

Then your armies will lose morale, making battles harder to win, raising discontent, which further lowers stability. Start a stupid war and your stability can go down. An important part of doing well in EU4 is finding these little virtuous cycles and riding them. It is a virtuous cycle, the sort of cycle every ruler wants to be in. All of these benefits make it easier to become even more stable.

The more stable your country is, the better everything seems to work – you army has higher morale, your trade posts generate more trade, your provinces pay more taxes and grow faster. For example, and important property your country has is “stability”. Your child will also have an appreciation for how low-level and high-level features can feed back into each other. Just treat each list as illustrative rather than exhaustive. In fact, when listing game elements, I am going to stop saying “and more”. Each of these factors can affect, and in turn be affected by higher-level things: military presence, country tech level, buildings in province, and more. There are somewhere around 1500 land provinces, each of which has a base tax value, base manpower, population religion, population culture, owner, trade goods, terrain, revolt risk, buildings and probably others I have forgotten. “Europa Universalis IV” (EU4) is a sprawling, complicated game. The biggest advantage to this (admittedly unorthodox) move is that your child will turn out to be intelligent. That is why I think you should name your next child “Europa Universalis”. There are schools of thought that maintain that when you name something, you shape its future. Cut growth speed in half, as many people pointed out it happened too fast so far.Names have power. (Please note that some provinces are owned by different nations than vanilla EU4 for example there are less french vassals, this is due to me reusing parts of an old historical population mod, since completely redoing population for almost 4000 provinces is a pain ) Just safeguarding your empire might now strengthen you more than costly wars of expansion, and losing provinces in a peacedeal might now be preferable to losing an even larger part of your population through devastation and drafts.
#Eu4 manpower to population mods
These three systems together make the game more dynamic, more historical, and more fun, all while keeping your experience close to vanilla, so you wont have to relearn the game like with other mods adding population such as Meiou and Taxes. Draft: If you run out of manpower, you now have an option to draft your subjects into the army, decreasing development, meaning in a costly war you have the choice between running out of manpower or shrinking your own population. (This will also happen automatically through hidden events)ģ. Even a prosperous metropolis can become a ruined wasteland if it finds itself sieged and looted in a long war. Decline: If your provinces get devastated, your population will die, meaning the development will decrease. (This happens through hidden events, so you arent spammed with growth events if you play a country like Ming.)Ģ.
#Eu4 manpower to population free
Growth: Keep your provinces safe and free of devastation, and they will slowly grow over time. This means regions like China or India start with 3000+ development, while for example Europe and the Americas have drastically reduced starting development.Īnd this development is dynamic through 3 systems:ġ. It completely reworks starting development around the world, to accurately represent 15th century populations with 1 development representing 25000 people.
#Eu4 manpower to population mod
Have you ever wanted for EU4 to feel more dynamic and alive, with real populations that prosper or decline based on your actions? Then this mod is right for you.
