Europa Universalis IV

Europa Universalis IV

Subjects Expanded
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Update: Sep 13, 2019 @ 6:27pm

  • fixed Dominions/Autonomous Dominins in trade company regions taking over colonies from their overlord (now they only take cities)
  • fixed Dominions/Autonomous Dominins in trade company regions triggering the Treaty of Tordesillas for "null"
  • minor localisation fix

  • added Trade Outpost
    • A Trade Outpost pays taxes to its overlord, but does not join its overlord's wars and cannot declare its own wars. Furthermore, it does not cost a relation slot and can only own 1 province. If a country has at least one Trade Outpost in a trade node, it gains +35 trade power in that node. A Trade Outpost gains a bonus on province trade power, produced trade goods, trade steering and trade efficiency and gives its overlord a bonus on center of trade upgrade cost, foreign trade power and trade company investment cost. Additionally it gives its overlord 1 merchant. It can only be established by independent nations with their capital in Europe that either have at least 1 colonist or are a Merchant Republic. A Trade Outpost can be created in South China, North China, Korea, Japan and Liaoning via decision or by asking nations diplomatically or forcing nations by war. Trade Outposts are voluntary subjects, which means they can decide to become independent without an independence war.

Update: Sep 11, 2019 @ 4:02pm

  • fixed Mandala Vassals not giving a merchant at 15 provinces, but at 20

  • added Naval March
    • A Naval March behaves like a normal march, but receives naval bonuses instead of army related bonuses. Furthermore, it gives its overlord a bonus on naval force limit. It can only be established by countries that have at least 5 ports and at least 10 ships in their vassals with at least 1 port.

Update: Sep 6, 2019 @ 7:36pm

  • Fiefdoms are not locked to the primary culture anymore; the target now either has to have your primary culture, or be in your culture group and you must have its culture accepted, or it must be your vassal and you must have its culture accepted

Update: Sep 4, 2019 @ 6:36pm

  • added Satrapy
    • A Satrapy is a mixture of a vassal and a colonial nation. It behaves like a vassal, but is a little bit less restricted in its diplomatic actions and has a reduced liberty desire, and pays tariffs like a colonial nation. It only joins its overlord's defensive wars, but the overlord can conscript troops from all Satrapies, which works similar to the Daimyo's Sword Hunt. A Satrapy will automatically switch to a Republican Dictatorship. It can only be established by monarchies that are either Persia or a nation with the primary culture Persian, with a primary culture in the Iranian group that is also their dominant culture, with a primary culture not in the Iranian group but with any of them being the dominant culture as well as an accepted culture or with Persian as the accepted culture and at least 10 Persian provinces on neighboring countries. A Satrapy does not cost a diplomatic relation, if it has it's capital in the same region as its overlord. A Satrapy gains a bonus on culture conversion cost and primary culture advisor cost and gives its overlord a bonus on possible advisors and minimum autonomy in territories.

Update: Sep 1, 2019 @ 1:53pm

  • added diplomatic action to cancel a Revolutionary Confederation, if Rights of Man is deactivated (with RoM the Abandon Union action can be used)

Update: Sep 1, 2019 @ 1:40pm

  • if the overlord doesn't fulfill the conditions anymore to be an overlord of a Nahuatl Vassal, the diplo action to make it a normal vassal again now only requires the Nahuatl Vassal to have less than 90% liberty desire
  • Fiefdoms now give their overlord +5% tax income and -5% culture conversion cost (before it was 1%)

  • Sister Republics and Revolutionary Confederations now have a very high (hopefully not reachable) election cycle to prevent them from breaking free through elections

  • added an event to select whether you play with a mod that changes vanilla idea groups or not to prevent the game from crashing when using the dominion decisions
  • added an event that can only be triggered via console ( ) to show how many SE subjects currently exist in the world

  • added Revolutionary Confederation
    • A Revolutionary Confederation is a mixture of a vassal and a personal union. If it borders its overlord or other Revolutionary Confederations of its overlord as well as another country that is not a Revolutionary Confederation and not the Revolution Target, it does not cost a diplomatic relation. It can only be established by the Revolution Target on independent monarchies and republics with their capital on the same continent. A Revolutionary Confederation can only be established by war with the 'Spread the Revolution' or 'Crush the Revolution' Casus Belli. It has a lower liberty desire than vassals and pays taxes to its overlord, but it has the same ruler as its overlord. A Revolutionary Confederation gains half of the bonuses the Revolution Target gains and gives its overlord a bonus on the military skill of future rulers and legitimacy, if it is a monarchy, a bonus to republican tradition and influence of the Girondists faction, if it's a republic, as well as a bonus on aggressive expansion. If the overlord of a Revolutionary Confederation is not the Revolution Target anymore, the Revolutionary Confederation receives additional +100% liberty desire.

Update: Aug 25, 2019 @ 7:01pm

  • added a diplo action to enforce peace on your Dutch Provinces after the third reform was passed

Update: Aug 24, 2019 @ 9:13pm

  • Dutch Provinces cannot be called to arms against their overlord anymore

Update: Aug 24, 2019 @ 6:38pm

  • the event that shows who voted for whom in the Dutch Provinces election should now always show the rival of the elected country (so the country with the second highest score from that nation) for AI countries
  • those tooltips now also show the score of the elected country and the rival
  • fixed Dutch Provinces not being able to declare independence wars when they should be able to

Update: Aug 24, 2019 @ 11:15am

  • added triggered modifiers that make Fiefdoms cost less diplomatic relations in Feudal Age, High Middle Ages and Late Middle Ages (ages of the Extended Timeline mod)

  • added Dutch Province
    • A Dutch Province behaves similar as a normal vassal and joins its overlord wars, but has a slightly reduced base liberty desire and slightly increased liberty desire from development, is not restricted in its diplomatic actions and costs no diplomatic relation. It gains a bonus on trade efficiency and diplomatic reputation and grants its overlord a bonus on diplomatic reputation. It can only be established by Dutch or Flemish countries in the Low Countries region on Dutch or Flemish countries in the Low Countries region. Only one country can have Dutch Provinces at the same time and it can only have 5 at most. The overlord can enact up to three reforms - to disallow Dutch Provinces to declare war on each other, to disallow Dutch Provinces to declare wars in general (activating scutage allows them to declare war again) and to disable Dutch Provinces Elections. Unless the third reform was enacted, each January the current overlord and all Dutch Provinces elect the next overlord. If a different country than the current overlord wins, all Dutch Provinces are transfered to that country and the current overlord becomes a Dutch Province himself. The third reform also allows Dutch Provinces to declare independence wars, before they can only diplomatically request independence. After all three reforms were enacted, the current overlord receives a special decision to form the Netherlands with the help of the Dutch Provinces.