Europa Universalis IV

Europa Universalis IV

The Idea Variation
Showing 91-100 of 188 entries
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Update: Apr 5, 2020 @ 9:01am

Update: Mar 28, 2020 @ 2:17pm

Update: Mar 28, 2020 @ 10:27am

Update: Mar 23, 2020 @ 3:20pm

- Added Maratha Government Bonus from the vanilla reform to the Maratha Estate Reform
- Made sure Non Dharma Users have access to 4 possible policies
- Nerfed AE reducing policies (from 20 to 15%)
- Reduced AE Reduction from Jurisprudence Ideas to 15

Update: Mar 23, 2020 @ 7:58am

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####### Version 3.4.0 ()
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####### General
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- Fixed a problem with the Multiplayer Fortress Debuff (Activated via MP Adjustments)
- Added a fortress debuff incase one has the fortress idea buildings in adjacent (self controlled) provinces (Activated via MP Adjustments)
- Galleys only cost 50 sailors now
- Reduced galley and transport build time to 250 days
- Streltsy FL spawn reduced to 7.5%
- Doubled Professionalism Bonus through drilling (Max: 2/year)
- Exchanged Professionalism bonuses on 60 and 80 professionalism
- Mercantilism now gives tax efficiency, but reduces trade efficiency
- Removed liberty desire from high mercantilism
- General Conversion Decision Sailors --> Manpower / Manpower --> Sailors (cooldown 3 years)
- War Exhaustion will now affect your military capabilities, not the economic ones
- Buffed revanchism quite considerably
- A high number of loans will give growing war exhaustion (also depending on the income) (Activated via MP Adjustments)
- Being over forcelimit will increase inflation and overall troop cost (scaled to the amount of forcelimit one has and to the percentage of being over fl) (Activated via MP Adjustments)
- Possible Policies only 1 in every category from start
- Mamluk admin interaction changed to 25% own culture advisor cost
- Devotion Decay is now 2 (from 0.5)
- Devotion will give 25% production efficiency at 100%
- Absolutism is available from game start, however decreased in the first to ages (-60/-50), effect has been halved as well
- Maritime war CB slightly rebalanced the war score cost where possible (some hardcoded limitations there) (I'd advise a self employed house rule to only demand stuff from the treaty section)
- Seat of Parliment will now grant 10% manpower, 10% sailors and 25% local institution spread in the province
- Adjusted some of the parliament bribes to be a bit more balanced
- Nerfed bonuses from being the revolution target
- Reworked militarism, when at 100 it now gives -25% goods produced, so having high militarism will hurt the economy

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####### Ideas & Policies
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- Galley Ideas FL adjusted (Instead of 100/Age, now 200/300/400)
- Nerfed Flat FL Bonuses from War Production and Impearlist Ambition Ideas
- Nerfed Flat FL Policies (5/10/15/20 per Age)
- Tactical Ideas now give 100% more supply limit in own provinces
- Tactical Ideas now give 10 fire & shock damage (5 before)
- 10% Fire & Shock Damage received Politiken hardcapped (Shock: 4, Fire: 5)
- Added some more development and building cost policies with the same restrictions, Development Ideas are not mandatory anymore for many policies there
- Republic Ideas have lost their republican Tradition bonus

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####### Buildings
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- The furnace now gives +3 local goods produced instead of the global bonus

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####### Estates
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- Employing an admiral/general from an estate will no longer grant influence, but instead reduce loyalty by 5
- Replaced finance Project with Pass Reform, costing 20 reformprogress for 15 loyalty
- Collecting Estate taxes now depends on the land they hold (Steps: under 10/15/20/30)

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####### Government Reforms
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- Completely reworked government reforms
- You can now freely choose the order of the government reforms by decision
- Therea are now 15 tiers in total for monarchy, republic and theocracy
- The prussian government reform now gives +2 militarism when at war, -1 when at peace

Update: Nov 10, 2019 @ 7:09am

Update: Oct 3, 2019 @ 1:39pm

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####### Version 3.3.3 (99ee)
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####### General
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- Fixed some localisation issues
- State Maintenance reworked
--> Foreign Culture: +15% more (before: +25%)
--> Different Continent -50% (before: +25%)
(was not possible to decrease state maintenance from distance in defines further)
- Added Edict for faster ship construction
- Government reform growth raised from 10 to 20
- Added another Game Option: Multiplayer Fortress Nerf

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####### Buildings
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- Buildings don't cost state maintenance from building modifiers (should enable AI to handle the buildings better)
- Reworked state maintenance numbers
- State maintenance by buildings can still be activated, the system will now use province triggered modifier
- Government Buildings will also now use province triggered modifier
- The university is now only buildable once per state, will give -10% Development cost, 25% local state maintenance and won't cost a slot, all other state provinces will gain a free building slot
- Streets now give trade power modifier, tax efficiency, more supply limit and local movement speed
- Markets will no increase the value of goods and a flat bonus to trade power
- State maintenance cost from infrastructure buildings were removed, costs raised a bit, but giving another building slot
- Land Forcelimit Buildings will give growing bonuses the more development there is in a province

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####### Ideas
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- General Staff Ideas have lost their bonus to army and navy tradition
- Spy Ideas: Claims for vassals were added

Update: Sep 6, 2019 @ 7:42am

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####### Version 3.3.2 (2bf4)
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####### General
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- Fixed: Removed some old test code in the government reforms that wasn't supposed to be there anymore
- Fixed: Localisation Issue where Conscription and Mercenary Army Policy localisation were interchanged
- Fixed: Noble Elite Reform will now give the correct idea group (Republic)
- Fixed: The Dynastic Decision is now only available when you're not in a consort regency (fixing consort regency bug)
- Enacting the Dynasty Decision now gives Agressive Expansion, but costs less money and lost the cooldown
- The Dynastic Unification CB gives a bit less AE
- The AI should not do Summer Feasts anymore when in debt
- AI won't lose any stability anymore upon changing government type and has reduced corruption cost for doing so
- Endgame interface reworked to avoid crashes

Update: Jun 19, 2019 @ 11:44am

Update: May 10, 2019 @ 8:28am