Europa Universalis IV

Europa Universalis IV

MEIOU and Taxes v3.0
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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

Update: Dec 30, 2023 @ 1:30pm

Update: Aug 13, 2023 @ 1:19pm

Update: Jul 23, 2023 @ 11:07am

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##### Open Alpha 22
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### Community Additions
- Implement 2 suggested fixes from EmperorRAG from Community Discord in the SYS-API
- Remove Taiwan from Middle_Kingdom on suggestion from community
- Fix faulty Meritocracy invention requirement localization from Kakimito from the Community Discord
- Fix Global Trade invention requirements not showing year requiremnt (also Kakimito)
### System Changes
- Rework Trade Jumping
- Add new DirectBuy system
- Allows classes to directly immediately purchase their own Produce
- Classes can now DirectBuy up to 80% of their food output
- Expand DirectBuy system to support Elite buying
- Split off Noble Rural Power calc, add politics to DirectBuy
- Add War Stockpiles system, allowing the State to buy up stockpiles in preparation for war
- Add penalties for lacking goods for the Army
- Add new Trade Display
- Make precious metal mines HEAVILY owned by State.
- Trade Changes
- Make food not sold if stockpile is not big enough and supply<demand or there was unmet demand. Also include food not being sold too far away.
- Constrain military goods trade.
- Comment a lot of the code
- Improved trade opinion score system. Now every change in opinion matters and it's exponential
- Change requirements for Centres of Trade
- Make Major Centres of trade rarer, but easier to get in sector centres. And Dominant centres of trade only appear in sector centres after global trade.
- New Center of Trade localization tooltips to explain the new systems
- Add Stockpile decay + use Exported variable to display given stockpile
- Restore Soil as a factor for Crops
- Have Soil Impacts vary for crops
- Rewrite AI-Tax
- Rework the Tax-delegator to work on a 0 to 100 scale
- Replace Delegator Algorithm; should handle excessive mana shares far better than the old system, also comment it more
- Add foundational Traveller code to mainline
- Non-map changes only
- Update Defines for EU4 1.35.4
- Add a decision to manually maintain property in provinces. Also fix overall maintenance.
- Make 'a' button change layer for every province, including AI.

### Fixes
- Don't let DAN colonies be historical Rival to DAN after formation
- Fix Plauges not spreading and show Plagues on the Trade Mapmode
- Stop resetting MilBudget to 60% every on_startup
- Fixes to bugged event choosing heir as Hungary (show correct option names, don't try to let AI switch tags)
- Fix pop needs table
- Fix center of learning assignment
- Fix double count in national sums of Elite Fees (display issue only)
- Fix Centralism_Check not working; fix players locked in 100x inst cost
- Don't allow female heirs to joust
- Fix DBZ in census display
- Fix idea group trigger for Prof and Grand army
- Fix flagships being unintentionally broken
- Try to prevent monuments and canals from randomly dissapearing
- Fix envoy travel time effect on CE being inversed of intended
- Allow for a theoretical maximum of 90% CE reduction from envoy travel time
- China Foreign Claim used 2 different flags, unify to China_ClaimForeign
- Fix Greece getting cores on BYZ cores way too early due to faulty check
- Fix dependency petition decisions not working due to missing global event target
- Fix LIT being able to inherit Trakai without it being their or POL subject
- Fix Provence not leaving the HRE if Naples integrated Provence Duchy
- Always make Player Senior partner in Iberian wedding if it fires
- Fix exploit where selecting your subjects provinces reduced their liberty desire
### Scripts
- Make Key Scripts work from anywhere
- Replace divide with multiply in a lot of cases for performance improvement
- Add Regional Price Tracking throughout sim
- Allow for per-class Demand stepping
- Many background fixes
- Improve industry heuristic
- Introduce Dump_Stockpiles effect to improve selling logic of Merchants
- Add cheap math function with diminishing returns with a threshold and max/min values. Behaves very similar to a log function.
- Add new var for commercial risk to be stored in country tags.
- Rework Feudal/Loyalty mana cost effects
- Now a far simpler effect, below 60 it scales to 0 an autonomy effect, above 60 autonomy is ignored and a reduction occurs. Also lower autonomy effect floor from /0.1 to /0.5 for Feudal Dues/Levies (state)
- Rework how sims are started
- Via event in Mapuche, no more always = no. Includes tips and shit to help explain whats going on
- Start replacing trigger switch with if else if (better performance)
- Improve data collector to allow better aggregation and add new data
- DBZ prevention in lots of places
- Make keys generator always output correct line endings
- Remove a bunch of unused tags
- Reduce size of province-count based scripts
### DG
- Allow AIs to end the Schism as well
- Hardblock France from allying or guaranteeing the Pope if AVI exists
- Add a failsafe for Western Schism being borked if FRA does not exist
- Adds support Clergy missionary work giving global missionary strength
- Fire Diet of Worms event not in Karakorum but in Worms
- Add a goto and prov name in event name for Monastic Town Orthodox event
- Add Resident Pressure Multi API for Monastic Town modifier
- Hard-block displo-vassalizing the Pope, Fix tje block for them joining Trade Leagues
- Add a failsafe to prevent Pope getting excommunicated if he takes back Rome
- Add notification settings decisions for Religious Minorities
- Fix the bug where Protestant Minority appears in Bohemia with Hussitism Spawn
- Actually vote when abstaining with the Western Schism vote
- Fix event calls for result of the Trial of Jan Hus
- Fix VoteCount localization for Jan Hus trial
- Fix loc for third vote in Councils
- A bunch of tweaks to the Papacy and Schism mechanics
- Unify post-schism mend cleanup
- Fix the Papal State always being the Papal controller
- Rework Papacy Elections
- Every nation with at least one Cardinal gets to vote now, 1 vote per Cardinal instead of the old system with fixed tags getting a vote
- Fix a bunch of cases where elections would not properly trigger
- Make sure new Popes have the correct culture
- Make one unified script for the Elections for both PAP and AVI
- Don't fire Pope elections when PAP chose a Roman Pope in leadup to the Schism
- Add failsafes against broken Papal Elections after Schism start and End
- Add failsafes against the Papal Elections firing multiple times
- Display how many Cardinals voted for which Pope in notification event
- Add some basic ai_chance modifiers for whom AI votes for next Pope
- Localize for the Player which Tag they are voting for Papal Controller
- Fire Papal Election results also for ROOT tag if player wins election
- Failsafe against broken Papal Elections if PAP got annexed -> released
- Make Bohemian reaction to Trial of Jan Hus Major = yes
- Remove guarantee of PAP by FRA at schism start
- Comment out some legacy code that does nothing since PA2 doesn't exist anymore
- Make sure that AVI has the correct Title Rank upon creation, also make it show properly as a Papacy
- Try to ensure PAP and AVi are always Pope Government
- Fix Papacy Maintenance event not working
- Make FRA guarantee AVI at the start of the Schism
- Add bad effects to being excommunicated
- Add support for Avignonist to all the Cardinal scripts
- Stop subtracting Stab on religion change for player only
- Fix Center of Religion Estate Interaction never working
- Add DG namespaces to 00-ANameSpace
- Prevent Hussitism never spawning if Schism resolved within 20 years
- Replace had_global_flag checks for religions with religion_years which seems more reliable
- Try to make AI Pope prioritize moving capital back to Rome
- Some tweaks to Papal Interactions
- Set all Centers of Religion to same conversion speed (0.75x Vanilla)
- Add a failsafe so that the end of the Western Schism can on