Europa Universalis IV

Europa Universalis IV

Lux in Tenebris
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Update: Nov 7, 2020 @ 11:44am

Update: Oct 18, 2020 @ 3:38pm

Lux in Tenebris 1.0.6 update changelog:

Gameplay/rebalancing changes:
  • Buffed mercantilism bonuses to (scaling at 100):
    • +10% burghers/vaishyas loyalty, from +5%
    • +50% production efficiency from +25%
  • Now mercantilism also grants (scaling at 100):
    • -50% CoT upgrade cost
    • +100% ship trade power
    • +100 placed merchant trade power
  • The Papal decisions to turn autonomous subjects into regular subjects has been repurposed into a new diplomatic action of the same name under "Influence actions" tab
  • Amaranth trade-in bonus changed to -5% reinforce cost, from -5% land maint.
  • Teff trade-in bonus changed to -5% land attrition, from -5% infantry cost
  • Pearls trade-in bonus changed to -0.3 interest per annum, from +2 dip. reputation
  • Cotton trade-in bonus buffed to +35 settler growth, from +30
  • Slaves trade-in bonus buffed to +35% tariffs, from +25%
  • Wine trade-in bonus nerfed to -0.5 unrest, from -1
  • Cloth trade-in bonus nerfed to -10% merc. maintenance, from -15%. Province bonus nerfed to -5% dev. cost, from -10%
  • Fish trade-in bonus nerfed to +20% sailors, from +25%
  • Naval supplies trade-in bonus nerfed to +10% naval FL, from +20%
  • Ivory trade-in bonus nerfed to +1 dip. reputation, from +2
  • Coffee trade-in bonus nerfed to -0.03 monthly autonomy, from -0.05
  • Coal trade-in bonus nerfed to +5% national goods produced, from +10%
  • Beer trade-in bonus nerfed to -0.5 unrest, from -1
  • Rice trade-in bonus nerfed to +15% reinforce speed, from +20%
  • Whales trade-in bonus nerfed to +5% global trade power, from +10%
  • Maize trade-in bonus nerfed to +5% national manpower, from +10%
  • Olives trade-in bonus nerfed to +15% improve relations, from +20%
  • Nerfed Mandate gain per 100 tributary development from 0.15 to 0.11 yearly
  • Nerfed Mandate gain per state with prosperity from 0.03 to 0.024 yearly

Non-gameplay related changes and new additions:
  • Added a unique icon for daimyo subject type

Gameplay bugs fixes:
  • Fixed Confirm Thalassocracy decision requiring a non existing node, and now it can be passed with exploration + trade ideas, not just maritime
  • Fixed Emperor DLC Dutch missions
  • Fixed Georgian - Byzantine alliance event being able to fire when such nations rival each other
  • Fixed a bug where Ainu didn't have Okhotsk (their home node) discovered in 1444
  • Fixed a bug where Spanish Road mission asked for Epirus rather than Geneva
  • Fixed Papal "Eastern Alliances" mission to include Rumelia
  • Fixed duplicate Brandenburgian national ideas
  • Fixed missing Batonga culture in Barotseland
  • Fixed "Times of change" nestorian event missing a modifier
  • Fixed "Restrictions on trade" nestorian event not working correctly
  • Fixed a wrong province pixel in central Africa
  • Fixed a bug where Mong Yang and Mong Kawng were in a ghostly tributary status of Ming after getting released

Non-gameplay related fixes and internal changes:
  • Fixed the icons of a couple Ottoman and Mamlukean missions regarding Egypt
  • Fixed broken special character localisation and misc typos in some events
  • Fixed a UI bug where state religion icon would appear very small in diplomacy tab
  • Fixed missing localisation for clergy's apiculture monopoly privilege
  • Fixed event pictures of a couple nestorian religion events

Update: Oct 8, 2020 @ 1:07pm

Lux in Tenebris 1.0.5 update non-comprehensive changelog:

New content:
  • 18 new national idea sets
  • Completely revamped trade map, with 27 new nodes and many new trade flows
  • To accompany the above changes, a lot of new centers of trade and estuaries have been added through the world
  • 2 new ideas for Espionage and Aristocracy idea groups, including slight rebalance of both
  • Overhauled or rebalanced dozens of existing vanilla national idea sets
  • Completely redesigned many other vanilla national idea sets, such as the English, Venetian and British sets
  • New Tier 3 government reform for British culture nations; Royal Chartered Companies
  • Old Strategoi estate for Byzantium has been adapted to new 1.30 system, receiving many new interactions
  • Implemented most of new 1.30 Byzantine Resurgence content and adaptations
  • Around 6 new provinces in Italy, including 2 new nations: San Marino and Monaco
  • The previous Barotseland wasteland has been removed and turned into around a dozen new provinces
  • Many new wastelands around the world
  • The Arabian uncolonized provinces have been filled with new nations, including the first Jewish nation, Tayma
  • On top of all new trade regions for the new African and South Asian nodes, 4 new trade regions have been added: West and East Siberia, Manchuria and Amakusa (Korea + Kyushu)
  • Added new apiculture monopoly privilege for clergy/brahmins estates
  • Added new whales monopoly privilege for burghers/jains/vaishyas estates
  • General overhaul of Carpathian basin: changed most terrain, fort, culture and religion layout, tweaked some capitals and Hungarian national ideas slightly overhauled, suggestions contributed by tamasSzentandrasi on Github
  • Added a new event, mostly aimed at AI, that allows you to swap Aristocratic-Plutocratic ideas upon changing government type for free

Gameplay/rebalancing changes:
  • Flat local force-limit bonus from wheat, millet and rice trade goods has been halved
  • Old Lux in Tenebris decentralization triggered modifiers have been removed for nations with nobility estate, and strong duchies privilege now gives 1 extra relation slot
  • Walloon and Lorrain cultures moved back to French group
  • Increased the pace at which idea groups are unlocked, to adm techs 5 ··> 9 ··> 12 ··> 14 ··> 17 ··> 20 ··> 23 ··> 26
  • Rebalanced admin and diplo techs' bonuses, moving some modifiers around and adding +2 accepted culture slots to admin techs
  • Drastically decreased the number of techs required to unlock most espionage actions, with some now being unlocked by admin techs
  • Nerfed quantity ideas' manpower from +50% to +35%
  • Nerfed quantity ideas' force-limit from +50% to +30%
  • Buffed espionage-aristocracy policy back to +20% cavalry combat ability
  • Nerfed maritime ideas' blockade efficiency to +25% from +50%
  • Buffed exploration ideas' tariffs from +10% to +35%
  • Nerfed exploration ideas' minority expulsion cost from -100% to -70%
  • Buildings now increase local state maintenance by +15%/+20%/+25% depending on type and upgrade
  • Almost every source of colonial settler increase has been buffed drastically
  • Manufactories now grant +0.8 local goods produced, down from +1
  • Furnaces now grant +2% nation-wide goods produced, down from +2.5%
  • Removed -2 unrest and -0.02 war exhaustion from Prussian monarchy reform
  • Negative stability now decreases militarization and fervor
  • Blockading a province now also decreases its goods produced by -50% and its trade power by -75%
  • Now you can lose up to -2 yearly horde unity from development, down from -3
  • Escaling patriarch authority modifiers have been nerfed to -2 unrest and +20% manpower, from -3 and +33% respectively
  • Scorching earth now increases the province's attrition by 3
  • Escaling war exhaustion now increases subjects' liberty desire by +125% and reduces Mandate by -0.2 at 20WE
  • March's send officers bonus now gives the march +1 yearly AT instead of +20% morale
  • Escaling high harmony now also grants +0.5 legitimacy, +0.3 meritocracy and -5% development cost apart from +1 ToTF
  • Escaling low harmony now grants -2 ToTF, -1 legitimacy, -1 meritocracy and +10% development cost
  • Escaling mercantilism now gives +25% prod. eff., +0.25 yearly inflation and -25% improve relations at 100 mercantilism
  • Pious trait rulers now will also have -30 opinion penalty towards heathens, not just heretics
  • The revolution now will not spread to Emperor of China's owned provinces
  • AI will now build less universities on arctic and desert provinces
  • Religion enforced age bonus now reduces cost of enforcing religion through peace by -25%
  • Age of revolutions Habsburg diplomacy bonus now can be taken by Austrian-formed Holy Roman Empire
  • Prussian state militarization completely rebalanced. It now grants +1% yearly army professionalism, -0.1 war exhaustion, +20% reinforce speed and -20% reinforce cost
  • Cost of boost militarization button increased from 50 mil to 150 mil
  • Removed +25% damage shock of marines
  • Due to how government capacity works now, a lot of areas have been split into smaller ones, since max states is no longer an issue
  • Due to the above change, now cost of establishing a Holy Order has been reduced from 75 to 60
  • Catholic Holy Orders can now be used by all Western tech nations and Eastern tech with capital in Poland or Carpathia regions
  • Muslim Holy Orders can now be used by all non-horde muslim nations with capital in India, Levant, Persia or West, East and North Africa superregions
  • Regardless of type, Holy Orders can only be used by nations with 150 development or more
  • Base merchants increased from 2 to 3
  • Nerfed caravan power escaling efficacy, from +50 trade power at 150 development to +30 trade power at 210 development
  • Free city's municipal defence government reform has been changed from +5000 manpower and +25% force-limit to +8000 manpower and +8 force-limit
  • Kingdom of God government reform now grants +10% morale instead of +10% manpower
  • Clergy's wool and burghers' paper monopoly privileges have been swapped
  • Now paper monopoly privilege also covers books
  • Now wine monopoly privilege also covers beer
  • Now gems monopoly privilege also covers pearls
  • Ottoman AI is now coded to always take proper dhimmi privileges
  • Greatly tweaked AI personalities all across the board
  • Upon converting a Christian Andalusian culture province to Islam, it will now automatically change the culture to Andalusí as well
  • Same applies vice versa when converting an Andalusí culture muslim province
  • Agitate for liberty espionage action now increases liberty desire +50%, from +25%
  • A series of little tweaks to AI to increase their performance, such as making them slightly more agressive when engaging battles, debase less, not recruit as many generals/admirals or use estate privileges and revoke estate land better
  • Fort maintenance is now almost free for AI
  • Increased many sources of government capacity
  • Overall development buff to provinces owned by Poland in 1444
  • Reverted back all harmonized bonuses to vanilla values
  • Buffed inwards perfection privilege escaling development cost to -25% from -15%

Update: Apr 27, 2020 @ 6:46pm

Continuation of 1.0.5 LiT changelog due to character limitation

Non-gameplay related changes and new additions:
  • Trade flow arrow graphic on trade mapmode has been reduced in size, for readability purposes
  • Many new Polish dynamic names added, contribution by MatiFilozof on Github
  • East Siberia province border layout has been severely modifier to a more accurate settlement distribution. Note: it still has the same amount of provinces and development, nothing changed in that regard

Gameplay bugs fixes:
  • Majapahit now properly starts at empire rank
  • 'Build manufactury' agenda will no longer trigger for provinces where you're currently building one of the new non-economic manufactories
  • Papal States' two starting vassals now can't be instantly annexed in 1444. They can be annexed after 1454 like every other starting vassal
  • Echigo goldmine event now properly fires on Sado island instead of Niigata
  • Fixed Canary Islands event chain not working properly for AI

Update: Apr 25, 2020 @ 1:42pm

Update: Apr 25, 2020 @ 1:22pm

Lux in Tenebris 1.0.4 update changelog:

This is an extremely small patch, it only has a couple bugfixes so I wont make a changelog. The update was done mainly to update the mod to 1.29.6
Sadly, the new launcher doesn't seem to work well and refuses to properly show that the mod is updated to 1.29.6, even though we updated the .mod properly.

The only change worth mentioning is that Romania can now be formed by all cultures in the Romanian culture group, rather than only Wallachian nations.

Update: Apr 20, 2020 @ 5:07am

Lux in Tenebris 1.0.3 update changelog:

New content:
  • 8 new sets of national ideas: Toulai, Geneva, Champagne, Cyprus (Greek), Galich, Gotaland and Strassbourg
  • Brand new Bulgarian national ideas, with new localisation as well
  • New Siberian tech group. This group is not intended to be particularly fleshed out, although it has some unique localisations and a unique unit. The purpose of this small tech group is to hopefully fix some of the discovery bugs due to Siberian tags sharing Eastern and Chinese tech groups
  • The seven Siberian natives now start at tech 2 as a result of the above change

Gameplay/rebalancing changes:
  • Base missionaries changed from 1 to 2
  • Massive terrain overhaul in some regions like South East Asia. Some parts of Europe, Africa and selected provinces have also been changed
  • Massive national idea overhaul. Most modifiers have been standarised to resemble vanilla balance, except in selected cases of formables or interesting nations that have unique amounts.
  • Every single national idea that granted legitimacy, or republican tradition or equivalent, now also grants all other legitimacy equivalent modifiers
  • Note that due to the change above, the tooltip will look funny, but works as intended
  • Revised Irish ideas. Now Ireland uses proper post-1.25 ideas and Irish minors use a different Clann generic idea set
  • Byzantium no longer starts with cores on some Aegean islands around Rhodes
  • In fashion with Jerusalem, a new set of inherently medieval formables are no longer formable during the first 2 ages, with their modern equivalents only being available after Age of absolutism
  • Added missing special decision to reform the Roman Empire as Byzantium
  • Now reforming the Roman Empire will only change your capital to Roman culture
  • Now you can't reform the Roman Empire if Byzantium exists
  • In same fashion, you can't reform Byzantium if the Roman Empire exists
  • Outremer can only be formed by Jerusalem now
  • Added missing Pomerania formable for the Pomeranian minors
  • Reforming primitive navy for oceanic primitives now reduces monarch powers by -80 instead of -100, works on yearly income rather than fixed amount of ducats, and now AI can pass the decision after adm tech 15 (no tech requirement for players)
  • Tweaked many of the post-colonial formables (requirements)
  • Rubber and Oil tradegoods disabled for now until the end date is properly expanded and flavor is added about it
  • Tradegood of Svaneti changed to gold
  • Tradegood of Racha changed to livestock
  • Wallachia now starts with a core in Besarabia
  • Teschen country name changed to Tesín. Tesín now uses proper historical monarch in 1444
  • Giurgiu development changed from 3/2/2 to 2/2/1
  • Epirote national ideas buffed. +3 tolerance of heretics tradition changed to +1 yearly legitimacy
  • Founding St. Petersburg decision for Russia is now cheaper and grants more development, but grants less prestige. Now AI will take the decision if it has enough money
  • Age of Discovery age objective of having 2 personal unions/5 vassals is no longer mutually exclusive based on religion. Now any nation can meet any of the 2 requisites to fulfill the objective
  • Nation specific age bonuses can now be picked by any potential formable of said nation (Sweden/Scandinavia, Prussia/Germany, Great Britain/United Kingdom, etc)
  • Colonial idea set no longer grants +1 missionary
  • Ife is now a fetishist religious center
  • Oyo (province) development changed from 3/3/1 to 6/6/4
  • Zemplen moved to Slovakia area
  • Lithuanian traditions now grant +4 tolerance of heretics, from +3
  • Nicosia and Famagusta provinces now start as catholic religion

Non-gameplay related changes and new additions:
  • All new Japanese nations (19) now use Mandate of Heaven special unit models, if correct content pack is enabled
  • Ogigayatsu-Uesugi now uses Uesugi special MoH unit model
  • Oda now uses Imagawa special daimyo MoH unit model rather than generic MoH unit model

Gameplay bugs fixes:
  • Fixed Samtskhe missing cores in their proper lands
  • Kars now starts as a Georgian province
  • Fixed misc details on Maori formable regarding requirements and permaclaims granted
  • Fixed Siam formable changing capital and adding dev to the wrong province
  • Fixed 'Conquer Tripolitania' Byzantine mission
  • Fixed a bug where forming the Roman Empire wouldn't require Greece
  • Fixed Soshone starting in the wrong province
  • Fixed Eastern Soshone having the wrong primary culture and flag
  • Fixed a bug where Prussian monarchy was not properly given for non-Dharma users
  • Fixed a bug where Swabia trade node wasn't counted as inland
  • Adapted and fixed many vanilla flavor events to work properly with new LiT provinces, mainly Austrian events

Localisation fixes and internal changes:
  • Capital of Walcz is now Walcz
  • Fixed Nestorian seat decisions not working as intended
  • Fixed flag of Irish Ireland being the Anglo-Ireland one
  • Fixed Brittany's Marc'harid decision tooltip showing duplicate Marc'harids
  • Miscellanea new province naming for several provinces
  • Fixed Bydgoszcz capital

Update: Mar 26, 2020 @ 12:57pm

Lux in Tenebris 1.0.2 update changelog:

Gameplay/rebalancing changes:
  • Devshirme system modifier for Ottomans now grants +15% total manpower and manpower recovery, from +10% total manpower. AI will also be slightly more likely to pass the decision
  • Forming Prussia now requires adm tech 6. Additionally, if you form Prussia as a theocratic Teutonic Order, your government will change to monarchy
  • Tweaked pip distribution in late game Japanese units
  • Geneva tradegood changed from cloth to gems
  • England development tweaked; 15 development has been moved from England proper to English holdings in France. Total development of England tag remains unchanged
  • Tweaked Ottoman mission 'Consolidate Asia Minor' to not require HRE-protected land (Genoese) in hopes of helping them expand early game
  • Terrain of Lagansky, Ikitsokhurovsky and Tsagan Aman provinces in Astrakhan changed to drylands
  • Trade good of Qakh changed to grain
  • Trade good of Racha changed to wine (grapes)
  • Asti, Italy now starts as a releasable, and the province owned by Milan
  • Development of Branicevo changed from 2/2/1 to 1/2/2
  • Buryat culture nations can now form Yuan, Ilkhanate and the Mongol Empire

Non-gameplay related changes and new additions:
  • Added a plethora of new Greek province naming, courtesy of EdwardLiv
  • Lower Danube node color changed for better distinction of Krakow node color

Gameplay bugs fixes:
  • Fixed an event that would cause non-Dharma users to crash within few years of the game
  • Fixed a bug where non-Dharma owners starting a fresh 1444 Byzantium run would not get Iqta abilities and factions
  • Fixed many positions around the world
  • Fixed Majorcan ideas granting +0,3% discipline insteas of +3%
  • Fixed Hungarian "Old Alliances" mission
  • Fixed a bug where nations in Mongolian culture group could not form Ilkhanate or Mongol Empire
  • Fixed bug where legacy government for Florence was considered a monarchy even though it's a republic
  • Fixed bug where "Reuniting the Mongols" mission event would not change the culture of your provinces
  • Fixed a bug where Roman Empire legacy government had assigned Assimilation mechanic, even though it's not possible for non-Dharma users to get it
  • Fixed a bug where Korean and Japanese units would be invisible if MoH content pack wasn't enabled
  • As a result of the above, for MoH content pack users, the new tags added by LiT now use generic asian models. An update will be posted in the future with all the new units
  • Fixed wrong balance on late game Japanese units where they would have more pips at tech 19 than Western units, and equal pips the rest of the techs. Now all Japanese units past tech 19 have 1 total pip less
  • Fixed Foix starting with kingdom rank

Localisation fixes and internal changes:
  • Fixed many province name errors based on community reports
  • Fixed broken localisation for Columbus' Portuguese name
  • Fixed Timocka name being duplicated. Renamed to Branicevo
  • Fixed many Greek dynamic naming
  • Schwerim province renamed to Schwerin, typo

Update: Mar 26, 2020 @ 12:48pm

Update: Mar 21, 2020 @ 9:55am

Lux in Tenebris 1.0.1 update changelog:

Gameplay/rebalancing changes:
  • Nerfed several national ideas giving +0.5 RT to +0.3 RT, in fashion with the rest
  • Added +1% missionary strength and -80% missionary maintenance to colonial idea set in hopes of helping AI convert the Americas.
  • Upper Nile River modifier modified to 1.5 supply from 2.0, +20% supply modifier from +25% and -45% development cost from -40%
  • Trade good of Dunkirk changed from naval supplies to fish
  • Trade good of Setúbal changed from fish to salt
  • Trade good of Portimao changed from fruit to fish
  • Trade good of Saintogue changed from linen to salt
  • Trade good of Hulst changed from linen to naval supplies
  • Trade good of Aalst changed from linen to beer
  • Culture of Dvaleti changed from Ossetian to Georgian
  • Development of Brugge changed from 12/12/7 to 10/10/6
  • Development of Ghent changed from 6/6/3 to 7/10/3
  • Provinces from the 'Red Ruthenia' area moved from Kiev node to Krakow node.
  • Removed Cortes government for Catholic Iberian tags for now until further flavor around it is released
  • Reduced forming Spain's legitimacy requisite from 100 to 95
  • Adjusted the Georgian civil war disaster to be slightly easier to avoid as a player
  • Adjusted Roman inquisition event to make it easier to fire
  • Potato and maize spread event now has an option to keep current trade good if it fires in a linen producing province
  • Increased Holy Order cost to 75 points of a monarch power to accomodate for the increased amount of provinces per state
  • Decreased furnace global goods produced bonus to 2,5% to accomodate for the increased amount of coal provinces in the world
  • All 3 Prussia decisions have been tweaked. Now you can form Prussia whenever you want without a religion requisite, but it won't give you Prussian monarchy government. Instead, a decision to gain the government has been added that will require you to be protestant or reformed
  • French mission 'Reconquer Gascony' now requires Mayenne instead of Laval

Non-gameplay related changes and new additions:
  • Added several Dutch and Flemish dynamic names for provinces around Low countries and Picardy, courtesy of Sulphur Aeon
  • Some Roman, French, Picard, Wallonian and Spanish dynamic names added for the aforementioned provinces above
  • Base name and capital of Tournai changed to Dornick and Doornik respectively
  • 'North Sea' sea tile renamed to 'Long Forties'
  • Added a plethora of new Provençal, Occitan, Gascon and Picard dynamic names for France region, courtesy of Ratractac
  • Polynesian nations now use proper Polynesian monarch, leader and ship names instead of North American native names

Gameplay bugs fixes:
  • Fixed a bug where the event to sell Granadan land to Castile as Portugal would fire more than once
  • Fixed Pronoiar and Basileus Protostrategos Byzantine reforms being mutually exclusive
  • Fixed a bug where nations inside Mongolian culture group couldn't form Yuan (this will exclude Buryats)
  • Scrapped due to numerous bugs for now the LiT chain event about the Fall of Brugges and Rise of Amsterdam. Replaced by the BT one for now
  • Readded Bab-el-Mandeb strait (Ethiopia ··> Yemen), which was mistakenly removed
  • Fixed HRE province Tübingen having jungle terrain
  • Fixed a bug where forming Prussia as Teutonic Order gave you Prussian monarchy reform (which you immediately lost due to not being a monarchy)
  • Fixed position of Sucre province
  • Fixed a bug where Schism of 1552 event would not always fire for a Nestorian nation if present
  • Fixed a bug where Schism of 1552 events would start firing before the Schism itself happens
  • Fixed a bug where Fars would have the yet unreleased and unfinished Persian tech group
  • Fixed and tweaked several formable nations requisites to adapt them to LiT's new provinces
  • Fixed many mistakes in provinces discovered for several tech groups (mostly West & Central Africans and Ottomans

Localisation fixes and internal changes:
  • Fixed name of 'Eastern Sea of Aland' seatile, renamed to 'Sea of Aland'
  • Fixed missing localisation for the province modifiers set by the spread of potato and maize events
  • Fixed bugged accents in several Portuguese and Spanish advisor events and Hernán Cortés name in Spanish GC missions
  • Removed 30 duplicate flags from vanilla for better compatibility with other flag mods
  • Added missing localisation for Sarir and Lamankhoyn formables decisions
  • Removed several unused Irish governments from Beyond Typus that were causing problems
  • Removed unused Regnum Dei government, it is already being added in 1.30 by Paradox
  • Fixed 'mantain' typo in several events, ideas and decisions' localisation
  • Fixed localisation of Strategoi estate events for Byzantium
  • Removed unnecessary use of some vanilla files for better compatibility with other mods
  • Fixed missing localisation of Viktor Orban event's title
  • Fixed several new governments added by LiT not refering correctly to their legacy version