Europa Universalis IV

Europa Universalis IV

MEIOU and Taxes v3.0
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Update: May 21, 2023 @ 1:00pm

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##### Open Alpha 21
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### Community Additions
- Integrate FastBuilder submod into the main mod; credit to a creator from our Community Discord who wishes to remain anonymous
- Adds a new row of options to the Building Macrobuilder allowing for easier Infrastructure upgrades by the player, especially so in larger Empires
- Add new Icons for Religious Idea groups; credit to Burakuku from our Community Discord
- Brush up some Polish event localization, make it more readable and accurate; credit to a Chinese player from our Community Discord
- Fix a bug that made it possible to gain full Bureau Manpower from provinces without spending any tax mana; Credit to Taikand from our Community Discord

### System Changes
- Update M&T to EU4 1.35
- Centralisation has been reworked as the start of an ongoing overhaul
- The sole source of Maximum Centralisation is reforms, which allows players/AI to effectively choose their centralisation level
- The effects of Centralisation have had an initial minor balancing round, with future updates to split off the form of its effects into other reforms
- Building centralisation is now more of a matter of time, with the effects of Centralisation a consideration that must be made
- Surrounding reforms have new requirements and effects, and are also now partial requirements for various Reforms
- Decentralisation is now an option via a new policy, allowing states to reverse course and devolve power
- Legalism is now Centralism, and focused more on the concept of stratifying society around the idea of a central governing entity
- Nomads now must sedentarise via Government Reform before they can adopt Centralism and subsequent reforms
- Make Reforming your Military into a more bureaucratic army require a number of military Idea Groups instead of specific Idea Groups
- So no more picking Standing Army Ideas to be able to Reform your military all the way
- Every level 'upwards' of Reforming to a more Bureaucratic army will require more military Idea Groups filled out
- AI is now also more likely to pick military ideas so it can Reform
- Add a small event pulse for the AI to open coal mines after embracing Commercialisation
- Add a decision for Tribal Tags to truly settle and become a Monarchy
- Replaces using papal influence to assign papal controller by the new set_papal_controller command

### System Fixes/Balancing
- Fix a major economic bug that could cause merchants to sell goods that were never produced (so selling from thin air)
- Make Rebellious divisions not quit wars instantly when they become rebellious
- Unnerf Urban Migration
- Legalism institution renamed to Centralism
- Some tuning as to initial Centralism Institution presence in provinces
- Fixes to in-sim behavior of China due to having unreasonably high autonomy
- More work to prevent Meritocracy cheese
- Make French event war against England actually check for English alliance strength to have less suicidal French AI
- Disable options to open Pearls and Ivory as they don't work anymore
- Decrease the chance of Hungary-Poland Union continuing after the death of Louis "the Great" d'Anjou if he has a male heir
- Re-implement a block for France and England to declare war on any other tags than the other or it's subjects as long as the HYW is still ongoing
- Tweaks to Force Tributary Casus Belli
- Disable multiple peace options to make the AI choose Force Tributy Peace Option more often
- Make Tributaries less prone to be rebellious to hopefully stop hordes from declaring suicidal wars on the Celestial Empire all the time
- Make having Casual Literacy and Nationalism Institutions embraced increase Civil War Strength
- Fix MilBudget being reset to 60 every time you launch the game, after having set it to any other value in your save
- Remove Nomad Shock bonus from wood_hills. Doesn't seem to make sense
- If you leave the Empire whilst the Emperor has enacted the Gemeiner Pfennig you will now lose it's modifiers and stop paying the pfennig
- Only allow Italians to ask the Emperor for the Iron Crown of Italy if they are a Monarchy
- Make the Pope always accept a request in Title Change from the Papal Controller TAG
- Actually check for 5 State Reach when Restricting Offices for Sale
- Make Franco-Iberian Wedding check if France is actually a (non-Revolutionary) Monarchy
- Fix China not being able to make tributaries when it goes confucianist
- Replace ID_TN is_key_equal checks with same_trade_node_as; do you need to understand what I just typed here? No. But it is good for performance so it deserves a mention
- Fix being able to start a new game up to 6 days earlier than the intended 31st of December 1356
- Add API support to modify amount of taxation from Nobles on other classes
- Use this to buff Noble taxation on the other classes globally by 10%
- Give subjects reduced stab_hit when declaring war to hopefully have the AI be less hesitant to declare for independence
- Allow peacing out subjects when they are war_leader. (You used to be unable to sue for peace with subjects when you were at war with overlord in another war. Should be fixed now)
- Fix AI small island trap system causing AI to never send troops to small island instead of only when their navy is weaker than the enemies
- Fix Subjects never ever declaring independence wars by disabling a strength calculation that was never designed to work for them
- Try to make AI as likely as possible to sue for independence when they are winning an independence war
- Fully restore manpower_recovery_speed API (it did absolutely nothing at all)
- Make Noble Forestry and Game monopoly Privileges actually take as much of Game and Forestry as the description says
- Add first basic version of actually getting different government types for your colonies based on which type of colony you select you want
- Hopefully fix Edict costs never getting reset in the display
- Make loot event fire few days random to space out same day sieges, I hope
- Make looting impact agriculture

### Economic Changes
- Remove Delicacy/Exotic output from Fishery, except for pearls
- Change pearls output to always exotics
- Set initial Burghers on colonizing trade post province to 250 from 1k
- Make Salmonella hit harder
- Remove boni from Centres of production/learning
- Change ivory to always output exotics, to prevent avoid weird situations when colonizing ivory
- Change fruits industry to growth logic like wine, with slightly lower temperature minimum than wine
- Change dates industry to growth logic like olives, just with higher temperature requirements. slight buff
- No more delicacy/exotic output for Marble. It's a rock, not intended for consumption, duh
- Balance Change to Americas:
- Almost no delicacy demand in NA and SA at start of the game
- Until Columbian Exchange
- Also remove very weird nudge to Luxury demand causing NA to demand a bunch of luxuries and SA to demand extremely little
- And add some comments in ClassDemand for ease of use of what each prod type is
- Add some Luxury output to cacao industry
- Unbrick Cotton Industry
- However remove it's exotic/delicacy output; unlike hemp one can not smoke cotton
- Buff Sericulture, Cacao, Metal and Coal industries
- Nerf Timber
- Some Startup History changes, see further below

### Ideas
- Make Empire, Humanist and Espionage Ideas decrease Civil War Strength
- Major buffs to Humanist, Empire and Espionage Idea Groups
- Nerf Industrial Ideas; Buff Industrialisation instititution to balance it out
- Buff and slight rework to Aristocracy Ideas
- Major Land Military Ideas Rework; major changes to:
-Quality Ideas
-Quantity Ideas
-Logistics Ideas
-Fortifications Ideas
-Standing Army
-Professional Army
-Grand Army
- Made Quality/Quantity, Professional/Grand Army ideas mutually exclusive to each other, if you take Quality, you cann

Update: May 21, 2023 @ 12:38pm

Update: Mar 20, 2023 @ 1:57pm

Update: Mar 20, 2023 @ 12:31pm

Update: Mar 14, 2023 @ 1:31pm

Update: Mar 12, 2023 @ 11:58am

Update: Mar 3, 2023 @ 3:36am

Update: Mar 2, 2023 @ 2:16pm

Update: Feb 19, 2023 @ 7:23am

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##### Open Alpha 19
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### System Changes
- If a nation vassalises the Pope, it can now control the election of following Popes and become papal controller
- Assigning missionaries via Clergy interaction will no longer use more missionaries than intended
- Subject autoinvestor for player to same limits as AI; So no autoinvesting when:
-Has loans
-Has negative income
-Is at war with less than 15 warscore
- Add Clan Marriages interaction (Separate state and clan versions, different effects and nature of impacts)
- Add Lesser/Leading Clan interactions
- Add Support Nomadic Life interaction
- Initial implementation of State Edicts; make them work, integrate into v3.0-API, add effects to Tax Display, fix errors, tweaks etc.
- Tweaks and fixes to Republican Elections
-Make re-election actually increase stats as the tooltip says
-Also give some MP in the category ruler specializes in
-Give some republican tradition when electing a new ruler. (It was supposed to do this but was giving karma for some reason)
- Block investing via the Macrobuilder in Rural industries which are not present in provinces
- Add first version of the Civil War Mechanic
-Civil Wars will truly break the nation apart and result in breakaway Rebel tags
-Currently Triggers for both reforming Rights and expropriating property; not yet for revoking privileges
-Currently the Civil War breakaway States are always an opposing Elite
-Can't fire for Nations with less than 4 owned provinces to prevent tags dissapearing completely (they will get nasty effects though)
- Make Envoy Travel Time reduce CE

### Setup and History
- Increase initial title level for Zapotec
- Reorganisation of the Eastern Christian religions
- Adds Eastern Christian religious tenets
- Creation of a new Dualist group with Cathars, Gnostics and Manicheans
- Druze removed from the Muslim group
- Tweaks some minorities in the Middle East
- Estimate birthdate of Urbino Ruler
- Add missing Savoyard Countess, Bonne de Bourbon at game start
- Add Iron to Livorno (Elba) and Steel to Pisa
- Add cotton to the 3 southernmost provinces in Sicily
- Add Dyes to Soqotra (Great Dragon's Blood Tree berries used for red dye)
- Add Glass industry to Soba
- Make Kingdoms of Africa and Egypt start with Evangelical and Fortification ideas
- Make Crusader nations formed by outsiders all Frankish Culture
- Don't define the starting war between Flanders and Brabant as a succession war; This made it so that any player playing as Brabant could not sue for peace

### Map
- Adjusted eastern border of the Phanagoria province
- Some province name corrections in Finland and Karelia
- Adds an adjacency between Kuta and Barqa (just north of Lake Baikal)

### Changes & Balance
- Corrects a bi-yearly population shift towards owner religion
- Some tweaks to the Western Schism if Papal States is a subject
- Big Council can now be adjourned (but will need to reconvened to determine Jan Hus's fate)
- Make it so that moving capital via Italian decision feeds that money to residents of the city selected to become the capital with fixed costs instead of a percentage of years of income
- Try to fix Italian decision to create Parma as a vassal Duchy
- Make checks for ruler stats when increasing title start from min of 3, instead of checking for skill being >=1
- Remove unused modifiers and events from FE-OTT
- Allow Imperial Ban CB also on subjects of non-HRE nations when that subject owns one or more provinces in the HRE
- Require change religion for taking provinces in League Wars
- Don't require spread/dismantle revoltuion on Revolution CB to help the AI; Requires so much Warscore AI often can't reach it and warscore cost seems hardcoded
- Remove no_cavalry flag from the Caucasus nations
- Don't allow the Pope to request to join or be invited to Trade Leagues
- More changes to China’s collapse to add failsafes for it possibly dissapearing
- Make land expropriation effects bigger
- Move and re-write event about capturing rebel leaders from War of the Roses to civil war
- Make Chinese emperor more likely to use grain dole if mandate <85
- Implement new National Ideas for the Three Crusader States that can be formed: Jerusalem, Egypt and Africa
- Add a special culture conversion clause for Crusaders provinces to convert their capital province to Frankish, from which it should spread further normally
- Stop Provence from leaving the Empire if independent
- Implement cross-sahara diplo block until year 1600
- Make stability impact global_monthly_devastation
- Gameplay religion setting now changes a percentage of the province religion, religious setting a fixed amount
- Swahili nation formation moved from Decision to Mission
- English mission tree adjusted to have England conquer Scotland later and instead prioritize early wars in France and Ireland
- Make the cost of expropriating property much higher
- Nerf most sources of Envoy Travel Time to balance out it being a much stronger modifier now due to affecting CE
- Remove restoration of the Union CB for Bohemia after selling Brandenburg to (most likely) the Hohenzollerns
- Add an event for Brandenburg to move Capital to Berlin after the (most likely) Hohenzollerns taking over
- Overlords can no longer use Core/Claim of Limited PU type subjects for CB
- Make limited union Subject types able join war via subject war council
- Make forming Jerusalem change the tag that does this into a Monarchy

### Fixes
- Should fix Religious Councils not displaying the tally of the votes
- Makes DLC-specific musics require the related DLC (requires player to set "Context sensitive shuffle on" in the Music Player)
- Adds some missing files for DLC-specific music missing the M&T triggers
- Fixes opinion changing following conversion for the Emperor
- Adds some missing DG opinion modifier localisations
- Fixes triggers for religious rebels
- Fixes to descriptor.mod path
- Trigger DG_Zoroastrian.062 only for Zoroastrians; upon conversion; war firing for a random nation on the Globe
- Hopefully fix force_tributary CB not being able peace for tributary
- Fix not being allowed to form the Celestial Empire after annexing the previous Emperor of China
- Bug report fix: Make Marrakesh capital upon forming Morroco
- Fix new Basque ideas checking for culture group instead of culture; so that Navarra actually gets the proper Idea Set
- Properly implement CB_Foreign_Interference instead of lazily commenting it out
- Expand failsafe to prevent LUX from creating SVP if Brabant wins the initial war against Flanders
- Namespace fix for AI system to open Education (Higher Learning) slots; make 100% sure it works properly
- Lutheran Emperor no longer makes the Empire Catholic
- Allows the League of Schmalkalden to actually fire
- Fix some provinces having Legalism that shouldn't
- Fix the idea tree image to display the correct tech levels
- Fix Hellenic Temple event showing the inner working of M&T 3.0 systems, now just hide them and only show a normal tooltip
- Make subject call to arms event fire on different days for defender/attacker. Hopefully prevents weirdness with Subjects joining the wrong side of wars.
- Fix an issue where Poland if PU'd by war goes directly under PU with another nation (Bohemia or Hungary)
- Makes Hungary not get the Hussite devastation event if Bohemia is not Hussite
#### Localisation fixes

- Fix both green and yellow loc color markers being present in some Rights tooltips
- A bunch of small localisation and grammar corrections
- Fix missing localisation in multiple places

### Miscellaneous
- Add support for Lions of the North unit sprites
- Add new Mazovian unit sprites based on the Polish ones
- Fixes missing AJF sprite for Montfort (Britanny) and adds one for Guyenne/Aquitaine.
- Fixes the Emperor DLC horsemen sitting under their horses than on them
- Fixes some German sprites.
- Adds AJF sprites for Nevers, Imperial Burgundy and Besançon.
- Tweaks Lithuania sta

Update: Nov 21, 2022 @ 2:00pm