Europa Universalis IV

Europa Universalis IV

Third Odyssey: Back to the Motherland
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Update: Jan 3, 2017 @ 9:23am

0.13.1 changelog:
-Fixed province port/battle/unit locations
-Readded Erikson & Great Lakes straits
-Fixed Orthodox church land events not properly checking if a province has those already
-Fixed Spartan double modifiers and wrong decision cost
-Fixed some localisation issues

Update: Dec 29, 2016 @ 2:23am

0.13.0 changelog:
-Updated for 1.19
-Fixed several bugs, like unlimited spread of Aztlan religion
-Reworked some North American regions and areas

Update: Nov 28, 2016 @ 9:17am

0.12.2 changelog: #Rare case of mostly detailed changelog
-Fixed Europe reveal bug
-Fixed ai only chain for Vinlandic war
-Fixed invasion modifiers
-Fixed infinite adm points bug
-Spartans start with Feudalism
-Fixed dynamic government names not appearing, and many new ones
-Spartans now get permanent claims on all mesoamerica when they land
-Development idea which made colonies start with 100 settlers, now makes them start with 250, but only works in North America
-Reduced the speed at which Feudalism spreads among natives and moved native colonisation back to 1540 or when they get renaissance
-Mesoamerica also gets increased Feudalism spread from Spartans
-Added a decision to diplomatically move Powhatan tribe
-Albanians will prioritise settling near their own culture provinces even if they don't have a port and no longer consider sailable lakes and river as ports
-Fixed Viking colonial reform being avaible to everyone and elysian being repeatable
-All exiles and natives now have a penalty to institution spread and embracement cost until they
fulfill a specific goal (Conquer Constantinople, befriending Elysia etc.) or embrace manufactories
-Removed native advancement ideas for natives (they lost them when embracing feudalism anyway and they were extremely buggy and non-moddable)
-Fixed localisation bug in heralds event
-Markland and Helluland cannot move their capitals anymore
-Removed institution gain from development
-Disabled "Rapid colapse of society" triggered modifier
-Reduced decision money costs (with institutions there is less money to go around)
-Elysia can no longer convert to christianity through new Paradox decision and natives can now convert to Elysian Orthodoxy with the same decision
-Some general localisation fixed
-More minor bugfixes

Update: Nov 14, 2016 @ 6:34am

0.12.1 changelog:
-Fixed Potomac coring bug
-Added Delaware to Elysian area
-Added Elysia starting ruler personalities and fixed his starting age
-Corrected some new religious icons

Update: Nov 13, 2016 @ 5:19am

0.12.0 changelog:
-Updated for 1.18
-Added new mechanic for native basic (feudalism) institution spread
-Added several conditions for early, european centric institutions to spread to exiles
-Added a script for AI Viking civil war
-Elysia can now only ally one Viking colony
-Elysia can now only ally a Viking colony that it has trade agreement with, if there is one
-Added new government for "feudal" natives called Native Federation
-Removed third native tech group
-Added and changed some decisions to account for institutions
-Added 3 new "vocal" songs
-Swapped Potomac for Delaware in Elysian homeland provinces
-Added new religious icons

Update: Nov 13, 2016 @ 5:16am

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Update: Sep 20, 2016 @ 8:38am

0.11.4 changelog:
-Fixed weird unit pathing and ship glitches
-New dynamic province names by "ilikeswordz"
-Tweaks to some early spartan units
-Added some missing localisation

Update: Sep 20, 2016 @ 6:32am

0.11.3 changelog:
-Fixed Spartan early patriarch being treated as if owned by heretics.

Update: Sep 15, 2016 @ 5:35am

0.11.2. changelog:
Fixed repeating "An Empire of God". If you already got it please revert to the save before it triggered for the first time.

Update: Sep 15, 2016 @ 4:44am