehensive list of mod features. This mod changes a substantial amount from the vanilla of version 1.25.00. Rather than providing a complete change-log, I will instead provide an overview of the all the changes, and list how they change the game for the play style I intended to reward / encourage.

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This mod changes a substantial amount from the vanilla of version 1.25.00.

Rather than providing a complete change-log, I will instead provide an overview of the all the changes, and list how they change the game for the play style I intended to reward / encourage.

The mod is specifically designed to give smaller nations and non western nations a better chance of success without upsetting the delicate historical balance that Paradox worked so hard on.

*1. Changes to the economic balance of the game.*

a. Building and unit costs have been slightly reworked (often partially more expensive), the most striking change is that infantry and light ships now cost the same (however fleet maintenance is now higher).

b. Inflation now constantly rises each year, it costs less administrative power to reduce it (20pp for 5% reduction). Additionally, loans have less interest but cause more inflation.

c. Adviser costs have been dramatically reduced to 25% of vanilla. Giving practically every nation the ability to hire them (promotion costs are also far more lenient). Administrative costs are lower (meaning forming states almost always provides more income than maintenance costs). Both these changes are for the sake of realism, but at the same time, give the AI and player more financial freedom.

d. Trade is slightly more profitable; light ships provide more trade steering, coastal provinces generate more trade power, and trade hubs in controlled provinces provide less bonus to the owner (giving trade power in the hub more importance).

c. Because of changes in costs and economy, rich AI nations will often maintain small standing armies (in order to maximize income) and build up forces rapidly during wartime. They also use mercenaries more commonly.

*2. Changes to AI behavior.*

a. The AI now treats the player nation as it would any other nation (this means occasionally you get subsidies from great powers when fighting their enemies, and you actually receive loan offers and gifts from allies and friendly nations.)

b. Nations with substantial incomes will now use gold as a strategic tool, handing out gifts (as discussed above), paying off debts and offering loans to promising allies or nations who by their mere existence, block rival powers.

c. The AI is more likely to keep adjoining land for themselves and hand out unconnected parcels to allies during peace negotiations. They will occasionally liberate land (resurrecting dead nations) from their enemy and generally act more rationally in terms of expansion.

d. The AI will not chase retreating armies half way across the world and will instead focus on war goals and securing their own borders. Additionally, they will come to the aid of ally armies more often.

*3. Changes to base values.*

a. Base admin, diplomatic and military power has been increased to 7. Development costs have been reduced, and exploit times have been reduced to 6 months. This allows the player and AI to spend far more in development, however this needs to be balanced against technology development. This change makes a big difference in game-play; where you can now build up an economy rapidly (or exploit down if you need manpower or gold), but at the cost of falling behind substantially in technology, works especially well with the innovative mechanic.

b. All power related actions now cost less (including stability boosts and province coring), giving the player more of an incentive to use them. However like province development, using them often will often mean you fall behind in technology.

c. Every province can now maintain larger number of buildings (minimum of 5). This causes the AI to build more, especially with rich nations (which only adds to their trade power and wealth), additionally great powers are more likely to build forts (which are also cheaper to maintain, 1 gold per fort per month).

d. Diplomacy and Spying has been reworked. There is no diplomatic delay anymore (once your diplomat is free you can send them back to the country they just came from). And diplomats perform their missions with more efficiency (faster improve relations, build spy networks). Spy costs for supporting revolts, stealing maps, and reputation damage missions are all lower (meaning both the player and AI can use it more often).

e. Your rulers are more likely to be skilled and more importantly, are more likely to produce heirs, and gain a prominent consort during royal marriages (especially with western nations). Rulers also start off younger (from bookmark selections) and die at respectable ages (in their 60's to 80's, rather than in their 40's). However I have found that when an heir leads the army, there is a significantly higher chance the monarch dies (which I interpret as court intrigues).

*4. Changes to military factors.*

a. My favorite change from vanilla game-play; it now only takes 2 years to train up a unit to full professionalism (using the military exercise mechanic). Additionally, on average a general who is engaged in exercises will improve every 6 months. Actually giving you the ability to train up a legendary commander rather than depending on tradition alone (alas you cannot train up naval commanders, however missions provide more tradition). Lastly, unit morale is only lowered to 75% with armies of 6000 or lower and around 65% with larger armies. Meaning that although you still take a morale hit, if war is declared suddenly, or a revolt occurs, your army still has a decent chance of putting up a real fight.

b. Speaking of revolts, they are more likely to happen, and are led by more capable commanders, but no longer form in such numbers as to cause catastrophic consequences (that said, you will often have to fight off several revolts at a time).

c. Land battles are more pitched affairs. Units will only break after morale reaches 25-30%, meaning they stay in the fight longer and causalities are generally higher. It can take a mere two battles (one to cause an army to retreat, another to destroy them while they recuperate on friendly soil) to destroy any army. Naval battles are more forgiving, but depending on the type of ship deployed, the capture of ships becomes more common.

d. All units have slightly increased travel times, particulary ships (giving the player slightly more leeway when compared to the AI's ability to perfectly time attacks, retreats and naval blockades). Cavalry, infantry and artillery travel at very different speeds, when combined in armies infantry and artillery receive a light boost.

*5. Other miscellaneous changes.*

a. Cities are larger in their visual representation on the world map, and forts are smaller. A minor change that simply allows you to quickly perceive how big or developed a city has become without having to look at the numbers in province tab.

b. Native ideas are cheaper, but their technology upgrades cost more. Additionally their buildings are slightly cheaper than in vanilla. In play tests, I have found it does not seem to effect how badly they fare against Western powers when the new world is discovered. But does make playing as a American tribe a lot more rewarding.

*As this mod has changed a great number of settings in the 'defines.lua', there may be changes not listed here*

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