Europa Universalis IV

Europa Universalis IV

MEIOU and Taxes v3.0
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Update: Jun 22 @ 11:54am

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##### Open Alpha 29 #####
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Edit:
- New Province UI
- Naples now has an extensive tutorial mission tree
- Missions: Tons and tons of them fixes/new, Naples, Poland, Bohemia, Austria, Two Sicilies, Netherlands, Venice, Denmark/Norway Scandinavia

### League Wars
- Make the requirements for a permanent peace in the League Wars more stringent: 75% in the 1st war, 66% in the 2nd war, 50% in the 3rd war. If no vote reaches this threshold after 3 wars, the Empire will enact a Permanent Religious Peace.

### Balance
- Increase base autonomy gain for provinces, increase autonomy reduction from CE
- Add some benefits to Regional Leadership Governance Reforms
- Rework CE from regional Capitals and how everything is calculated, should be more efficient now
- Increase wealth generation from gold/silver/precious metals and trade by roughly 100%
- Buffed dues, land taxes and poll taxes and fixed bugs to make those taxes more viable.
- add religious autonomy from minorities
- Removed Prestige from Centers of Learning, nerfed bonus from regional, subcontinental largest city

### Institutions
- Casual Literacy has new requirements
- Global Trade has new requirements

### Ideas
- Add Burmese ideas, courtesy of Avalon

### Misc
- Add minor urban populations to Marburg and Fulda
- More special mapmodes in the bottom right UI
- Fixing various UIs, like National Income
- Buff to Tributes (Tax paid from Tribes to state)
- Removing forgotten delicacies taxes in burgher flows
- Fix Tax information in decisions
- it no longer lies to you, nobody noticed that Feudal Dues and Rent Dues were swapped??
- Civil Examinations 2: Irregular Examinations changed requirements


### New Feature State Property
- State Property has now a capacity
- State Property capacity is derived from Reforms, Priviliges and Ideas
- If state goes over capacity, additional provincial corruption is accrued
- if state is over cap, events will happen where estates will try to buy property from state
- expropriations from estates will no longer lead to state property, instead the property goes from estate to commoner
- commoner expropriations are disabled
- increased state share from investments when far below state property capacity, scaling
- decreased to almost no shares from investments when far below state property capacity, scaling
- New background event that transfers properties of size 3, 5, 10 to commoners when above 100, 150, 200% state property capacity.


### Flavour
- England and France has an introduction each to explain how HYW works
- Remove English restore union mission CB for France
- Province allocation to England fix
- Jeanne can now either show up in 1430 or when France is in dire situation
- Add Jeanne's capture when England wins against her leading an army
- Add subsequent trial for Jeanne
- Jean II will be released when France wins the initial war
- Jean II can also die now in captivity thus depriving England's biggest advantage
- Free County of Burgundy will become Flemish lesser union when Phillip Rouvres dies
- Remove England cores when they lost HYW
- Triggering Peasant revolt end events with a set timer
- Noble appeasement event will get triggered for France when they win HYW, removing one of their buffed up reform for now
- Remove Alencon cores on Normandy

### Map Setup
- Change west Himalayan wastelands to allow colour infill
- Move some pixels from Khotan to Kashgar, update province data
- Change east Taklamakan wastelands to allow colour infill, remove wasteland 3845
- Move province 2575 from Arabia to Red Sea node, update province groups
- Remove innacurate AHS core on 1099 Soqotra
- Rename duplicate Mbunda to Cuanza
- Rename 4122 Bujadur to Abu Khatar, add dynamic province names
- Remove stray pixels of Celtic Sea on Leinster coast
- Correct native icon for 3229 Perapohjola
- Connect East Mediterranean sea tile to Cyprus

Update: Jun 22 @ 11:48am

Update: Jun 22 @ 11:36am

Update: Mar 16 @ 1:20pm

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##### Open Alpha 28 #####
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### Expanding Skill of Industries and its effects
- Skill no longer increases output of industries, instead decreases labor usage of that industry
- Skill no longer capped at 100
- Introduction of modifiers that affect skill of each industry
- most industries have 2 or 3 skills that influence its skill cap
- introducing a skill cap that is calculated for each industry in each province
- skill can be different between each province
- Adding skill effects to Institutions, Technologies, Ideas and many more things
- New industries always start at 100% skill
- Skill growth depends on the maximum skill cap, growth starts fast and slows down when getting close to cap

### Colonization
- certain regions get exploitation modifiers to represent their historical "use"
- make nomads unwanted in colonial provinces, if owned by a non american country

### League Wars tweaks
# Aimed at making the 1st and 2nd war more relevant and increase player agency in the 30 Years War gameplay
- Getting 50% of the Prince's votes for a single option in the League Wars will now end the League Wars once and for all (so no more guaranteed 3 Wars)
- Reduce impact of amount of League Wars on the Prince's voting behavior (aka less likely that all AI will vote religious peace in later wars)
- Introduce War Exhaustion as a factor for AIs to be more likely to vote for religious peace. 10 and 20 WE are the thresholds for them to be more likely to vote for peace.
- 3rd League War had a timer of 50 years after the second to fire, reduce this to 10 years.

### General
- New river sections for Benue, Senegal and Gambia river
- Changes to Niger river section
- More Cossack flavor
- More Reformation-related flavor
- Revive half-ported succession crisis disaster
- Add support for DLC 122 Chinese and DLC 123 French music packs (adapt the Vanilla triggers for when which song plays)
- Colonial cultures are now a thing again for the most common colonizers. More to be added later.
- Add decision to form Ruthenia for Ruthenian culture group, aka don't make Kyiv form Russia.

### Ideas
- Added a new idea set for the Mon culture, courtesy of Avalon

### Balance
- Kotoko Startup massively improved
- Naval material supply from timber industry reduced by 60%
- All Ressource sizes increase with technology
- Extraction increases more than Farmland from new technologies
- Nerf Vengeful trait of rulers
- Crop Adaption after columbian exchange is faster. Alot faster for Maize, minor adaption speed buff to potato (still slow!)
- Make Obsidian great again, attempts at fixing american economy
- Lowered institution invention difficulty
- Upped neutral growth life fulfil to 85, nerfed urban natural growth.
- Made Inflation much more impactful, inflation reduction is done through policy.
- Rebalance Estate Infra build priorities
- Slight adjustment of the conditions for the Peasant War to helpfully prevent AI from perma-fighting peasants
- Changes to Terrain in regards to Core Creation Costs, Nationalism and Culture Conversion

### Fixes
- Fix old oversight in timber taxation
- Some spelling fixes, whenever someone finds one
- fixing divide by zero errors where they can be identified
- bandaid fix to limit feudatory exploits
- Releasing subject after appanage reverts to crown failsafes (prevent no religion)
- Major fixes/tweaks to entrenchment and passive conversion (credits to @muh_europa for pointing these out)
- Fix some errors in Manpower, Slots and Minority Conversion scripts. The errors are real and have been there for a long time, thanks to an anonymous reporter they are now fixed.
- Fix some errors from province flags on Trade mapmode whilst maintaining full functionality, if you can identify more, please reach out
- Many misc error fixes
- Fix a permanent Province modifier being added without duration
- Fix overlapping French missions
- Try to fix Ottomans almost always choosing to expand in Anatolia instead of going for the Christians
- Fixed issues with Vassal CTA if it happened in parallel in multiple countries and if subject of subject was supposed to be called

### Localization
- Improve unresolved bids explanation in tooltip
- Fix quite some small localization issues

### Misc tweaks
- Dutch Republic now gives Aristocratic Republic government reform
- Add debug_mode to parser and inform user when its active
- Make Oman start with Trade and Naval, Yemen with Trade Aristocracy, remove historic rivalry with MAM
- Make Zanzibar and Mombasa always start with trade ideas
- Attempt to make it completely impossible to 'Trade in Special Mapmode x'
- Make Silesia and Bohemia friendly towards Poland, to make sure they dont break Treaty of Visegrad
- Make Institutions spread as well via trade if own nation has the institution, not just other tradepartners
- Make France always accept ransom for their starting king. Bandaid fix until we have a better solution for renegociation

### Special Mapmodes
- Integrate @molkemon's Special Mapmode interface submod in the main mod
- Make special mapmodes also work on uncolonized provinces (mainly for seeing rivers, deposits, etc.)

Update: Oct 20, 2024 @ 1:56pm

Update: Sep 29, 2024 @ 12:17pm

Update: Aug 4, 2024 @ 2:06pm

Update: Jul 30, 2024 @ 1:28pm

Update: Jul 22, 2024 @ 2:02pm

Update: Apr 20, 2024 @ 12:33pm

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##### Open Alpha 25 #####
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### Systems
- Reenabled Burgher Promotion System with new implementation based on current burgers * LabourDmnd/Supply as base
- Burghers will now be able to promote if needed based on labour supply
- Additionally there are global and local modifiers on ideal burgher size based on Laws, Natural Locations, CoT Level etc.
- The speed of promotion / demotion depends on factors like burgher fulfillment values and commercial throughput and distance to ideal limit
- Natural location will have a minimum desired amount of burghers allowing to grow burghers in new natural location from scratch
- Elites no longer are capable of migrating which should fix the elites emigrating into being peasants.

### Content
- Small adjustments to the Austrian mission tree

### Balancing
- Increased effect of protecting peasantry interaction to +2.0 Peasant Freedom - Noble Power per year
- Increased effect of overlooking tenant abuse interaction to -2.0 Peasant Freedom * Noble Power per year
- Adjusted income/expenses calculations for commerce to alleviate issues with sudden size reductions
- Removed urban labor demand from commercial industry
- Decreased alliance slots from international importance accross the board
- Increased base diplomatic range by 25 for better early game Balance
- Disallow alliances if relations are below +75
- Entirely rebalanced ship goods base cost and progression for cost to be more in the range of vanilla at game start but with a progression over time
- Requirement of embracing Columbian Exchange for taking colonialism idea set
- Added small amount of luxery output to houseware and textile industries
- Roughly quadrupled luxery industries inputs whilst doubling output.
- Rebalanced Steel Industry to be mostly about armaments production and increase inputs.

### AI
- Increased alliance threshold of minimum military strength to ally from 0.075 to 0.25 of sender country
- Increase AI interest in doing guarantees to offset less overall alliance slots
- Reduce AI desire to use building budget on capitols and fix some triggers on when capitol building is allowed

### Map Setup
- Added luxury clothing industry to various southern and eastern english cities to represent their importance in the european luxury production system
- Rewamped and rebalancing of Ostsiedlung setup to achieve more historical outcomes
- Fixes Leibzsch and North Thryding winter.

### DG
- Changed set_papal_controller to transfer_papal_controller to ensure only older cardinals get elected to papacy.
- Adds basis for Muslim church aspects.
- In the event of genesis of the Schism, added the two main ways to end the Schism.

### Fixes
- Fixes the formation of the Mongol Empire being blocked by a non-existing province being required for non Mongol nations.
- Minor rework of nobility events
- Fixes position issues (including red pin) in South East Asia
- Fixes a localisation issue due to a global_event_target not changing
- Fixes Catholic events checking num_of_cardinals, treasury, num_of_loans on the wrong scope
- Fixes E-RandomEvents using the wrong public function on the country scope
- Fixes FE-SPA.txt using the wrong public function on the country scope
- Fixes FE-ARA.txt using the wrong public function on the country scope
- Fixes setup_civil_war not correctly spawning rebels
- Fixes bug preventing commercialization from being invented until a province had 5+ trade value (supposed to be 3+)
- Fixed peasant protection / exploitation modifiers not working due to wrong scaling when calculating power
- Fixed legend in property modifier layer 2 being misplaced in the next line leading to broken display
- Fixed ancient bug causing tooltip display issues in Linux

### Quality of Life
- Add current value of the relation with faction to the relation change tooltip