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View Code? Open in Web Editor NEWA mod for Europa Universalis IV that aims to model "the Sqwad", a group of gamers who met in public school.
A mod for Europa Universalis IV that aims to model "the Sqwad", a group of gamers who met in public school.
With Poland being stronger, D0E no longer has any easy areas to expand, and ends up just stagnating. Perhaps it should be moved to a different area of the map.
For some reason, when a Sqwad nation is a server member of another Sqwad nation, they lose most of their will to fight. They no longer aggressively pursue wars and rarely expand. They have the ability to declare war - that much is certain. The AI simply chooses not to. This allows the server owner to do most of the expansion.
I'm not sure how to fix this. Perhaps being a subject nation is fundamentally detrimental to expansion. If so, perhaps the whole "Server modeling" feature should be removed.
A0W usually dies, either by fracturing and imploding, or by being eaten by the Ottomans or the Mamluks. They consistently fail to fight back. Perhaps they need more territory, better missions, or better ideas.
Most Sunni nations take a modifier that gives them -100% missionary strength, so +3% doesn't do anything.
Long-term, J0B rarely survives and is often plagued by internal problems.
In the game files, all Sqwad nations start out as level 3 governments (empire). However, at the beginning of the game, J0M and M0N and M0P become level 1 governments (duchy). This is probably because they are all members of the HRE.
All the Sqwad nations are currently at level 3 governments (empire) despite being much smaller than 1000 development that is usually required. This feels like cheating and isn't very balanced. I should downgrade them to level 2 (kingdom).
The category for Sqwad diplomatic actions is supposed to say Sqwad actions
but instead it says DIPLOMACYACTION_CATEGORY_sqwad
.
This doesn't make any sense because the proper localization is located in sqwad_server_l_english.yml.
It's possible that diplomatic category modding isn't fully supported.
The decision could be similar to the Ottoman's decision to move their capital to Constantinople.
I've "fixed" this problem multiple times but it never seems to work.
I wanted EU4 to treat all the Sqwad nations like end-game tags, but even after modifying the end-game-tag scripted trigger, the game still lets them form other nations (as long as they culture shift).
Perhaps having a separate scripted trigger file that overwrites a singular scripted trigger doesn't work. Perhaps I need to overwrite the entire file with all of the triggers. This would be a pain to update in the future.
This government would be given to M0P. Not exactly sure what features it would have. Perhaps just add a custom name for a Dutch Republic when tag = M0P?
Not sure what it would do, or who to give it to. Perhaps it's only achievable through certain events?
Perhaps there could be a decision to switch to Robosocialism but it requires a certain tech level.
Right now, the main menu "The Sqwad Mod" title is black and requires an outline of white to stand out. It looks messy. It would be better if it was golden like the "Europa Universalis IV" title above it.
In the game files, M0P is currently a level 3 monarchy (empire) with the dutch_republic reform. However, as soon as the game starts, M0P is converted to a level 1 monarchy (duchy) and the dutch_republic reform is removed and this event fires:
I need to look into the requirements of the dutch_republic reform.
This would be similar to the surrender of Maine.
M0N often underperforms. Perhaps its ideas should be buffed, or perhaps it should start out as HRE emperor.
In recent updates, EU4 was taken over by the PDX Tinto studio, and the logo was changed. Now, the logo with "JustCorp" under it no longer shows. Perhaps those two things are connected.
For some reason, many Sqwad nations never complete the Assembly a Grand Army
mission, which is the first mission in their trees. Because they fail to complete this mission, they are unable to get all their claims and don't conquer as much.
Right now, the requirements are to have at least 1 general and have a standing army of 80% of the force limit. Perhaps I should scale this back to make it easier to complete.
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