Europa Universalis IV

Europa Universalis IV

More Fun, Less RNG
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Update: Nov 29, 2019 @ 10:01am

-- Merchant Republics can now have infinite state provinces without penalty to RT

Update: Nov 17, 2019 @ 11:01am

-- Gold depletion only occurs at 10 dev
-- Innovativeness: added -10% advisor cost, -10% build cost, and +35% institution spread at 100, scale linearly.
-- Institution spread modifiers buffed, such as being at peace, a province being a port or state, and occupations have all been magnified in their effects
-- Courthouse and Townhall now have local unrest reduction -2/-3 respectively, just like older patches

Update: Nov 9, 2019 @ 1:29pm

Update: Nov 5, 2019 @ 8:03pm

Update: Nov 5, 2019 @ 7:42pm

Changes in effect: (AI Effects can be read from description)

1. Previous Arbitrary Restrictions Removed:
-- Corruption from too many territories. (from Patch 1.26)
-- End Game Tag restriction removed. (from Patch 1.26)
-- Missionary conversion costs removed. (from Patch 1.28)
-- Development restriction on moving capital removed. (from Patch 1.28)

2. RNG Related
-- Random battle dice roll reduces from 0-9 to 0-6, therefore making General stats (based on Army Tradition) and terrain/river crossing modifiers (based on player manuver decision) more important.
ie: If you decide to attack on a mountain across a river, you WILL be much more likely to lose.
-- The amount of days before you can retreat is extended to 15 days to compensate for reduced average damage output.
-- Monarch stats now ranges between 2-6 instead of 0-6, so you should have sufficient points for institutions, tech and ideas in the early game even if you’re grossly unlucky.
-- Base power generation increased from 3 to 4.

3. Economy
-- Patch 1.25 has seen quadruple nerfs on economy, we are reverting them:
1) Reduced your production & trade income growth from tech,
2) increased army & merc maintenance,
3) increased the maintenance growth on military tech,
4) maintenance reduction from idea nerfed.
In this mod, regiment costs were reduced (which also lowers maintenance), and production & trade efficiency from tech was reverted to its previous level.
-- Manufactories are the reason why global money grows exponentially during mid-game, we are re-balancing it by scaling down the cost to 200 ducats and giving +0.4 goods produced instead of 500 ducats for +1.0 goods produced; build time reduced to 2 years.
This makes manufactories viable for inferior trade goods (Wool, Grain, Livestocks), let nations start building up their economies by 1500, and reduces late-game money powercreep.
-- Development cost penalties for certain terrain types (Coastline, Mountains, Steppes, Deserts) have been slightly reduced to be more viable.

4. Government
4.1 General changes:
-- Each reform now costs a flat 100 progress points; it does not increase by 50 for each reform anymore.
This is meant to buff republics, since they have a huge reform tree but the last few reforms are so expensive that they never appear in normal games. For others it does not matter since you will get all reforms before 1600 anyway.
-- Changing government reform now costs 5 corruption instead of 10.

4.2 Republics:
-- 100 Republican Tradition now gives -3 national unrest and -0.1 yearly corruption (scales linearly) instead of just -2 national unrest to make it comparable to monarchy's legitimacy bonuses.
-- Republican Cultural sufferance bonuses buffed slightly.
-- Strengthen government now gives +10 Republican Traditions instead of +3, in line with all other government types.
-- Absolutism penalties for every republics removed. This brings them in line with Horde government in base max absolutism (80), and allow them to have a chance to use "Courts & Country" disaster to get +20 Absolutism reward. They still do NOT get +10 from Legitimacy.
-- Republic reform tree bonuses slightly buffed/changed in Tier 4 to 9. Some of those simply mirrored from monarchy tree bonuses.

5. Religions
5.1 General Conversion Changes:
-- Patch 1.28 Conversion cost removed.
-- Not a state -2% Conversion strength removed.
-- Religious zeal changes from -100% conversion strength to -10%, so if you have taken religious ideas, you can still convert it back.
-- Negative/Positive conversion strength modifiers for religions removed (such as Islam, Orthodox, Coptic, Shinto...etc).
-- Christian Centers of Reformations no longer converts Orthodox or Coptic provinces.

5.2 Specific Religion Changes:
-- Confucian Harmonization time reduced and base Tolerance of Heretics changed to -1 National Unrest (it makes no sense to have tolerance when they will be harmonized).
-- Islam had its Mysticism and Legalism effects reversed (same as Pre-1.23)
-- Islam bonuses for both Legalism/Mysticism & the bonus at +75/-75 Piety were also cut by half; schools bonuses were unchanged.
-- The -50 Piety requirement for inviting scholar is now removed, you can invite at any piety levels.
-- All Pagan religions now have access to Yellow and Black shamanism decision (from Tengri).
-- Animist buffed to -2 nation unrest & +1 Tolerance of True Faith
-- Totemist buffed to -2 nation unrest & +15% Improve Relations respectively.
-- Catholics now have 90 possible cardinals instead of 49 and the dev restriction for cardinals is now 6 instead of 10 to allow smaller nations a chance to utilize the catholic faith more.
-- Catholics also has +2 Tolerance of True Faith instead of +1, to compensate for the -1 Tolerance of Heretics.
-- Anglican Religion had its innovativeness bonus changed to +1 Yearly Legitimacy.
-- Jewish religion had its possible advisor bonus changed to -0.5 Interest per annum reduction and tolerance of true faith buffed to +2.
-- Coptic fort defense base bonus buffed to +20%.
-- All Buddhists & Shinto now have access to a decision that grants +2 Tolerance of Heretics & +2 Tolerance of Heathens.
-- Buddhist religions now have +7.5% Discipline at low karma, and +3 diplomatic reputation at high karma; balanced karma bonus unchanged.
-- Vajrayana Buddhism now get +2 Tolerance of Heretics, in line with others.

6. Aggressive Expansion:
-- The distance decay modifier increased. ie: no more West African Sunni coalition when you take a bunch of provinces in Malacca.
-- Same culture & same religion multipliers are adjusted to be consistent.
-- AE reduction from being on different continents increased.
-- AE used to increase the bigger your nation is, that is removed.
-- AE multiplier from same religion reduced.

7. Idea Groups:
-- Religious is reverted to have "conversion strength vs heretics" instead of conversion cost reduction.
-- Humanist is reverted to have +3 tolerance instead of +2.
-- Innovative ideas buffed very lightly. (as if anyone cares)
-- Naval ideas buffed to give more sailor recovery and more engagement width.
-- Maritime changed to be more useful for light ship cost and combat instead of privateering and blockade effeciency.
-- Espionage slightly buffed.

8. Colonization
-- Allow you to explore with 1 ship.
-- Starting colony size increased to 30 from 25.
-- Catholic Treaty of Tordesillas settler bonus buffed from 10 to 20.
-- Colonial nations are created when 2 colonies finish forming instead of 5.
-- The "buffed" (see Economy) Production efficiency will let your colonies grow faster now.
-- Colonial Nations should now convert religion & cultures again, with better efficiency (see Religion changes)

9. Rebels
-- Size of rebel stacks reduced to be more realistic, no more 6K force limit nation spawning 12K rebels after annexation, they should now be around the force limit the nation used to have.
-- The generals of rebels are less powerful on average.

10. Mandate of Heaven:
-- Mandate growth & decline is made to be internal, no more “loss mandate because someone borders you”. (This is adapted by Paradox Dev in 1.29 vanilla)

Update: Nov 3, 2019 @ 7:40am

Update: Nov 2, 2019 @ 9:08pm

Update: Oct 12, 2019 @ 6:43am

Update: Oct 5, 2019 @ 12:29pm

Update: Oct 2, 2019 @ 5:56pm