Europa Universalis IV

Europa Universalis IV

Elder Scrolls Universalis
Showing 1-10 of 271 entries
< 1  2  3 ... 28 >
Update: May 18 @ 5:37pm

##############################
Version: 3.3.5
Date: 19.05.25
EU4 Version: 1.37.*
##############################

### Additions ###
- Overhaul of Sounds
- Added National Ideas to Iron Orsinium
- Added 1 Event to notify the player that it is time to Settle land

### Changes ###
- Rebalanced overpowered Spells
- Updated locations of Wrathful Flame provinces for Orsimer nations
- Added new requirements, preventing the acceptance of contradicting governmental reforms
- Added minor Bonuses to empty Technologies
- All Vampire nations have +10% to fire damage received - I hope you ordered Sunscreen!
- Rebalanced National Ideas for Cyrodiil, Skyrim, Elsweyr and Vampire nations

### Fixes ###
- Fixed Missions requiring the casting X Spells
- Fixed misleading tooltips for Missions
- Fixed locations of new Buttons that were visible where they should not be
- Fixed Strong Colonies modifier being active right after the foundation of the Colony
- Various Minor fixes

Update: Apr 1 @ 5:49am

##############################
Version: 3.3.4
Date: 01.04.25
EU4 Version: 1.37.*
##############################

### Additions ###
- Magic System
- Overhaul of Parliament Issues & Bribes
- Added 11 Personal Deities for Druidism
- Added 4 Personal Deities for Tsaesci Order
- Added 5 Personal Deities for All-Maker
- Added 3 new culture-related flavour events
- Added 11 new flavour events for religions from the Occult religion group
- Added 6 new national ideas for Bretons
- Added 17 new national ideas for Argonians
- Added 23 province-triggered modifiers for the representation of minor temples and cults
- Added 5 new mercenary companies
- Added religious rebels for new religions together with rebel flags

### Changes ###
- Tamrielic nations are no longer automatically removed by a performance-friendly mode if a player starts on another continent
- Increased duration of privileges from 10 to 15 and from 15 to 25 years
- Auto progression of privileges no longer triggers rebels or loyalty loss
- Progression of federation advancements is now tied to the progression of governmental reforms
- Decreased basic prestige decay back to the original 7.5%
- Increase basic heir lifespan by twice
- Removed passive development gain for AI nations
- Rebalanced various national ideas
- Trees are now greener but more transparent

### Fixes ###
- Fixed various minor issues with missions and events
- Fixed minor localisation issues

Update: Jan 25 @ 7:31am

v 3.3.3b

- Hotfix update

Update: Jan 20 @ 8:54am

v 3.3.3a

- Hotfix update

Update: Jan 19 @ 1:08pm

##############################
Version: 3.3.3
Date: 19.01.25
EU4 Version: 1.37.*
##############################

### Additions ###
- Added Dwemer Mission Tree
- Added National Ideas for nations of Glacial, Yespest, Horwalli, Riekr, Harpy, Rat-Men, Canis-Men and Lamian heritage
- Added Atmoran Grounds Mechanic for nations of Atmoran or Glacial heritage
- Added Cultural Acceptance Mechanic, which provides unique bonuses for each accepted culture
- Added 6 New Religious Events
- Added an event to give Orsimer nations an opportunity to invade Atmora before the Ice Age
- Added a decision to Claim the Throne of Valenwood
- Added Divine Authority Government Mechanic
- Added Mane Vs King Government Mechanic
- Added Trade Influence Government Mechanic
- Added Boiche Government Mechanic
- Added Oversee Council Government Mechanic
- Added Blood Gathering Government Mechanic
- Added Divine Blessings Government Mechanic
- Added Magical Aspiration Government Mechanic
- Added Schools of Magic event for Magical Aspiration Government Mechanic
- Added an idea set for Corten Heights formable
- Added changes to Estate loyalty/influence and various Religious powers to religious events that lacked them
- Added Earth Forge and Earth Forge Tunnel monuments to Skyrim
- Added Tree-Sap Kingdom Government Reform for Falinesti
- Added Dual Authority Government Reform for Torval
- Added Magical Council Government Reform for Winterhold College
- Added Religious Encampment, Merchant Encampment, Military Encampment and Settle Lands Government Reform for nations of Velothi and Lilmothiit Heritage
- Added National ideas for the Balfiera nation
- Added 6 new Tribes to Black Marsh
- Added National Ideas for Summerset, Auridon, Great Alinor, Lilmothiit, Kothringi, Black Marsh, Murkmire, Shadowfen, Orma and Argonia formables
- Added National Idea for Lilmoth, Silyanorn and Twyllbek nations
- Added music track "Into The Wilds" by Scott Buckley

### Changes ###
- Performance Friendly mode is now enabled by default, but a special button is added to the uncolonised province window to quickly colonise all provinces of its superregion
- Changed the Political Map of Morrowind and Black Marsh to add space for their colonisation
- Nations of Velothi and Lilmothiit Heritage now start as one-province minors but get a Native ability to colonise neighbour provinces
- AI will always choose to become the new Emperor of Cyrodiil provided such an opportunity
- The Alessian Empire should no longer lose all of its massive revolt army due to attrition
- Rebalanced bonuses and penalties provided by Smithing Mechanic
- Replaced Nordic Flags that looked weird
- Moved the call of the Treethane acquisition event from on_actions to decision
- Children will now always inherit the culture of their mother
- Changed the names of ruling dynasties for Mournoth and Murcien to match the Lore
- Spawn of Harpies is no longer limited to High Rock and Hammerfell superregions
- Expanded the variety of Government Mechanics available for default reforms
- Rebalanced Culture Assimilation mechanic
- Nerffed 7th Decentralisation idea
- Nerffed rewards of Estate Privileges
- Rebalanced rewards of various events
- Expanded triggers of some religious events to make them available for minor religious as well
- Reachmen mission tree no longer requires the player to convert Hircine Cult if present within the nation's borders
- Expanded the trigger conditions of estate agendas associated with building construction
- Bosmer Theocracies are no longer Treethanes of Falinesti, but some of them are set to be its Allies
- Moved capital of Bramblereach
- The emperor of Nordic Empire will now pay attention to relations with nations who would like to join the Nordic Empire
- Changed names of Black Marsh tribes to mention more tribes from Lore
- Slightly changed political map of Black Marsh to make it more Lore friendly
- Made Reachmen, Nordic, Glacial and Altmer missions more user-friendly
- Added alternative option for Harpy Event chain to players who do not want to become a simp of Nocturnal
- Expanded event modifiers for all Mission rewards to ensure that mission trees are balanced between each other
- Expanded national ideas of Elsweyr nations to make them more balanced compared to other national ideas
- Update a script for country collapse to reflect both the changes on the political map and the changes to performance-friendly mode
- Expanded political map for Elsweyr and Valenwood

### Fixes ###
- Fixed climate of some provinces in Cyrodiil and Morrowind
- Fixed position of the close button in the province view window
- Fixed requirements of Snow Elven mission tree and a potential issue with Falkreath release via it
- Fixed a couple of event modifiers that provided wrong bonuses
- Fixed an issue with Reachmen Authority reforms that was releasing all subject nations
- Fixed Estate Privileges that did not provide rewards upon granting
- Fixed one of the generic mission trees which could not be completed without Mandate of Heaven DLC
- Fixed icon for Cyroddil EMpire government reform
- Fixed various localisation errors and issues that could break immersion

Update: Nov 17, 2024 @ 2:40pm

##############################
Version: 3.3.2
Date: 17.11.24
EU4 Version: 1.37.*
##############################

### Additions ###
- Added Reachmen Authority mechanic for Reachmen nations
- Added Gray Passage mechanic for Keptu nations
- Added 1 New Decision for Reachmen nations
- Added 21 New Religious Events
- Added Unit Sprites for Goblins, Rieklings, Giants and various Rebels
- Added Igrun Clan as a new playable nation
- Added a new mechanic that forces spawn of lore-accurate characters as heirs to various monarchies and tribal nations
- Added 20 minor Orsimer Clans as province-triggered modifiers
- Added influence change for new governmental faction
- Added 10 New religions
- Added a new war song, "Uprising" by Scott Buckley

### Changes ###
- Nerffed Prestige gain from all sources and Gold gain from Privileges
- Event featuring the unification of Snow Elves will now fire for Rifton if it is under the player's control
- Increased Serpent Birthsign frequency
- Expanded conditions for various religious events to include their new and existing religions
- Renamed religions for visibility
- Tenarr Zalviit vampires now accept Khajiit culture
- Daedric Invasion can now be triggered via the Endgame event
- Improved relations between the College of Winterhold and Winterhold
- Having Persecution government reform now prevents acceptance of Magic-related reforms
- Various monarchies and tribal nations now have lore-accurate dynasties
- Orsimer dynasties now have "Gro-" prefix spelt as "gro-"
- Imperial City now starts with Celestial Empire governmental reform in Sandbox bookmark
- Bosmer Pantheon now can have a secondary religion
- Renamed Marbruk to Brumblereach
- Ebonheart now worships God of the Wild
- Danobia now worships the Zeqqi Cult
- Expanded the territory of non-Kothringi human cultures in Black Marsh and set their religion to Elder Gods


### Fixes ###
- Fixed Natives building view for players with small screens
- Fixed Walking City event
- Fixed Horsemen advisor portraits
- Fixed constant pop of events about Cyrodiil/Akaviri Empire destruction
- Fixed various minor bugs
- Fixed various minor localisation issues

Update: Sep 27, 2024 @ 7:36am

##############################
Version: 3.3.1
Date: 27.09.24
EU4 Version: 1.37.*
##############################

### Additions ###
- Added Reachmen Mission tree
- Added minor factions as province-triggered modifiers, including:
- Thieves guilds of Cyrodiil, Morrowind, Summerset and Valenwood
- Wharf Rats and Baandari Pedlars
- Khajiiti religious orders and Ebonarm's citadel
- Tribes, Hags and Vampire hunters
- 23 Witch Covens of High Rock, Hammerfell and Skyrim
- Daedric Shrines
- Not prominent Reachmen clans
- Added new Factions for Breton and Horsemen nations: House Merchad, House Guimard, House Spenard
- Added new Factions for Reachmen nations: Wayward Guardians, Bloodforge Smiths, Bloodthorn Cult
- Added national idea sets for Dwemer formables (Nchuand-Zel, Clan Rourken, Clan Kagrenac, Clan Dumac, Resdayn, Second Empire, Dwemereth, Aetherium Alliance) and several Dwemer starter nations (Tonal Architects, Kemel-Ze, Kragenmoor, Bamz-Amschend)
- Added generic national idea set "Dwemer Exodus" for Dwemer nations in the western Skyrim region
- Added Aetherium Alliance as Dwemer formable in Skyrim
- Added new Mercenary Company: Knights of the Spider
- Added Ard title for Reachmen nations in Skyrim
- Added Hagrevens as recruitable advisors for Reachmen nations
- Added 48 advisor portraits for Reachmen culture
- Added 24 advisor portraits for Vampire culture
- Added mod menu option to disable randomized Personal Deities (you can pick from all available, rather than only 6)
- Added event for Reachmen to spawn 30 Divines religion
- Added Minotaur models (rather WIP, but good enough to put out for now)
- Added national ideas for Aldmeri Dominion
- Added 12 flavour Reachmen Events

### Changes ###
- Changed spawn chance of various tradegoods so they're more region-specific, and a bit less random depending on terrain/culture/religion/etc...
- Changed terrain in Hammerfell, Summerset, and parts of Skyrim to better match what we know
- Changed the buffs to the Alessian Rebellion so that they don't go bankrupt from massively going over their force limit, or explode due to rebels/religious disaster as easily
- Changed various corruption modifiers to make it more of an issue, but one that both the player, and AI can handle
- Changed the decadence modifiers so that it doesn't go to 100 within a few years, but can still be an issue for the player/AI
- Changed the Ayleid purification decisions to require having Marukhism, and year 237
- Increased the cooldown on both taking, and selling land to estates
- Changed the "free" idea group cost from 10 to 7
- Buffed the religious center conversion speed so that they actually convert more than one or two provinces
- Professionalism should now increase army/navy maintenance instead of decreasing it depending on the level of professionalism
- Nerfed production leader goods produced bonus
- Removed Mandate loss from non-tributary development, and nerfed the gain from various sources
- Changed some modifiers for high/low Mandate
- Tributaries now no longer give force limit, but you get more tribute from them. Also no longer count all tributaries strength when calculating liberty desire, but now have higher base liberty desire.
- Shiung now starts with the Akaviri Monarchy reform
- Added governing capacity to admin tech 0 and 1.
- Changed various modifiers for having high/low Mandate
- Added various corruption, and decadence modifiers to autonomy, liberty desire, government capacity, etc...
- Added fitting traits to Alessia, and Umaril
- Changed the base gold/sailor cost for ships
- Lowered the base cavalry to infantry ratio
- Decreased the chance of leaders dying of old age/long service
- Increased the recruit time of land/naval units
- Lowered the base naval forcelimit to 5
- Lowered the minimum recruit time modifier
- Increased cavalry loot, and inf/cav/art rebel suppression
- Stackwiping, or being stackwiped no longer returns manpower
- Slightly increased base naval combat width, and width of galleys
- AI will now theoretically spend more on reducing corruption if resources allow
- Changed how tax/production/manpower development contributes to forcelimit/goods produced/trade value/manpower/etc...
- Changed the modifiers for Common trade goods in the Smithing system
- Changed the modifiers for Rare trade goods in the Smithing system
- Country Collapse disaster now releases all possible nations
- Tolerance now gives a minor province governing cost reduction
- Adjusted some requirements for the Iron Orc missions so that they now work with every Iron Orc nation except the isolated ones
- The Alessian Empire will now consider the Ayleid Empire/White-Gold Tower to be historical rivals.
- Reduced liberty desire from development
- Autonomy is now responsible for missionary conversion strength/cost, and culture conversion cost/time rather than territories/colonial cores giving a flat reduction.
- High autonomy now also gives unrest reduction
- Changed the "Form Nation" decisions for Resdayn, Dwemereth, the Second Empire, Clan Kagrenac, Clan Rourken and Clan Dumac
- Reworked the generic Dwemer national ideas set
- Tonal Resonance is now gained from more Dwemer terrains and provinces with Tonal Resonator build, also halved the building price of Tonal Resonator to 2.5 years of income
- Renamed Reahmen nations to feature only prominent Clans
- Improved clarity of some missions
- Tenarr Zalviit vampires now follow Khajiiti Pantheon
- Converted event-based Mod Menu into custom GUI
- Reduced amount of Chivalry gained by Proclaiming Guarantee for Bretons and Horesemen. Increased amount of chivalry for War Intervention instead
- After changing governemnt type every nation will get a +100% reform progress gain for 100 years to catch potentially lost progress
- Added more sources to gain naval professionalism

### Fixes ###
- Fixed the Skykiller Gallery. Should now work properly.
- Fixed the Iron Orc missions giving you permanent claims on far away uncolonized provinces
- Fixed the Alessian Rebellion choosing not to support Alessia leaving them with a random ruler
- Fixed the spawn location of Clan Rourken
- Western Dwemer now have Dwemer Exodus ideas
- Fixed the Imperial Ambassador modifier giving liberty desire instead of reducing it
- Fixed Locate Dwemer Constellation buttons moving to the choosen Constellation
- Added various permanent tradegoods to Skyrim, Hammerfell, Cyrodiil, Summerset, and Akavir
- Added a stability, and legitimacy hit to swapping out government reforms
- Alessian Revolt will now take provinces from Daedric nations during war while converting them to the Nedic pantheon at the cost of devastation until the year 190, or Alessia dies.
- Added combat width penalty modifier to terrain
- Western Dwemer will now spawn in Western Skyrim/Hammerfell to simulate the Dwemer exodus of Clan Rourken/various dwemer
- Global events should now be avaible in performance-friendly mode
- Fixed Transakavir gurantiing itself
- Fixed decision to rebel againts overlord
- AI will no longer spare all their point on culture convertion decisions
- Separated national ideas for Dragon Cult tag and Dragon culture
- Various minor grammar fixes in localisation

### Deletions ###
- Deleted various base bonuses to gov cap, aggressive expansion, unjustified claims, etc...
- Took away the AI immunity to the Country Collapse disaster
- Deleted unrest from corruption
- Deleted the base bonus to supply limit
- AI no longer gets free professionalism per year

Update: Aug 17, 2024 @ 4:34pm

v 3.3.0a

- Hotfix update

Update: Aug 14, 2024 @ 3:53pm

##############################
Version: 3.3.0
Date: 15.08.24
EU4 Version: 1.37.*
##############################

### Overhauls ###
- Overhaul of Mercenary Companies

### Additions ###
- Added Dwemer Observatory Mechanic
- Added Knightly Orders Mechanic for Bretons
- Added new Flavour Names for some Estates
- Added 7 new Holy Orders for Druids, Old God Followers and Students of Magnus

### Changes ###
- Increased lifespan of Rulers, Heirs and Consorts by 70%
- Rebalanced Hegemons
- Rebalanced Holy Orders
- Nerffed some Privileges
- Nerffed Trade Income and Trade Companies
- Buffed Guru mechanics for the Old Ways religion
- Introduced limitations of Manpower, Sailors, Land and Naval and Forcelimit for big nations to avoid value overflow
- Buffed various Government Reforms
- Increased number of Lucky Nations on start way beyond basic 8
- Set lore friendly Dynasties for Nordic, Breton and Chimer nations
- Rebalanced Edicts
- AIs now will be more eager to send conditioners to other AIs, who fight the player
- AI no longer uses only infantry mercenaries
- Ally-AI may ask the player to continue the war, if more profits could be achieved
- Increased cost for culture and religion conversion in territories
- Introduced Black Maw tribe to Black Marsh

### Fixes ###
- Fixed age of expansion objective
- Allowed player to complete the mission with non-march subjects
- Fixed coast_raid_range values
- Fixed various small issues with missions
- Fixed a couple of sprite packs

Update: Jul 14, 2024 @ 7:57am

##############################
Version: 3.2.9
Date: 14.07.24
EU4 Version: 1.37.*
##############################

### Overhauls ###
- Overhaul of Enchantments-Policies
- Overhaul of Generic Mission Tree

### Additions ###
- Added Mission Tree for Nedic nations
- Added 5 Events for Nedic Mission Tree
- Added 12 Events for Aedric Nations
- Added province culture requirements to descriptions of special units

### Changes ###
- United Mission Tree of Oblivion and Nirn Vampires
- United Mission Tree of Solitude and Windhelm
- Added more countries to the Nordic Empire
- Added more nations to Skyrim for the 57.1.1 start date
- Reduced number of rebels spawned by privileges
- Reduced the number of Estates, which can be affected by one event at the same time
- Reduced Penalties for having how Crownland
- Rebalanced Crownland change via Estate Privileges
- Rebalanced Estate Privileges
- Smithing Mechanics now considers provinces owned by subject nations as well (@Farenmor)
- Orsimer Rebeles, spawned via events, will no longer automatically take control over their province of origin
- Rebalanced National Ideas for Nordic Nations
- Included Falmer culture in Skyrim Land-Land-via-Land Channels
- Added Mages Estate to Crownland Interactions
- Added more provinces to highlight Mission triggers
- Decreased Manpower gain from repetitive Events, Agendas, Privileges, Government Mechanics and Decisions
- Decreased manpower gain from war exhaustion
- Expanded but limited overlord rebellion
- Added clarity to Mission triggers
- Rebalanced Decisions tied to Government Reforms
- Increased desire of AI to build forts
- Added more Leaves to Trees
- Missions, in general should now consider ownership of provinces by subjects valid to fulfil mission requirements
- Spawning Nine Divines now also accepts subjugation of regional capitals
- Excluded Ice Age and Year Without Sun events for Oblivion nations
- Increase of monarch skills updates the monarch bonuses
- Increased Alchemy Concentration gain from Monarch Powers
- Decreased price for Alchemy Ingredients by 75%

### Fixes ###
- Fixed Building Focuses Estate Agendas
- Fixed Benevolence of Mara Holy Order
- Fixed Holy Orders window
- Fixed National Advancement government mechanic
- Fixed Plutocracy, Tribal Voice, Become Theocracy (Natives), Daedric Republic and Pirate Republic Government Reforms
- Fixed College of Winterhold, Jarnfell Pass, Moonlit Cove and Autaux Monastery Great Projects
- Fixed Age of Invasions objective
- Fixed Smithing Bonuses
- Fixed Estate Privileges
- Fixed Altmer, Orsimer, Breton, Khajiiti, Sload, Tang Mo, Yokudan, balmoral and Snow Elven Missions
- Fixed province positions
- Fixed Alchemy UI
- Fixed various minor localisation bugs