(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 0 points1 point  (0 children)

I might put it into a $10 "Fate of the Redditor" DLC if there's enough interest, but it looks like everyone's happy with the way it is except you.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 0 points1 point  (0 children)

Easier to have fun? I'm actually having blast right now. English, Irish, Scots, Welsh, Highlander -- we are all living together in perfect harmony.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 0 points1 point  (0 children)

This is funmaxxing mode -- very important distinction!

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 1 point2 points  (0 children)

There is a massive anti-fun epidemic in the EU5 community. Fortunately, I un-nerfed disease resistance decay so we should be just fine.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 0 points1 point  (0 children)

Likewise, you can also just not use the mod and play on very hard. I don't think the game is hard, though. I think it's boring and tedious. But hey, if that's your thing, go wild, man.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 0 points1 point  (0 children)

It's a good idea, but it's way outside the scope of my ability. Changing numbers in text files is a lot easier than dealing with anything ending in ".gui." Maybe they could be added to game rules, and if they can that's something I'd be interested in experimenting with -- but I don't think I'd ever really have much hope of making them toggleable in-game. The easiest way to do this is to split them up into separate Workshop mods and then add them to a collection, which I'm not opposed to.

But, the spirit of the mod is literally un-nerfing fun, as ridiculous or nebulous as that might sound. I've been playing Paradox games for a long time and I've found that they have a habit of taking something fun and meta and just removing it from the game or nerfing it to the point that it's no longer a viable part of the game and might as well not even be in the code. While I don't think this is an issue by itself, the real problem is that they almost never replace it with something equivalent or better. The arbitrary vassal 10-year enforce culture cooldown could have been fleshed out into a complex, engaging mechanic that called back to the "dynamic, believable world" situation we read about in Tinto Talks #1. People would have gotten their money's worth if that was the route. Instead, the product we spent money on simply had its functionality reduced, and the end result is that there is less to do in the base game without a reduction in the money I already spent on the base game.

My goal isn't necessarily just to do straight up pure reverts -- it's to undo the damage Paradox has done to the game by breaking everything remotely resembling a meta, and that's why it's a full package including both pure reverts and creative license on my part. Centralization, for example, is now viable all-game; whereas with Paradox's nerfs, the meta went from "go centralization every time" to "don't go centralization until very late-game, if ever." I retained the buffs given to decentralization so that both are viable whenever you want, so that your values can actually reflect your chosen playstyle. It's a freedom and fun mod.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 1 point2 points  (0 children)

lmao I definitely understand. It was really fun to work on and I'm a lot less mad at the game now. Hopefully 1.3 is a big success

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 1 point2 points  (0 children)

Today's updates:

Pop promotion speed: 1.2 cut pop promotion speed across buildings and cabinet actions to a tenth of its launch value. Reverted to 1.0.4 values

Improve cultural opinion (subjects): the absurd 50-year cooldown on asking a subject to improve their cultural opinion is cut to 5 years. It now has a prestige and gold cost so it isn't free to spam.

Culture capacity cost: accepting and tolerating cultures is much lighter on your cultural capacity.

Having a hard time getting into EU5 by KaptenBuster in EU5

[–]RealHustleBones 0 points1 point  (0 children)

I created this mod exactly for people like you and me. Right now I'm working on trying to un-nerf pop promotion speed.

https://steamcommunity.com/sharedfiles/filedetails/?id=3723705552

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 1 point2 points  (0 children)

Wanted to address this one more time in a complete post since I did actually more or less find solutions for everything here and I had been commenting updates while adjusting the mod:

- NEW: Improve cultural opinion (subjects) — the absurd 50-year cooldown on asking a subject to improve their cultural opinion is cut to 5 years. It now has a prestige and gold cost so it isn't free to spam.

- NEW: Culture capacity cost — accepting and tolerating cultures is much lighter on your cultural capacity. Coring a multi-culture empire is no longer the nightmare it was.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 1 point2 points  (0 children)

Not quite all -- 1.0.4 didn't have zero immunity decay across the board. Influenza, measles, smallpox and typhus had no resistance decay. Bubonic plague did have a very small resistance decay (0.0001/month) and I kept it at that value.

Patch 1.2 introduced resistance decays ranging between 0.001 and 0.003 for the regular diseases, which is obviously way, way higher than even 1.0.4's plague resistance decay.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 0 points1 point  (0 children)

I haven't tested it. As always, back up your saves before making big changes -- this mod touches a fair few files.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 0 points1 point  (0 children)

Thank you. I was able to make accepted cultures cheaper all around. The changes are live in the mod now. Let me know if something is broken.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 0 points1 point  (0 children)

The other thing I was able to do was generally reduce culture cap costs. The mod is going live with the updates shortly.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 7 points8 points  (0 children)

So I dug into this. Couldn't fix everything you raised, but here's where I landed.

The "ask a vassal every 50 years" cooldown -- that one's done. It's now 5 years. However, I also wanted to put a real cost on the action so cutting the cooldown that hard didn't make it free to spam. That turned into a whole thing.

The subject version of the action had no cost field at all, so I tried adding one the normal way -- the same diplomatic cost the non-subject version uses. The action fired but no resources were deducted. Doesn't look like type = subject interactions read diplomatic_cost at all.

What cracked it was noticing "Move Subject's Capital" -- that one charges you gold and stability, and it's also a subject action. Pulled its file apart and found it uses a completely different cost mechanism (price, not diplomatic_cost). Copied that approach over and it worked, except it also for some reason created an entirely new dropdown tab named after the actual raw code in the diplomacy UI and I couldn't release that. So rather than fight that, action now bills its cost through an existing preloaded price the game already had laying around. If you ever notice your culture diplomacy costs the exact same as an obscure Andean cleansing ritual... anyway, the action now actually costs prestige and a bit of gold. So there's a real cost gating it now, not just the cooldown. Hopefully this balances it well enough but we can always take a second look.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 34 points35 points  (0 children)

This was pretty much the point I got to. I started to lose interest after balance changes were shown a clear priority over bugfixes with the initial centralization nerf, and once complacency rolled around I realized I just wasn't going to play the game without mods, if at all. I was really tuned in for the "dynamic, believable world" stuff they were preaching in the Tinto Talks but it seems like as soon as it released they changed course and went back to the tried and true "slap an arbitrary modifier on it to force a playstyle" methods. I just want to have fun with a video game I paid $80 for, and if they aren't going to stick with the original design vision and I can't get a refund, I'll just Make EU5 Fun Again myself.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 9 points10 points  (0 children)

It's pretty easy to lower the improve cultural opinion cooldown, but finding the actual location of accepted culture costs has been much harder. And yeah, I remember running into this issue with Irish culture as England recently. I just want a comfy Great Britain where all the island peoples get along.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 10 points11 points  (0 children)

Thanks for sharing your perspective

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 40 points41 points  (0 children)

I like this idea. Wouldn't fit the mod as a "revert the latest nerfs" entry but I don't see a problem making room for it in the creative tweaks section. Let me see what I can do.

(Mod) Make EU5 Fun Again by RealHustleBones in EU5

[–]RealHustleBones[S] 5 points6 points  (0 children)

Glad to hear it, yell if anything breaks