Europa Universalis IV

Europa Universalis IV

MEIOU and Taxes v3.0
55 sonuçtan 31 ile 40 arası gösteriliyor
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Güncelleme: 15 Ağu 2022 @ 13:36

Güncelleme: 11 Tem 2022 @ 12:12

Güncelleme: 22 May 2022 @ 13:34

Güncelleme: 1 May 2022 @ 12:43

Güncelleme: 3 Nis 2022 @ 8:01

Güncelleme: 8 Şub 2022 @ 12:29

Güncelleme: 23 Oca 2022 @ 13:07

##### Open Alpha 9
### System Changes
- Migration System:
- The amount of possible migrants from the peasantry now scales with tenacy rights and peasant freedom
- Added a modification which modifies migration speed into cities the further you are from the amenities cap (faster if below, slower if ahead)
- Added a forced migration system and menu to allow for the player (no AI yet) to move population around
- Population movement costs ducats and military monarch power and is based on a multitude of factors
- Ducat costs gets reinvested into the pops wealth pool and infrastructure in the source/target provinces
- Dependent on how much population is moved national or local effects on stability and unrest can occur
- Dependent on province setup forced migration can help with ongoing culture conversions
- to be done:
- Make forced migration influence religious setups
- Make forced migration influence local elite loyalty
- Added a local Promotion/Demotion system so that pops can move between classes in their own province (Atm only used for Peasants -> Residents)
- Promotion/Demotion works with an ideal resting point for each class, which is derived from a multitude of metrics
- Currently this system mainly does allow for cities to grow out of their local peasantry pool, which helps with overall lower migrant amount and small nations city growth
- Promotion/Demotion happens as a percentage of current class size vs. ideal resting point usually at about 2% of the difference per year

- Population Growth System:
- Increased death rates the further away a city is from the amenities cap
-> slightly increased general city death rates to get closer to historical city growths
- Increased peasant birth rate for provinces with lots of unused rural land capacity (settlement of north america, stepps etc.)
-> slightly reduced overall peasantry growth rate to get closer to historical growth values
- Made the amenities cap scale with additional units above the previous rank at diminishing returns (building single units now gives boost to the cap)

- Expedition System:
- Added option to always fight off expeditions, skipping the landing event, as well as decision to toggle it
- Fixed number showing chance of defending province
- Added expedition decisions to everyone so can toggle landing event and see expedition zones and tech requirements

### Changes & Balance
- First round of changes to FE-POR (Portugal) flavor events
- Norway and Denmark missions to form Denmark-Norway changed to require full ownership of the other partner, to match the mission description
- Strongly reduce the scaling of military costs by technology (this should result in better army size progression over the course of the game time)
- Push back alliance block for east / western europe to 1500 and caucasus isolation to 1550
- Increase base access on manpower pools for volunteer recruitment form 6% to 10%
- Make London start with Amenities level 3
- Limit AI from picking evangelical ideas if not following Abrahamic religion
- Added capitol selection AI-only event for Australia
- Allowed to select in subjects provinces in multiplayer
- Tweaks to Wycliffitism and Hussitism to slow the spread outside the British and West Slavic culture groups respectively
- Very large kingdom less likely to become Calvinist

### Fixes
- Fix a bug which caused a modifier for class interest in building amenities to not be applied properly
- Tweaks to SYS-API Modi_Prod modifiers applied to the wrong goods for scandanavian_ideas_2, industrial_ideas_6 and quantity_ideas_1
- Fixed mistake in AI reasoning for taking expansion ideas
- Further improvements to AI goals evaluation
- Made Khorasan, Mawarannahr and Yettishar nodes more different in color
- Fixed calculation of "Elite Power from Autonomy" modifiers not working in intended manner (additive instead of multiplicative)
- Fixes the religious conversions that stopped working
- Fix to Restore Franconia mission calling event about Swabia

Güncelleme: 18 Oca 2022 @ 13:55

Güncelleme: 18 Oca 2022 @ 11:51

Güncelleme: 16 Oca 2022 @ 8:51

##### Open Alpha 8

### Changes & Balance
- Slots now have an easier time buying land from other slots when the land is full, this will allow things like delicacies to have more land late game
- Reduces wage increase from Bureaucratic privileges and slightly tuned down wages overall to make taxation more worthwhile
- Dissolution of Georgia disaster will not happen for Georgia being a subject
- Buffs revanchism with a number of modifiers (autonomy, loyalty, no prestige loss) to make the AI be able to recover better
- Tengri split into Monotheistic Tengri and Saman (Shamanism)
- Confucian is now a country and elite religion
- Splits the New World pagan religion group in three, Mesoamerican, Andean and the rest
- Asian Animism is now split between Shendao in northern China (not on the map), Bimoism in southern China and Ban-Phi in Laos and north Myanmar
- Adds new syncretic religions for Indonesia in Dharmic, Taoic and Muslim group called Kejawen (name not set in stone)
- African Animism split between Ajokist, Munyambe, IXam, Odinala, BuKongo and Fomba Gasy (names not set in stone)
- Adds Khabzeism as a new Pagan religion for the Caucasus
- Tweaks down the spread of Wycliffitism, Hussitism, Luteranism and Calvinism
- Wycliffite and Hussite AI nations more likely to turn Protestant

### Fixes
- Fixes meritocracy spread
- Fixes major bugs in Reform AI code, which made the AI completely unable to reform
- A couple of Yuan provinces are now Vajrayana
- Scandinavian and Karelian Tengri changed to Ukonusko
- Ruuchuu is now set as Shinto instead of Animism
- China is now with Mahayana main religion (pending adding syncretism)
- Indonesia now split between mostly Hinduism, Kejawen and Atua
- Non Nahua nations and provinces changed to Zuyuan religion (potentially to be renamed at a later point)
- Limit bewteen Totemism and Mesoamerican religion moved south
- Fix to HYW AI event about France waging reconquest war against England/Aquitaine
- Fix to Lorraine mission "Imperial Burgundy" requiring province in Yemen