Damn, I still remember those, did they really remove all of them? Always found it useless but interesting because the AI will attack such countries less frequently (if it actually works as intended)
@@kotzpenner They did remove it from all of them. Notorious ones were all the Berber nations and Wallachia, but aristorcratic ideas also used to have hostile ccr.
The Government reform that gives Reduced morale damage taken by reserves is Grant Privileges to the Cawa, a tier 5 military reform for Amhara nations (like Ethiopia) and Armenia
I think provincial inflation reduction is legacy code from EU3. I remember there being a building that helped with inflation, but you needed one in every province to have its full effect.
In old as fuck parches counting house building (i think) used to give it so it wouldnt be a legacy code since it was used (i don't remember what patch that was but IT was when buildings costed mana as well as cash)
Yeah, tax assessors, which were the evolution of governors (which, despite the name, were a building) in EU2, one of the very few ways to reduce inflation in that game.
@@JakeDust and the tax assessor building only behaved that way in the earlier versions of EU3. for the Divine Wind expansion it became a unique building with global inflation reduction
With Reduced Morale Damage Taken by Reserves, when you get over 100%, then with each tick you gain morale, instead of lose, and when the resevers get into battle, then it affects battle own morale as well, meaning you can make a doomstack and never worry about reinforcing in order to fill up morale.
@@anti-mate407 They do get. Because exactly at 100%, you don't lose, nor gain morale but even with 1% over, you start to gain morale. Similar is with reinforce speed (at -100% penalty) and attrition (-100% non-penalty), which when going over 100%, start to work opposite way. As in, attrition works as reinforce (instead of losing soldiers to attrition, you start gaining soldiers) and reinforce works as attrition (instead of gaining soldiers, you start to lose).
I believe hostile core creation cost on us actually did increase the cost of annexing vassals, at least in some of the later patches where it existed. But in the very early patches, annexing vassals didn't cost diplo power (it was changed in 1.6 or 1.7 IIRC), so back then hostile core creation cost on us would indeed be fully bypassed.
This from memory is the case yes, since the diplo cost is affected by it yes. In older version on the wiki on the diploannex page about this: (1.8-1.11) "The base cost of annexing a vassal is 10 diplo points per base tax multiplied by hostile core creation modifiers" (1.11) "Hostile Core Creation cost of your Vassal increases your required diplomatic points." (1.23) "The total cost of annexation is 8 diplomatic power per development of the vassal. This cost is increased by the hostile core-creation cost modifiers of the vassal's corresponding provinces..." Which matches memory of how it worked.
@@le7th7th Sorry, I think my question wasn't clear: I meant what did it take to annex a vassal before the diplo cost was added? Did you just need enough relations, then send a diplomat, and then they're instantly annexed?
The yearly inflation reduction would actually work really well in anbenar on a gold hold, they wouldn't be a guaranteed inflation spiral in the early game but the modifier would be reduced to practicly 0 as you expand.
the most obscure and forgotten modifier: a modifier that has existed from day one and was never changed, randomly looking at something you remember seeing 12 years ago and going "huh, that never changed" is always a chuckle inducer
It raises your max manpower if you are at war with a country outside the empire. Like the other national ideas mentioned it is still available for a custom nation to pick. It's quite a cheap pick too if I recall correctly.
Modifier 5 actually seems kinda cool for implementing, like, a provincial bank building. So that you could have buildings that reduce inflation but also not need to lock them behind being a rich nation. Because it would make cost/inflation-reduction scale with nation size.
It would be cool if there was any ticking inflation that's not just from gold (for example a modifier depending on army size), because most small nations don't have gold, so it's kind of useless
@hanneswiggenhorn2023 there sort of is ticking inflation for small nations, though - renewal of loans you take out for wars. Also, trade company interaction that gives you province trade power for +0.03 inflation exists. But still, fair point, it would be a situational building. Which is ok, not every building needs to be universally useful.
Local inflation reduction is from a building from before Common Sense, which means that you would need to go back to a patch before development replaced base tax as the measure of a province's worth.
Yep, it's from the era where buildings costed mana to build, less gold. As a system, it wasn't too far from development in function. You could build from ledger back then too iirc. Macro builder is generally better now, except when you get really big and its poor optimization shows.
I think the ingame description of land manoeuver still refers to increased likelyhood to have a good terrain for the fight, a leftover from the time each province had different terrain in %.
tughayasa (the oracular order that starts out as part of the raj) i believe also has like +50% hostile ccr on us, but it doesn't matter that much cuz its an opm
local yearly inflation reduction really sounds like it should be a modifier that can only be on gold provinces and reduces the yearly inflation of the gold produced by that specific province
My guess is that it might have been for something like the Gems trade good, before they implemented the trade bonus system which gives you -0.05 inflation, it might have been conceptualized as a local modifier per gem province
That locally scaling modifier is quite a cool idea though - imagine if something like 20% discipline was spread across the land, so you could beeline these provinces to try and keep army quality whilst expanding
Modifier 3 could be used if you would want to simulate airships (Anbennar Artificers Hint Hint) you could add it to a Galley special unit but heavily restrict the amount that can be build, or only allow the construction of airships through a decicion and have it on a 5 year long cooldown (like Burghers force draft)
Ah yes, local inflation was given by a building, wasn't it? And back in EU3, you'd lose building on land you conquered. But inflation worked completely differently back then too, so huh.
As a fun side note, hostile core-creation cost is still an idea that could be added to custom nations, as well as many other incredibly obscure modifiers.
Before the 1.34 patch Morale Damage was a semi-mythical modifier that wasn't accessible but in the game, only hardcore players knew what it is... Moreso, Paradox in one of their dev diaries showed "Military Tactics +10%" on a Samurai unit, but they decided to remove it, for those who don't know Mil Tactics is an army-level modifier so it doesn't work on units (it does work on generals though)
I feel like the inflation modifier would be a fun way to highlight a city with large gold reserves or something else, with the effect on your inflation decreasing with the size of your country. Would pair well with riga where it is encouraged that you stay small
00:45 hostile core-creation cost actually affects the AI's willingness to declare war on you. If you mod your tag to have +100000% hostile core creation cost, and delete all your armies, nobody will ever dec on you, for example.
iirc it's two different types of modifiers that determine whether a province modifier is removed when another nation conquers it, not the effect the modifier gives.
Reason hostile core creation on us isnt more present in anbenanar is that im pretty sure its a blacklisted idea modifier, theres one province with it as a modifier (tughayasa i think is the name) but thats an exception
Maybe the province Inflation Reduction was planned to be the effect of a building perhaps? Maybe a minting house you could build to lower inflation back when this modifier was rarer?
I feel like to make the no cost on exploring leaders good at all, make it work with conquistadors too, so you dont lose out on a general/mil point cuz you want to look for the 7 cities.
Max effective absolutism which the French get as an exclusive age ability is technically a different modifier than max effect of absolutism which does the same thing. Hostile core duration time is a weird one with absolutism which as far as I know doesn’t change much by that point in the game. Development cost in primary culture provinces is a unique one as well The +1 max leader shock/fire/manuever ones are very rare but very cool I’ve come across a lot of weird modifiers in this game and most of them just are noteworthy but someone at paradox put effort into all these little lines of code probably thinking it was “game changing” Native assimilation chance I very rarely see but since it’s in French ideas it isn’t totally unknown
I imagine that local yearly inflation reduction would be sort of cool if it was tied to a building. It should probably do more than just .1 inflation reduction if every owned province has one but, it would make gold less annoying to rely on. (Inflation isn't that big of a deal most of the time though but I imagine other modifiers that work in a similar way to this could be cool)
I kinda like the idea of the local inflation reduction modifier. it would strengthen smaller tags while loosing its strength when blobbing.such a variable play tall modifier isn't that common in game
I expected the local inflation reduction to work on something like gold mines, a modifier that halves your inflation gain from a gold mine would actually be pretty sick in some countries. But not whatever this is
I was thinking a few days ago about the +%100 hostile core cost in the Maghreb. I had completely forgotten about it and was wondering when it was actually removed. I remember the pain
If memory serves, explorers and conquistadors have slightly lower stats (I want to say 80% of the pips you'd have). A modifier that made them have no maintenance could make that concept work. It probably would need to have some constraints around it because unlimited leaders with only a 20% penalty excluding flat bonuses might be a tad strong. I'm not up to date on EU4 meta as much because, well, I haven't kept up with buying the last half dozen DLCs at the least, but that sounds a bit strong. Something like that in the age of discovery though could be neat as a way to let you have multiple explorers/conquistadors while still having a few generals/admirals at home. Having it only apply when exploring though is just a micro intensive hell to manipulate and worse version of higher leader cap.
To be clear they have to be exploring to be free: so actively on the mission. Otherwise they still use mana points. But you are very correct about the 80% thing: in fact spot on those leaders on average are -20% worse then normal rolls!
@@LemonCake101 Oh I understand just how bad it is, but don't think I worded myself well. IF they made a modifier that made that class of leaders cost no upkeep, it could be good. Basically a rework of that modifier. How effective or balanced it would be I have no idea, but it would be a much better option than what currently exists.
Ok the English ship modifier makes sense now. I remember late game England was impossible to fight even with like 400 Heavy Ships (yeah I took over the entire fcking world and still couldn't fight England's navy). But a few patches later 400 Heavies were sufficient enough to invade England.
Yearly inflation modifier calculation: Province Modifier/100%/# of Provinces. People tend to flipflop between percentages and decimals because they're pretty much the same.
It's so weird to think that: 1. it used to be that leaders were limited to 2 and didn't scale with army size (aside from getting slots from ideas) 2. Leader slots for generals and admirals used to be combined, so you were even stronger pushed to not care about admirals
As a modern, I was under the impression that the local inflation reduction just didn't work if it wasn't applied to all provinces, not that it doesn't scale. You could probably use it for a cool building like a bank.
I’m surprised Revanchism didn’t make the list. On paper it sounds like a great idea, but in practice it just can’t keep up with the problems you’ll have at 100% and it just doesn’t do enough unless it’s topped out.
Moral damage taken by reserves seems less obscure than hostile core creation cost. Might just be because I play Anbennar a lot, though, which has both.
If you get more than +100% morale damage taken by reserves your reserves will not only not loose any morale, they will gain morale instead and even go above your max morale
I was surprised that Local Inflation Reduction was here, as it is listed as a removed modifier on wiki. Very wacky modifier in practice as well, I'll never use it 😂 I think the naval engagement modifier can also be not brrrrrrrrroken if it allows fractions somehow
There is a very old total conversion mod called Lex Talionis II that has +25% inflation reduction modifier on its bank building. It can only be built in provinces with 20 or more development so the modifiers isn't that useful there.
Hostile core creation cost held on in Anbennar for years after it was removed from the base game. The lead of the mod was insistent on it for some reason. There were often debates over whether it impacted AI behavior. It was believed it made AI less likely to attack countries with it. I don't know what the truth on that was.
10:20 the reason the modifier disappears is because you didnt code it to be permanent like the holy sites are. regular province modifiers from events get removed when the owner changes, nothing to do with the effect
The "exploring leaders" modifier, dose that work on a conqistador in the new land searching for the golden city? if so you could explore that pritty damn quick :P
I haven't played in a while, why did they remove hostile core creation cost? I don't see the problem with it being in the game. It was kind of useful in MP because it takes longer to core and longer for the core to remove so you can take it back. Also it changes how you have to conquer some areas adding more gameplay variety.
I could have sworn hostile core creation cost did impact vassel annexing cost. Maybe pre development? Honestly EU4 has had so much changed it's hard to remember what is real and what I hallucinated.
@ Not surprised. I'm thinking back to like 2013-2014? When I first got into the game. So much has changed and it was so long ago I'm not surprised I misremembered lol
Speaking of obscure but well known, "interest per annum", have you seen any EU4 youtuber do a video on this powerful modifier? Would be nice with a comprehensive guide on where to get it from for stacking purposes. *wink wink*
the Nationalism idea group from Doge's Anbennar Ideas mod has hostile core creation cost on us. I absolutely despise it lmao. But its just about the only gripe I have with Doge's Anbennar mods.
I am 99% sure there is a Nation who gets "hostile core creation on us" in anbennar cuz i recently played a nation and i saw the modifier think to myself "haven't seen that in a while" I think it was to trolls but i am not sure
It always confused the heck out of me how what hostile CC did, but...I guess I was right. Religions that are harder to convert (Islam, Coptic) feel kind of useless in the same way. I guess if you lose something and take it back that might be a benefit, but it's really just a struggle for others more than a bonus to you.
do you think Christianity is better for Japan or is Shinto the better option for Japan?. I'm considering making an attempt for a game as Japan where i get as many achievements as i can (my current game in Italy looks like i will be able to form Rome based on how things are going, though i will probably need to do a big push for it in the age of absolutism do to being hugboxed a bit in north Africa and unsure what alliance is better to brake). Christianity will help with colonialism to get manufactures on time for an achievement while also being a requirement for another achievement, though Shinto has it's own achievement for Japan if you stay Shinto and isolationist (and has an arguably better military option, even if you don't get the extra missionaries) and what daimyo would you recommend for both? (i know that oda is a good/strong pick for either even with the annoyance of early humiliation wars. the starting shogun is a valid option for the Shinto achievement which is something notable. i am not confident enough to try for the 3 mountains (even if i get anywhere with it, i feel like something could go wrong). and i may become emperor of China in the Shinto run because of the free cores and additional stuff i can gain, though i doubt i will try for any pu in the Christian game)
Do you think there is a more obscure one I missed? Feel free to flex your Eu4 trivia here: discord.gg/pb5b33YTpB
12h iceberg on ALL EU4 modifiers.
I need a 20 hour analysis on each modifier just to learn how to play
I’d watch it!
@We3Pe3same
I still remember the patchnotes 'removed the last modifier from national ideas', game has really moved so far
Didn't know it had been removed, I just thought I hadn't seen it for a while
Damn, I still remember those, did they really remove all of them? Always found it useless but interesting because the AI will attack such countries less frequently (if it actually works as intended)
@@kotzpenner They did remove it from all of them. Notorious ones were all the Berber nations and Wallachia, but aristorcratic ideas also used to have hostile ccr.
Any idea what patch it was?
It was pretty useless but I LOVED that modifier/idea for roleplay reasons
The Government reform that gives Reduced morale damage taken by reserves is Grant Privileges to the Cawa, a tier 5 military reform for Amhara nations (like Ethiopia) and Armenia
yep
Armenia??
@ Yeah, really
@@hlibushok it's cause they're also Coptic i think
mamluks can unlock this from mission tree too
I think provincial inflation reduction is legacy code from EU3. I remember there being a building that helped with inflation, but you needed one in every province to have its full effect.
In old as fuck parches counting house building (i think) used to give it so it wouldnt be a legacy code since it was used (i don't remember what patch that was but IT was when buildings costed mana as well as cash)
Yeah, tax assessors, which were the evolution of governors (which, despite the name, were a building) in EU2, one of the very few ways to reduce inflation in that game.
@@JakeDust and the tax assessor building only behaved that way in the earlier versions of EU3. for the Divine Wind expansion it became a unique building with global inflation reduction
With Reduced Morale Damage Taken by Reserves, when you get over 100%, then with each tick you gain morale, instead of lose, and when the resevers get into battle, then it affects battle own morale as well, meaning you can make a doomstack and never worry about reinforcing in order to fill up morale.
...huh, that modifier is indeed available to custom nations. neat.
Thats fucking terrifying, but just to be clear the reservers dont get extra morale right? Feels broken if they do
@@anti-mate407 They do get. Because exactly at 100%, you don't lose, nor gain morale but even with 1% over, you start to gain morale.
Similar is with reinforce speed (at -100% penalty) and attrition (-100% non-penalty), which when going over 100%, start to work opposite way. As in, attrition works as reinforce (instead of losing soldiers to attrition, you start gaining soldiers) and reinforce works as attrition (instead of gaining soldiers, you start to lose).
@Old_Sealandisn't attrition capped to -80% or something?
@ Not from my testing.
I believe hostile core creation cost on us actually did increase the cost of annexing vassals, at least in some of the later patches where it existed. But in the very early patches, annexing vassals didn't cost diplo power (it was changed in 1.6 or 1.7 IIRC), so back then hostile core creation cost on us would indeed be fully bypassed.
This from memory is the case yes, since the diplo cost is affected by it yes.
In older version on the wiki on the diploannex page about this:
(1.8-1.11) "The base cost of annexing a vassal is 10 diplo points per base tax multiplied by hostile core creation modifiers"
(1.11) "Hostile Core Creation cost of your Vassal increases your required diplomatic points."
(1.23) "The total cost of annexation is 8 diplomatic power per development of the vassal. This cost is increased by the hostile core-creation cost modifiers of the vassal's corresponding provinces..."
Which matches memory of how it worked.
What did diploannexing cost if not diplo power?
@ I imagine it always did (except first couple patches) but just wasn't mentioned in same sentence as the ones I qouted.
@@le7th7th Sorry, I think my question wasn't clear: I meant what did it take to annex a vassal before the diplo cost was added? Did you just need enough relations, then send a diplomat, and then they're instantly annexed?
In really, really early patches (pre art of war) you'd annex any subject by 1% per month. 1 or 100 provinces didn't matter.
The yearly inflation reduction would actually work really well in anbenar on a gold hold, they wouldn't be a guaranteed inflation spiral in the early game but the modifier would be reduced to practicly 0 as you expand.
the most obscure and forgotten modifier:
a modifier that has existed from day one and was never changed, randomly looking at something you remember seeing 12 years ago and going "huh, that never changed" is always a chuckle inducer
Another obscure modifier is "Manpower against imperial enemies", like wtf does it even do. From the bohemian event Reformatio Sigismundi
I guess it's manpower recovery rate when you face enemies outside the HRE
It gives manpower when you're in a reichkrieg war i think
It raises your max manpower if you are at war with a country outside the empire. Like the other national ideas mentioned it is still available for a custom nation to pick. It's quite a cheap pick too if I recall correctly.
Modifier 5 actually seems kinda cool for implementing, like, a provincial bank building. So that you could have buildings that reduce inflation but also not need to lock them behind being a rich nation. Because it would make cost/inflation-reduction scale with nation size.
It would be cool if there was any ticking inflation that's not just from gold (for example a modifier depending on army size), because most small nations don't have gold, so it's kind of useless
@hanneswiggenhorn2023 there sort of is ticking inflation for small nations, though - renewal of loans you take out for wars. Also, trade company interaction that gives you province trade power for +0.03 inflation exists.
But still, fair point, it would be a situational building. Which is ok, not every building needs to be universally useful.
Today I learned the hostile covering cost for berbers and wallachia is gone. Guess I should stop vassalizing Walachia for the past decade.
Local inflation reduction is from a building from before Common Sense, which means that you would need to go back to a patch before development replaced base tax as the measure of a province's worth.
Yep, it's from the era where buildings costed mana to build, less gold. As a system, it wasn't too far from development in function. You could build from ledger back then too iirc. Macro builder is generally better now, except when you get really big and its poor optimization shows.
@@TheMelnTeam Oh hey, a familiar name from the old forums.
I think the ingame description of land manoeuver still refers to increased likelyhood to have a good terrain for the fight, a leftover from the time each province had different terrain in %.
Lmao Anbennar has hostile ccr on us, after you reform into an Escanni kingdom and a new culture emerges
I think it is temporary, and it actually represents a sort of nationalist fervor
tughayasa (the oracular order that starts out as part of the raj) i believe also has like +50% hostile ccr on us, but it doesn't matter that much cuz its an opm
I think the kobolds have it too, or they used to years ago
@@Bardomp they too got it as a temporary modifier, it helps so the AI doesnt want your land since it costs extra.
good point!
The most obscure modifier of +1 girlfriend eludes us all
just yesterday i was looking through th emughal missions and saw "+5% global trade goods size" and just scratched my head
Thats localized as 'Goods Produced Modifier' in game.
Mughals is the Texas of Asia. Everything is just bigger
Omg hostile core creation. Completely forgot about it.
0:32 I wonder why when you say world "broken" the image of EU4: Leviatan flashes for one frame? 🧐😁
5:04 got me feeling like I'm watching a math video lmao
Yeah he just went: "You shall now also feel the pain I felt!"
No views yet two comments… EU4 Illuminati strikes again…
Operates in a unique way indeed!
local yearly inflation reduction really sounds like it should be a modifier that can only be on gold provinces and reduces the yearly inflation of the gold produced by that specific province
My guess is that it might have been for something like the Gems trade good, before they implemented the trade bonus system which gives you -0.05 inflation, it might have been conceptualized as a local modifier per gem province
There is already a separate modifier for that.
I would absolutely love to see a disaster tier list based on how fun/hard they are.
That locally scaling modifier is quite a cool idea though - imagine if something like 20% discipline was spread across the land, so you could beeline these provinces to try and keep army quality whilst expanding
man i dont even play this game but its always so interesting to watch EU4 related videos
The inflation reduction modifier came from Counting Houses before all the buildings were reworked - when they cost admin points.
Modifier 3 could be used if you would want to simulate airships (Anbennar Artificers Hint Hint) you could add it to a Galley special unit but heavily restrict the amount that can be build, or only allow the construction of airships through a decicion and have it on a 5 year long cooldown (like Burghers force draft)
you might have viewers who are younger than that first modifier.
Ah yes, local inflation was given by a building, wasn't it? And back in EU3, you'd lose building on land you conquered. But inflation worked completely differently back then too, so huh.
Early eu4 also destroyed a share of buildings on conquest, and they used to cost mana.
Damn, I feel old af
Yes, it was called the tax assessor.
Love u lemon
thanks :)
Say it back
I desire you sexually Lemon
As a fun side note, hostile core-creation cost is still an idea that could be added to custom nations, as well as many other incredibly obscure modifiers.
Lemon cake efficiency. The most obscure modifier
Before the 1.34 patch Morale Damage was a semi-mythical modifier that wasn't accessible but in the game, only hardcore players knew what it is... Moreso, Paradox in one of their dev diaries showed "Military Tactics +10%" on a Samurai unit, but they decided to remove it, for those who don't know Mil Tactics is an army-level modifier so it doesn't work on units (it does work on generals though)
Does that explorer modifier work on conquistador looking for 7 cities? 🤔
It doesn't (i tested it)
@bienenhose Ahhh, that's a shame. Thanks for testing :D
I feel like the inflation modifier would be a fun way to highlight a city with large gold reserves or something else, with the effect on your inflation decreasing with the size of your country. Would pair well with riga where it is encouraged that you stay small
The local "yearly inflation reduction" buff might have been used to make a gold mine not produce inflation.
00:45 hostile core-creation cost actually affects the AI's willingness to declare war on you. If you mod your tag to have +100000% hostile core creation cost, and delete all your armies, nobody will ever dec on you, for example.
Huh neat
iirc it's two different types of modifiers that determine whether a province modifier is removed when another nation conquers it, not the effect the modifier gives.
2:10 the irony being that that was ALREADY the best way for a player control the Barbary region in the early game
Reason hostile core creation on us isnt more present in anbenanar is that im pretty sure its a blacklisted idea modifier, theres one province with it as a modifier (tughayasa i think is the name) but thats an exception
Maybe the province Inflation Reduction was planned to be the effect of a building perhaps? Maybe a minting house you could build to lower inflation back when this modifier was rarer?
I feel like to make the no cost on exploring leaders good at all, make it work with conquistadors too, so you dont lose out on a general/mil point cuz you want to look for the 7 cities.
It does work with conquistadors too! Just easier to demonstrate with admirals
@LemonCake101 Oh ok, I didn't know that I may use it while looking for the 7 cities cuz I tend to use all my generals
Max effective absolutism which the French get as an exclusive age ability is technically a different modifier than max effect of absolutism which does the same thing.
Hostile core duration time is a weird one with absolutism which as far as I know doesn’t change much by that point in the game.
Development cost in primary culture provinces is a unique one as well
The +1 max leader shock/fire/manuever ones are very rare but very cool
I’ve come across a lot of weird modifiers in this game and most of them just are noteworthy but someone at paradox put effort into all these little lines of code probably thinking it was “game changing”
Native assimilation chance I very rarely see but since it’s in French ideas it isn’t totally unknown
I imagine that local yearly inflation reduction would be sort of cool if it was tied to a building. It should probably do more than just .1 inflation reduction if every owned province has one but, it would make gold less annoying to rely on. (Inflation isn't that big of a deal most of the time though but I imagine other modifiers that work in a similar way to this could be cool)
I kinda like the idea of the local inflation reduction modifier. it would strengthen smaller tags while loosing its strength when blobbing.such a variable play tall modifier isn't that common in game
I expected the local inflation reduction to work on something like gold mines, a modifier that halves your inflation gain from a gold mine would actually be pretty sick in some countries. But not whatever this is
When Morocco and Tunis used to have the core creation cost modifier, never wanted to off myself so hard
I was thinking a few days ago about the +%100 hostile core cost in the Maghreb. I had completely forgotten about it and was wondering when it was actually removed. I remember the pain
I still subconsciously avoid the area for that reason
hostile core creation cost actually is in anbennar, but i think it's a government or province modifier. the oracular order in rahen has it
If memory serves, explorers and conquistadors have slightly lower stats (I want to say 80% of the pips you'd have). A modifier that made them have no maintenance could make that concept work. It probably would need to have some constraints around it because unlimited leaders with only a 20% penalty excluding flat bonuses might be a tad strong. I'm not up to date on EU4 meta as much because, well, I haven't kept up with buying the last half dozen DLCs at the least, but that sounds a bit strong. Something like that in the age of discovery though could be neat as a way to let you have multiple explorers/conquistadors while still having a few generals/admirals at home. Having it only apply when exploring though is just a micro intensive hell to manipulate and worse version of higher leader cap.
To be clear they have to be exploring to be free: so actively on the mission. Otherwise they still use mana points. But you are very correct about the 80% thing: in fact spot on those leaders on average are -20% worse then normal rolls!
@@LemonCake101 Oh I understand just how bad it is, but don't think I worded myself well. IF they made a modifier that made that class of leaders cost no upkeep, it could be good. Basically a rework of that modifier. How effective or balanced it would be I have no idea, but it would be a much better option than what currently exists.
Ok the English ship modifier makes sense now. I remember late game England was impossible to fight even with like 400 Heavy Ships (yeah I took over the entire fcking world and still couldn't fight England's navy). But a few patches later 400 Heavies were sufficient enough to invade England.
Yearly inflation modifier calculation: Province Modifier/100%/# of Provinces. People tend to flipflop between percentages and decimals because they're pretty much the same.
Pretty sure the reserve one is a Coptic reform
It's so weird to think that:
1. it used to be that leaders were limited to 2 and didn't scale with army size (aside from getting slots from ideas)
2. Leader slots for generals and admirals used to be combined, so you were even stronger pushed to not care about admirals
what’s even weirder is that the former was the mechanic for most of the game’s existence, only changing a few patches ago.
I think the reduction was originally meant for specific gold provinces
1:08 Anbennar actually specifically banned Hostile Core Creation cost because it just sucks for players
You still get it sometimes as a temporary modifier.
Thugayasa still got it though ^^
As a modern, I was under the impression that the local inflation reduction just didn't work if it wasn't applied to all provinces, not that it doesn't scale. You could probably use it for a cool building like a bank.
I used it in a monument in region/area modifier. Also assumed the same the Wiki phrasing is a bit weird.
I’m surprised Revanchism didn’t make the list. On paper it sounds like a great idea, but in practice it just can’t keep up with the problems you’ll have at 100% and it just doesn’t do enough unless it’s topped out.
Issue is in MP is very well known and even in SP people farm it by losing allies land
Moral damage taken by reserves seems less obscure than hostile core creation cost. Might just be because I play Anbennar a lot, though, which has both.
you should make a video looking at the strangest starting leaders in the game
If you get more than +100% morale damage taken by reserves your reserves will not only not loose any morale, they will gain morale instead and even go above your max morale
I think there is a mission giving you +20% hostile core creation cost still today. Useless but still exist now
Theory: Inflation reduction applies a local effect on all provinces which reduces inflation like the local modifier
I was surprised that Local Inflation Reduction was here, as it is listed as a removed modifier on wiki.
Very wacky modifier in practice as well, I'll never use it 😂
I think the naval engagement modifier can also be not brrrrrrrrroken if it allows fractions somehow
1:07
There is a goverment reform that gives a hostile core creation on us modifier in Anbennar. I think it was the Oracular Order, but I'm not sure.
province loot modifier and manpower in religious wars is also pretty obscure
True, but at least it’s present in the game
11:48 If I had to guess it's potentially related to the the old trade system and it got overlooked.
1:14 at anbennar the government of some harimari holy order that i forget the name has this modifier.
Thugayasa
8:25 I really hope that's foreshadowing
There is a very old total conversion mod called Lex Talionis II that has +25% inflation reduction modifier on its bank building. It can only be built in provinces with 20 or more development so the modifiers isn't that useful there.
Anbennar mentioned! :D
I swear I've seen hostile core creation cost somewhere in modern vanilla
I think one of the Italian states, or maybe Bohemia, can get a less powerful version of hostile core creation costs.
Hostile core creation cost held on in Anbennar for years after it was removed from the base game. The lead of the mod was insistent on it for some reason. There were often debates over whether it impacted AI behavior. It was believed it made AI less likely to attack countries with it. I don't know what the truth on that was.
10:20 the reason the modifier disappears is because you didnt code it to be permanent like the holy sites are. regular province modifiers from events get removed when the owner changes, nothing to do with the effect
Ah fair good to know!
What is "global prosperity groth" in infrastructure (or economic?) ideas?
can you do a tier list on the obscureness of all eu4 modifiers
The leviathan frame xD
I have one, it is in the game files but does nothing, culture conversion speed. (can be found in mission reward modifier for example)
The cost is cheaper.
@@wotanvonedelsburg1610 i didn't say conversation cost, i said speed
they are different modifiers.
The "exploring leaders" modifier, dose that work on a conqistador in the new land searching for the golden city? if so you could explore that pritty damn quick :P
I haven't played in a while, why did they remove hostile core creation cost? I don't see the problem with it being in the game. It was kind of useful in MP because it takes longer to core and longer for the core to remove so you can take it back. Also it changes how you have to conquer some areas adding more gameplay variety.
Don't province modifiers always disappear when you conquer a province or annex a subject?
What about the modifier can_bypass_forts = yes?
Its a new modiefier and op
9:18 wasn't that a building that gave you that modifier?
How good is the difference in a fight with a new unit vs a full drill one?
I could have sworn hostile core creation cost did impact vassel annexing cost. Maybe pre development? Honestly EU4 has had so much changed it's hard to remember what is real and what I hallucinated.
Nope: vassal annex cost was always immune to the modifier I checked with some OG players
@ Not surprised. I'm thinking back to like 2013-2014? When I first got into the game. So much has changed and it was so long ago I'm not surprised I misremembered lol
Does Modifier 4 apply to exploring conquistadors?
Yes
Holy shit i forgot how terrible was conquering north africa with that damn hostile core creation modifier
Hungary, Bohemia and dai viet too. Even the Ottoman ai conquered around Hungary with aristocratic ideas (+200% HCC)
Hey man remember HCCR for Maghreb nations
Speaking of obscure but well known, "interest per annum", have you seen any EU4 youtuber do a video on this powerful modifier? Would be nice with a comprehensive guide on where to get it from for stacking purposes. *wink wink*
Used to be a lot easier to stack but they really nerfed it, but indeed unlimited 1% loans are very OP
the Nationalism idea group from Doge's Anbennar Ideas mod has hostile core creation cost on us. I absolutely despise it lmao. But its just about the only gripe I have with Doge's Anbennar mods.
What you mean hostile core creation is only known by old players. I've only played since El Dorado and know about it.
Is last one even valid ? You can have nation modifiers on province
It’s only valid as a province modifier as it’s local_inflation_reduction
I am 99% sure there is a Nation who gets "hostile core creation on us" in anbennar cuz i recently played a nation and i saw the modifier think to myself "haven't seen that in a while" I think it was to trolls but i am not sure
move capital cost modifier
I never move my capital and only seen itin mughal missions
As someone who drills a lot I wouldnt call moral damage taken by reserve obscure but might just be me lol
5:02 uhhhh the gov reform that gives it gives 25% not 15%-
look into how trade winds work. completely underutilized and poorly mapped and so on. such a missed opportunity
It always confused the heck out of me how what hostile CC did, but...I guess I was right.
Religions that are harder to convert (Islam, Coptic) feel kind of useless in the same way. I guess if you lose something and take it back that might be a benefit, but it's really just a struggle for others more than a bonus to you.
No cost to fabricate trade conflict?
Also does Navvara start with it in current patch?
I think that modifier is 'known' since its almost a meme on its own
do you think Christianity is better for Japan or is Shinto the better option for Japan?. I'm considering making an attempt for a game as Japan where i get as many achievements as i can (my current game in Italy looks like i will be able to form Rome based on how things are going, though i will probably need to do a big push for it in the age of absolutism do to being hugboxed a bit in north Africa and unsure what alliance is better to brake). Christianity will help with colonialism to get manufactures on time for an achievement while also being a requirement for another achievement, though Shinto has it's own achievement for Japan if you stay Shinto and isolationist (and has an arguably better military option, even if you don't get the extra missionaries) and what daimyo would you recommend for both? (i know that oda is a good/strong pick for either even with the annoyance of early humiliation wars. the starting shogun is a valid option for the Shinto achievement which is something notable. i am not confident enough to try for the 3 mountains (even if i get anywhere with it, i feel like something could go wrong). and i may become emperor of China in the Shinto run because of the free cores and additional stuff i can gain, though i doubt i will try for any pu in the Christian game)