You can: - increase attrition to ultrahigh, killing off any spawning troops within a month - increase Recruitment Time to many years, such that it takes the AI years to even get that 1k stack - increase Rebel Suppression Efficiency and decrease Harsh Treatment Cost such that the rebels that would pop up are dealt with without troops That 1535 bug is a bit weird, but I had more games fail/corrupt/not load later in the run.
Issue with recruitment time, is its not the AI recruiting stacks, they never did. Its rebels breaking to the country. If you are genoa, and genoese separatists enforce on say Ottos, you get the separatists as your troops. A mildly hard coded mechanic. Infinite attrition could be an option, issue is you are kinda hard coded to not take attrition on your own land, and the minimum supply limit is 1, so you can't attrition below 1k when not sieging the enemy. Since most rebels aren't conquest rebels, the actual rebels that are the problem are event spawn. And unless I remove every single event in the game that gives rebels (no) that won't stop them. Infinite rebel suppression also does nothing, as no troops exist to supress, and harsh treatment would be cool sure, but I can't force the AI to press the button. No clue about 1535 :(
@@LemonCake101 Couldn't you force them to press the/a button? Maybe it'd be possible to mod a decision like you did for the infinite money one, just have it reduce or delete rebel progress?
I know that run, but he cheated he had AI's declare war for him. I also covered a different true pacifist wc, so no wars at all even through allies, but that one was impossible due to AI dev clicks
It's marvellous that Martin Luther had such philosophy about the war considering that his actions brought the spark to many religious conflicts, purges and one really mean war lasting for 30 years with 5-8mln casualties
To be fair that’s a theme with religions, one of Jesus’ titles is “Prince of Peace” after all. Whether this is a fundamental part of religions or a corrupt people will use any excuse to gain power thing is an exercise I will leave to the reader.
@@techpriestsalok8119 the fact that there are wars without religious involvement (such as the world wars and russias invasion of ukraine) should clue you in that its not the fault of believing that God exists. it's not a theme with religion, it's a theme with power. religion used to have a lot of power, so it caused a lot of wars. religion no longer has 1/10th the power it used to have, and in that vacuum other actors have entered the stage and are now doing the same thing, in politics and in science (did you notice how just 10 years ago pedophile catholics was the hot topic, now its epstein: the idea of powerful people abusing children is always there, the actor just changed from religion to politics) . there's a funny thing with carl sagan; there was some scandal within the scientific community where someone had faked some data or something. and carl sagan actually said: "we might expect this from the religious community, but not within science." showing that he fundamentally cannot distinguish between power and religion, and that he was blind to the power the scientific community has. i really like carl sagan, except for when he talks about the humanities because he makes these almost childish mixups.
@@onethreeifytbf its only in the last decade or so that any western countries have become majority irreligious in practice, and the vast majority of the planet is still highly religious (including areas that were supposedly antitheistic during the Cold War). To anyone born before the 21st century or born today outside of a few specific areas, the idea of religion not having distinct unique power is anethema for a reason. Theyve been living through the transition of many powerful states quietly dropping their state religion or openly supporting religious freedoms, and the last secular powers of religious leaders being stripped away.
I'd love to see this expanded further. Pure pacifism through any means possible. (Ideally stable enough for a human to play. I want to see it exploited in the way AI can't.) So combining a bunch of ideas in comments: No CBs -100 unrest Absurdly high attrition Massive -manpower debuffs ensuring no one has the manpower to raise armies reduce the value of provinces to support troops increase fort defense Harsh treatment cost -100% --- With all that rebel armies would still spawn, but they'd die off. If somehow a country got a stack it would also die off soon. It sounds like the only way expansion could happen is diplo-vassals and colonies. That's enough for people though.
About Portugal. If I'm not mistaken, AI is hardocded to always take the coexistence policy as a crutch. mainly because Paradox couldn't be bothered to programm countries to deal with constant colonial rebelions (actually, if you can somehow force AIs to take different colonization policies, that could potentially lead to fun results. My predictions is, it's going to kill the majority of colonization). This hardcoding is a bit ridiculous. For examply, if you get a nation policy to reducy the native rebelion chance by 50%, AI still won't take the 50% colonization policy, nope (despite the fact those multipliers stack and AI would have gotten -100% native rebellion chance anyway). And if you try to force them by hand, they will switch it back
This is slightly inaccurate! The real reason the ai is hardcoded to take native coexistence is because if they don't the player could exploit the way native uprisings work to damage their own allies' colonies by walking into a colony and then retreating from the battle (since native uprisings happen as a monthly chance or as a chance when their province is entered.) The ai actually used to get native uprisings and handled them well enough from what I remember, but now they don't. Also fun fact, if you force the ai to take a different policy than coexistence (or if you mod coexistence to do nothing) the ai actually cheats to not get uprisings anyway! Of course this doesn't matter usually since they're hardcoded to take coexistence, but it means no matter how you mod the game they will never ever get an uprising unfortunately.
There might be a way to mod the AI to always accept demands once a particular rebellion reaches 90%, since they are going to rebel anyway. That way no troops would spawn from usual rebellions but unrest would still be a thing. Regarding event spawned rebels that would be harder to mod, in vic2 it is possible to make rebels disappear by setting all pops in a province to 0 unrest, but for eu4 there might be a way to trigger conditional modifiers whenever a province is occupied (perhaps using custom events similar to the blockade one) to set mercenary cost to 0 for like 6 months, while declaring war would wipe this modifier and make the country bankrupt, thereby disbanding the mercenary stacks
my god he took my advice but reworked it in some strange unforeseen way, I tell a man he should make a mod to remove navies and he uses it as some sort of sadistic inspiration and takes away the armies, truly a monkey's paw sort of situation.
Id be interested to see a game where every nation only has its starting man power and troops and can't get anymore or maybe it only replenishes every 100 years
Maybe you could make AE penalties super high, or changed the weightings on the AI declaring war then you could have countries keep enough troops to prevent rebels but never decide to go to war.
True, but that would be having troops, and that goes against my desire to prevent troops being a thing. I could give every -100 unrest or something too, but that still doesn't stop event spawn rebels...
Add a static modifier that is always active that reduces revolt risk by 10000% or something ridiculous. Potentially (not sure if this is possible) add a pulse event that deletes all armies every time it fires.
You could play this from one of the later start dates to bypass the crash. plus it would be interesting to see the more consolidated nations break apart to rebels.
Not sure that would work, I am worried it is due to some rebels breaking or something, so its not a year issue but more 'x amount of time passed since start' (if I would guess)
@@LemonCake101 Could be an event referencing troop type(tech) issue? This looks like the thing you explicitly removed, instead of modifying. Or estate trying to give some special units
Theoretically, if the AI got ALL of the occupations it could, then sat on the cap-fort (against a nation with no other forts), the occupied/besieged AI MIGHT drop an Unconditional Surrender after five years. Just a thought I had as to how a war might actually lead to something other than money trading hands. Of course, the attacker might also just white peace before it gets to that point anyway, but oh well.
Lemon Cake, how about an always open decision which affects all nation AIs to: - disband_rebels - disband_mercenary_company - disband_all_units - disband_all_regiments And an active modifier: - can_not_declare_war = yes - Force Limit of 1 for all Nations. Notable parts of Define.lua that can be edited: ARMY_BUDGET_FRACTION = 0.6, -- AI will spend a maximum of this fraction of monthly income on army maintenance (based off wartime costs) AGGRESSIVENESS = 200, -- Base chance (out of 10000) of AI being willing to start a war each diplomatic tick (~1.5 times a month) OVER_FORCELIMIT_AVOIDANCE_FACTOR = 10, -- The higher this number is, the less willing the AI will be to exceed forcelimits
TO SPICE THINGS UP: - Give all religions the Propagate religion trade policy and lower the trade power requirement to 0, while making AI more likely to use it. FUNNY RELIGION MAP?
@@alltheclovers532 good point, no since mods like extended timeline are fine. But in extended you cannot dec for the first month either so it may be 1 month and a bit after game start
If a nation has to mothball their forts because they're poor then you can siege a fort if you're quick and then you can win a war and take land. Maybe targeting manpower and insane attrition and fort defence would be better, you might not prevent war but one month in enemy territory will convert all troops to conscientious objectors and go home.
you could try to stop or, at least, almost stop replenishment of manpower. If it is a thing, it should work pretty good in conjunction with other modifications
Also the AI is hardcoded to always take the Native Coexistence policy, partly because they can't get native uprisings anyway (one of their built-in cheats).
One last thought: I'm not sure how moddable casus belli are (I know you can add them, but I mean the base game ones), but perhaps instead of removing all units, you remove all CBs from the game.
So to be clear they can fight, as they do actually have pips: the default pips gained from tech. But pips is the basically the 'base strength' of units; so if you have no fire pips, and techs give you no fire pips either, you will deal literally 0 damage in the fire phase.
@@LemonCake101 pips affect the base casualties, but they dont dictate it, if 2 units have equal offensive pips to defensive pips (unit 1 with 2 offensive fire pips is attacking unit 2 with 2 defensive fire pips) it should do the same thing as both units just not having pips edit: tech btw technically does not give unit pips, tech gives you new units which give unit pips, which doesnt apply in this case. You're mixing up base fire/shock which is a multiplicative modifier on base casualties, part of which is dictated by diceroll which is affected by unit pips
i just started thinking about something. while Milan can get silk in Como. a permanent province trade value modifier (that also increases tax and gives institution spread). a free upgrade for a few forts. and the choice between a military dictatorship or a unique republic reform. is it worth playing Milan?, or are you better off as Florence or savoy or Naples? (also i keep having issues with the ottomans going after stuff in Italy. declaring war on me. or declaring on an ally near Italy, and each time they somehow keep going with military ideas at some point (mostly quality and quantity, though sometimes offensive instead of quantity) and can beat an army 2 tech levels higher than them (to clarify. they were at mil tech 8, while me and my allies were at mil tech 10) and it doesn't help that each game they use there golden age around just before the reformation) and it feels like the game itself is trying to make things difficult/annoying for me (i kept getting events that lower stability. which nearly started a disaster. and just as i manage to get stability back to 0, more of those events kept happening)
@@LemonCake101 fair enough. but i keep getting outrageously bad luck. if it's not economic issues then I'm hug boxed from day 1. if not then i never get good enough allies. if not then the ottomans will force me into an unwinnable war. if not then my allies betray me before i am ready to fight them. and if it's not any of those then either i never get any decent generals. the starting ruler dies to early. or Aragon/castle/Spain decide they should own parts of Italy or decide to ally almost any nation i border that i would have wanted to annex, this is without mentioning the times where the ai decides to make it Impossible for me to ally France or Austria when i need to (it doesn't help that almost every time Austria decides to rival Millan when i play as them)
@ I mean given how long you have been asking, you could just… take a run with bad luck, and see if you can still win? Wars may be harder with more enemies, but don’t be afraid to take loans.
@@LemonCake101 i have been taking loans though. i mostly have been using them to invest in my economy (not too often though. and being excommunicated doesn't help. neither does my allies asking me for money just before i can pay off a loan (and it's usually France or Austria, meaning i can't risk refusing), and I'm considering if it's better to pay off loans before or after building a few buildings). but in regards to loans for war. it's just that the ottomans have too much discipline and morale for even mercs to be viable without going very high over force limit, plus that would destroy my army professionalism (even if i could win. it would brake my economy and make things harder later while i try to do missions, the best i could realistically do is a pyrrhic victory that will set me back at a really bad time)
@ ah, do be careful with loans for buildings. At 4% interest a workshop needs to make 4 ducats a month to break even with a loan, and that’s insanely rare.
Issue is, changing units needed to siege, well its effected by fort garrison, so I have to remove all forts above level 1 and all garrison modifiers in the game
Honestly I think this may just be beyond your modding skills this time. As those who read the comments can see there are a lot of things you would have to change to keep zero armies at all times be a thing. The theoretically simplest way to do it would probably be to see if the AIs desires can be changed enough to hate having troops raised and then have a script constantly going that delete any rebels (if either of those are even possible). As that would leave the things that cause the rebels without leaving the rebels. If eu4 had siege events like CK3 this would be easier as you could just add an event that almost always fired that resulted in 100% attrition for the attackers.
Ironically enough an event on loop deleting troops would work, since I have already prevented the AI building new ones. The lag however would be insane. It could be made to scope to rebels too if needed
@ lmao just borrow one of nasas supercomputers (My coding experience is limited to engineering programming where taking 3 days to simulate 2 seconds is acceptable so I have no idea how to optimize) The only actual idea I have is maybe have it run once per month and as you put limit its scope to rebels? Would that be enough to stop troops from doing anything but cut down the overall lag?
Im getting a old gaming laptop for free from a friend this month i cant wait to play this game even if it will probably run like crap it can't be worse than year 2400 stellaris on console
@@LemonCake101eh its not that bad (pure cope) im on series s it only takes 5-10 seconds per month at 2400 assuming i have already killed all xenos and im not moving any fleet larger than 4 or 500k at the beginning its about 2.5 seconds per month no stuttering so only twice as much waiting around
@@LemonCake101it gets worse at war with the crisis or when you let the God forsaken ai build 10 habitats per system when I fought the crisis if I was looking in on them It would take 30 seconds a month with massive fps and stuttering drops what I truly feel sorry for is the xbox one players I couldn't imagine how bad it'd be on that
Maybe instead of removing troops make it so that everyone loves each other, like base +200 opinion modofiers for every single tag, and forced friendly opinion
I wonder how far you could get by having 1 troop vs 0 and threatening war. Edit: AI will peace out practically instantly if you mess with the "length of war" modifier enough. When it starts the war, it thinks it's been going on for ages and is at 0%, so immediately agrees to white peace.
Yeah I do remember setting the modifier in MP for ‘length of war’ to 0 so that you can white peace out of wars you don’t intend to fight, but it practically let you white peace any ai ally day 1 too
can't take attrition at 1k, thats the minimum supply in a province and you don't take attrition when in supply at home (game sets floor of supply to 1)
Pacifism with Lemon Cake characteristics
Anyway come join my discord there's cool stuff: discord.gg/9GfesheW
"Peace for our time!" - Lemon Cake, until the end of the world in 1535
Our time was cut short
You can:
- increase attrition to ultrahigh, killing off any spawning troops within a month
- increase Recruitment Time to many years, such that it takes the AI years to even get that 1k stack
- increase Rebel Suppression Efficiency and decrease Harsh Treatment Cost such that the rebels that would pop up are dealt with without troops
That 1535 bug is a bit weird, but I had more games fail/corrupt/not load later in the run.
Issue with recruitment time, is its not the AI recruiting stacks, they never did. Its rebels breaking to the country. If you are genoa, and genoese separatists enforce on say Ottos, you get the separatists as your troops. A mildly hard coded mechanic.
Infinite attrition could be an option, issue is you are kinda hard coded to not take attrition on your own land, and the minimum supply limit is 1, so you can't attrition below 1k when not sieging the enemy.
Since most rebels aren't conquest rebels, the actual rebels that are the problem are event spawn. And unless I remove every single event in the game that gives rebels (no) that won't stop them. Infinite rebel suppression also does nothing, as no troops exist to supress, and harsh treatment would be cool sure, but I can't force the AI to press the button.
No clue about 1535 :(
@@LemonCake101 Couldn't you force them to press the/a button? Maybe it'd be possible to mod a decision like you did for the infinite money one, just have it reduce or delete rebel progress?
@@kokook3 potentially yes in fairness, but it still doesn't address the event spawn ones
Forcelimit to 0 (or 0.01 if 0 is made impossible). Then when the rebels enforce and turn to armies the AI deletes them.
@@Torero2901 I am fairly certain the minimum force limit is 1
8:14 bruh crashing the crash reporter takes skill
One day I will know what happens
Someone managed a pacifist WC
I know that run, but he cheated he had AI's declare war for him. I also covered a different true pacifist wc, so no wars at all even through allies, but that one was impossible due to AI dev clicks
It's marvellous that Martin Luther had such philosophy about the war considering that his actions brought the spark to many religious conflicts, purges and one really mean war lasting for 30 years with 5-8mln casualties
To be fair that’s a theme with religions, one of Jesus’ titles is “Prince of Peace” after all.
Whether this is a fundamental part of religions or a corrupt people will use any excuse to gain power thing is an exercise I will leave to the reader.
That war was hardly his intention, you know...
Is it morally wrong to start a war to rebel against a corrupt system?
@@techpriestsalok8119 the fact that there are wars without religious involvement (such as the world wars and russias invasion of ukraine) should clue you in that its not the fault of believing that God exists. it's not a theme with religion, it's a theme with power. religion used to have a lot of power, so it caused a lot of wars.
religion no longer has 1/10th the power it used to have, and in that vacuum other actors have entered the stage and are now doing the same thing, in politics and in science (did you notice how just 10 years ago pedophile catholics was the hot topic, now its epstein: the idea of powerful people abusing children is always there, the actor just changed from religion to politics) . there's a funny thing with carl sagan; there was some scandal within the scientific community where someone had faked some data or something. and carl sagan actually said: "we might expect this from the religious community, but not within science." showing that he fundamentally cannot distinguish between power and religion, and that he was blind to the power the scientific community has. i really like carl sagan, except for when he talks about the humanities because he makes these almost childish mixups.
@@onethreeifytbf its only in the last decade or so that any western countries have become majority irreligious in practice, and the vast majority of the planet is still highly religious (including areas that were supposedly antitheistic during the Cold War).
To anyone born before the 21st century or born today outside of a few specific areas, the idea of religion not having distinct unique power is anethema for a reason.
Theyve been living through the transition of many powerful states quietly dropping their state religion or openly supporting religious freedoms, and the last secular powers of religious leaders being stripped away.
"Pack it up boys, Prussia says they ain't playing anymore"
"War is bad." - Lemon Cake. "Neigh." - Me
I'd love to see this expanded further. Pure pacifism through any means possible. (Ideally stable enough for a human to play. I want to see it exploited in the way AI can't.)
So combining a bunch of ideas in comments:
No CBs
-100 unrest
Absurdly high attrition
Massive -manpower debuffs ensuring no one has the manpower to raise armies
reduce the value of provinces to support troops
increase fort defense
Harsh treatment cost -100%
---
With all that rebel armies would still spawn, but they'd die off. If somehow a country got a stack it would also die off soon.
It sounds like the only way expansion could happen is diplo-vassals and colonies. That's enough for people though.
About Portugal. If I'm not mistaken, AI is hardocded to always take the coexistence policy as a crutch. mainly because Paradox couldn't be bothered to programm countries to deal with constant colonial rebelions (actually, if you can somehow force AIs to take different colonization policies, that could potentially lead to fun results. My predictions is, it's going to kill the majority of colonization). This hardcoding is a bit ridiculous. For examply, if you get a nation policy to reducy the native rebelion chance by 50%, AI still won't take the 50% colonization policy, nope (despite the fact those multipliers stack and AI would have gotten -100% native rebellion chance anyway). And if you try to force them by hand, they will switch it back
Huh good to know!
This is slightly inaccurate!
The real reason the ai is hardcoded to take native coexistence is because if they don't the player could exploit the way native uprisings work to damage their own allies' colonies by walking into a colony and then retreating from the battle (since native uprisings happen as a monthly chance or as a chance when their province is entered.) The ai actually used to get native uprisings and handled them well enough from what I remember, but now they don't.
Also fun fact, if you force the ai to take a different policy than coexistence (or if you mod coexistence to do nothing) the ai actually cheats to not get uprisings anyway! Of course this doesn't matter usually since they're hardcoded to take coexistence, but it means no matter how you mod the game they will never ever get an uprising unfortunately.
@@gadrill4285 Thanks for the clarification! Too bad about the uprising cheating fact,that could have been fun
There might be a way to mod the AI to always accept demands once a particular rebellion reaches 90%, since they are going to rebel anyway. That way no troops would spawn from usual rebellions but unrest would still be a thing. Regarding event spawned rebels that would be harder to mod, in vic2 it is possible to make rebels disappear by setting all pops in a province to 0 unrest, but for eu4 there might be a way to trigger conditional modifiers whenever a province is occupied (perhaps using custom events similar to the blockade one) to set mercenary cost to 0 for like 6 months, while declaring war would wipe this modifier and make the country bankrupt, thereby disbanding the mercenary stacks
most rebel types dont let you accept and must enforce it through occupation, because muh "these rebels do not negotiate" mechanic
Finally EU4 boats only
As a hoi player you couldn’t be more correct
my god he took my advice but reworked it in some strange unforeseen way, I tell a man he should make a mod to remove navies and he uses it as some sort of sadistic inspiration and takes away the armies, truly a monkey's paw sort of situation.
This is a totally different idea
Stop trying to take credit falsely
Id be interested to see a game where every nation only has its starting man power and troops and can't get anymore or maybe it only replenishes every 100 years
Maybe you could make AE penalties super high, or changed the weightings on the AI declaring war then you could have countries keep enough troops to prevent rebels but never decide to go to war.
True, but that would be having troops, and that goes against my desire to prevent troops being a thing. I could give every -100 unrest or something too, but that still doesn't stop event spawn rebels...
I find the AI's decisions in this game baffling and fascinating at the same time
now i kinda want to see a world with no rebels
"EU4 but I removed EU4" when?
When its time to become a cooking channel
Well the name already ready for the transition @@LemonCake101
Martin Luther : "i hate war
Anyways what about we start a 30years war ?"
The gods were not entertained by your so called "peace" so they decided to bring forth armageddon.
1:00 gave me good laugh xD
Add a static modifier that is always active that reduces revolt risk by 10000% or something ridiculous.
Potentially (not sure if this is possible) add a pulse event that deletes all armies every time it fires.
the early modern era was the most peaceful era in history
You could play this from one of the later start dates to bypass the crash. plus it would be interesting to see the more consolidated nations break apart to rebels.
Not sure that would work, I am worried it is due to some rebels breaking or something, so its not a year issue but more 'x amount of time passed since start' (if I would guess)
@@LemonCake101still worth a shot right?
@@LemonCake101 Could be an event referencing troop type(tech) issue? This looks like the thing you explicitly removed, instead of modifying. Or estate trying to give some special units
Theoretically, if the AI got ALL of the occupations it could, then sat on the cap-fort (against a nation with no other forts), the occupied/besieged AI MIGHT drop an Unconditional Surrender after five years. Just a thought I had as to how a war might actually lead to something other than money trading hands. Of course, the attacker might also just white peace before it gets to that point anyway, but oh well.
Lemon Cake, how about an always open decision which affects all nation AIs to:
- disband_rebels
- disband_mercenary_company
- disband_all_units
- disband_all_regiments
And an active modifier:
- can_not_declare_war = yes
- Force Limit of 1 for all Nations.
Notable parts of Define.lua that can be edited:
ARMY_BUDGET_FRACTION = 0.6, -- AI will spend a maximum of this fraction of monthly income on army maintenance (based off wartime costs)
AGGRESSIVENESS = 200, -- Base chance (out of 10000) of AI being willing to start a war each diplomatic tick (~1.5 times a month)
OVER_FORCELIMIT_AVOIDANCE_FACTOR = 10, -- The higher this number is, the less willing the AI will be to exceed forcelimits
TO SPICE THINGS UP:
- Give all religions the Propagate religion trade policy and lower the trade power requirement to 0, while making AI more likely to use it.
FUNNY RELIGION MAP?
Best game for sarig yogir
Do all trade flows backwards. So the English Channel, Venice, and Genoa are the starting nodes, etc.
Kinda did that with the China Universalis video already; all trade flowed to China.
There’s only 1 true way to do pacifism
Indeed!
Can't you just prolong thing that lock ability to proclaim wars until 11 december 1444? And also remove events that starts the wars.
The lock is hardcoded, and even then, thats just enforcing peace, not disarming everyone. I wanted to disarm everyone.
If that date is set could you alter the year to be zero, for a thousand years of peace?
@@alltheclovers532 good point, no since mods like extended timeline are fine. But in extended you cannot dec for the first month either so it may be 1 month and a bit after game start
@@LemonCake101 What, you mean you cant change it from Dec 11 to declare war? Quality Universalis (old mp mod) has it as the 16th
@ never found the modifier in the code :( so could be very wrong
If i were to guess whats going on, i would say that there exist a limited amount of rebel faction slots, and the game reaches it.
If a nation has to mothball their forts because they're poor then you can siege a fort if you're quick and then you can win a war and take land. Maybe targeting manpower and insane attrition and fort defence would be better, you might not prevent war but one month in enemy territory will convert all troops to conscientious objectors and go home.
Peace was never an option.
Suppose They Gave a War and Nobody Came
you could try to stop or, at least, almost stop replenishment of manpower. If it is a thing, it should work pretty good in conjunction with other modifications
u can disable the declare war button
It'd be interesting to see how the Synthetics or Jan Mayen do with this mod.
Also the AI is hardcoded to always take the Native Coexistence policy, partly because they can't get native uprisings anyway (one of their built-in cheats).
One last thought: I'm not sure how moddable casus belli are (I know you can add them, but I mean the base game ones), but perhaps instead of removing all units, you remove all CBs from the game.
removing cb's would work, unless you get random succession wars and stuff like that; but the idea was de-militarize the world.
2:22, practically speaking, they cant fight? I don't... understand why units without pips cant fight. Theoretically speaking nothing is stopping them
So to be clear they can fight, as they do actually have pips: the default pips gained from tech. But pips is the basically the 'base strength' of units; so if you have no fire pips, and techs give you no fire pips either, you will deal literally 0 damage in the fire phase.
@@LemonCake101 pips affect the base casualties, but they dont dictate it, if 2 units have equal offensive pips to defensive pips (unit 1 with 2 offensive fire pips is attacking unit 2 with 2 defensive fire pips) it should do the same thing as both units just not having pips
edit: tech btw technically does not give unit pips, tech gives you new units which give unit pips, which doesnt apply in this case. You're mixing up base fire/shock which is a multiplicative modifier on base casualties, part of which is dictated by diceroll which is affected by unit pips
Man... why would you torment the poor AI like that.
4:42 is just plain evil.
there is an effect that deletes troops. u could have used a hidden event to delete all those random troops popping up
Yeah that probably would have been the final step to get this working
I think you could just make wars stab hits then the ai will never declare one
just give everyone a modifier to prevent rebels
events :(
Could you perhaps make it impossible for the AI to declare war, or threaten war?
potentially? But then they still have troops, I want a demilitarized state
Could u disable the war button. Like pdx disabled the call to arms button
EU IV But it's Vic III on Launch
paradox needs to readjust ootoman ai. france builds buildings but ottomans dont. also they need to boost ottoman ai to deal with decadence
Lemon Cake for everyone!
i just started thinking about something. while Milan can get silk in Como. a permanent province trade value modifier (that also increases tax and gives institution spread). a free upgrade for a few forts. and the choice between a military dictatorship or a unique republic reform. is it worth playing Milan?, or are you better off as Florence or savoy or Naples? (also i keep having issues with the ottomans going after stuff in Italy. declaring war on me. or declaring on an ally near Italy, and each time they somehow keep going with military ideas at some point (mostly quality and quantity, though sometimes offensive instead of quantity) and can beat an army 2 tech levels higher than them (to clarify. they were at mil tech 8, while me and my allies were at mil tech 10) and it doesn't help that each game they use there golden age around just before the reformation) and it feels like the game itself is trying to make things difficult/annoying for me (i kept getting events that lower stability. which nearly started a disaster. and just as i manage to get stability back to 0, more of those events kept happening)
I mean... I have always pushed a Milan into Florence for Italy routes, done that a couple times in MP. 200% worth
@@LemonCake101 fair enough. but i keep getting outrageously bad luck. if it's not economic issues then I'm hug boxed from day 1. if not then i never get good enough allies. if not then the ottomans will force me into an unwinnable war. if not then my allies betray me before i am ready to fight them. and if it's not any of those then either i never get any decent generals. the starting ruler dies to early. or Aragon/castle/Spain decide they should own parts of Italy or decide to ally almost any nation i border that i would have wanted to annex, this is without mentioning the times where the ai decides to make it Impossible for me to ally France or Austria when i need to (it doesn't help that almost every time Austria decides to rival Millan when i play as them)
@ I mean given how long you have been asking, you could just… take a run with bad luck, and see if you can still win? Wars may be harder with more enemies, but don’t be afraid to take loans.
@@LemonCake101 i have been taking loans though. i mostly have been using them to invest in my economy (not too often though. and being excommunicated doesn't help. neither does my allies asking me for money just before i can pay off a loan (and it's usually France or Austria, meaning i can't risk refusing), and I'm considering if it's better to pay off loans before or after building a few buildings). but in regards to loans for war. it's just that the ottomans have too much discipline and morale for even mercs to be viable without going very high over force limit, plus that would destroy my army professionalism (even if i could win. it would brake my economy and make things harder later while i try to do missions, the best i could realistically do is a pyrrhic victory that will set me back at a really bad time)
@ ah, do be careful with loans for buildings. At 4% interest a workshop needs to make 4 ducats a month to break even with a loan, and that’s insanely rare.
You should make eu4 dual mode, force limit is 1 but it takes 1 unit to siege down a fort
Issue is, changing units needed to siege, well its effected by fort garrison, so I have to remove all forts above level 1 and all garrison modifiers in the game
95% sure the ai always takes prevent uprising when colonizing
Couldn't you just make one decision with the disband_all_units = yes effect?
and just have it available for ai when it has more units than 0?
as mentioned in other comments, indeed that decision, or a pulse event doing that would probably be the way
You should have shown military losses in such a weird scenario.
Honestly I think this may just be beyond your modding skills this time. As those who read the comments can see there are a lot of things you would have to change to keep zero armies at all times be a thing.
The theoretically simplest way to do it would probably be to see if the AIs desires can be changed enough to hate having troops raised and then have a script constantly going that delete any rebels (if either of those are even possible). As that would leave the things that cause the rebels without leaving the rebels.
If eu4 had siege events like CK3 this would be easier as you could just add an event that almost always fired that resulted in 100% attrition for the attackers.
Ironically enough an event on loop deleting troops would work, since I have already prevented the AI building new ones. The lag however would be insane. It could be made to scope to rebels too if needed
@ lmao just borrow one of nasas supercomputers
(My coding experience is limited to engineering programming where taking 3 days to simulate 2 seconds is acceptable so I have no idea how to optimize)
The only actual idea I have is maybe have it run once per month and as you put limit its scope to rebels? Would that be enough to stop troops from doing anything but cut down the overall lag?
@ honestly not sure, will need to check. It could be fine too if it only triggers when a rebel or 1k exist
Would it be possible to create an event that triggers if a country has troops, and it removes all of their troops?
Probably the way to go about it for sure, as new troops won’t be built this time.
Give everyone -1000 unrest
Im getting a old gaming laptop for free from a friend this month i cant wait to play this game even if it will probably run like crap it can't be worse than year 2400 stellaris on console
Dear god Stellaris on console… how
@@LemonCake101eh its not that bad (pure cope) im on series s it only takes 5-10 seconds per month at 2400 assuming i have already killed all xenos and im not moving any fleet larger than 4 or 500k
at the beginning its about 2.5 seconds per month no stuttering so only twice as much waiting around
@ honestly better then I expected
@@LemonCake101it gets worse at war with the crisis or when you let the God forsaken ai build 10 habitats per system when I fought the crisis if I was looking in on them It would take 30 seconds a month with massive fps and stuttering drops what I truly feel sorry for is the xbox one players I couldn't imagine how bad it'd be on that
Is it possible to simply remove all cb's so they can have troops to take care of tebels but can't attack?
indeed, that would prevent war, but the real idea was to disarm everyone
@LemonCake101 Roger. Misunderstood.
00:09 bood of you yo asume France ever had a state
Maybe instead of removing troops make it so that everyone loves each other, like base +200 opinion modofiers for every single tag, and forced friendly opinion
That would do a bit, but don't forget people like the Ottos get -300 etc for Byz existing.
@LemonCake101 remove penatlies for owning core provinces, make everyone historical allies, give everyone insane improve relations bonuses
maybe a event that deletes troops?
and rebels?
could work potentially in fairness
This video is unironically very pro-military
I was trying to be a pacifist :(
if Eu4 but no troops went boring and crashed, how about Eu4 but no forts? or Eu4 but it's all forts?
Why not also increasing attrition a lot ? So that rebels and 1k stacks get deleted the second they start sieging (also nerf sieging).
So the baseline minimum supply limit is 1k, and you don’t attrition when supplied in your own land
I wonder how far you could get by having 1 troop vs 0 and threatening war.
Edit: AI will peace out practically instantly if you mess with the "length of war" modifier enough. When it starts the war, it thinks it's been going on for ages and is at 0%, so immediately agrees to white peace.
Yeah I do remember setting the modifier in MP for ‘length of war’ to 0 so that you can white peace out of wars you don’t intend to fight, but it practically let you white peace any ai ally day 1 too
so about attaining true peace in eu4. isn't there a custom nation idea which prevents you from declaring war? give that to everyone
Sure that works, but I wanted to achieve demilitarized not just the inability to war
What if attrition rate 100% and 0% troop recovery speed?
can't take attrition at 1k, thats the minimum supply in a province and you don't take attrition when in supply at home (game sets floor of supply to 1)
@LemonCake101 Hmm.. But what if the stack is larger than supply limit at home, would that mean that 100% attrition would instantly vaporize it?
@ nope you go down to 1k
Bongo
bongo
Supply limit for the province+ attrition
Minimum supply limit is 1, so doesn't effect 1k stacks, tried that
You should pay these
Or just remove the declare war button from the menu and the AI can no longer do war?
Sure, but I wanted to demilitarize the world, not just remove the ability to war
Then you can't truly have peace in that world. 😢
remove CB's
... no :(
@LemonCake101 but I wanna see how much the AI uses the best CB, no CB.
@ I think they are coded to basically never use it
@@LemonCake101 sadge. Would it theoretically be simple to make that possible or is that one of those things that can't be changed in a .txt file?
@@jorgejustin461 not sure about it to be honest