Europa Universalis IV

Europa Universalis IV

The Idea Variation
Showing 131-140 of 188 entries
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Update: Feb 19, 2018 @ 9:26am

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####### Version 3.0.6 (17a4)
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####### General
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- The first edict level is now available at game start like it used to be, however courthouses in every state province will improve edicts
- The siege ability advisor now grants 20% siege ability (up from 15)
- Idea Variation Hard Mode gained some more adjustments (you can now choose playing with player maluses)

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####### Buildings
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- The Fortress Buildings now increase state maintenance
- Fortress Idea Buildings now cost way more than before
- Slightly buffed tax collector buildings, slightly reduced production efficiency from the workshop buildings

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####### Ideas & Policies
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- Generally nerfed some defesiveness boni
- Expansion Ideas gained some siege ability
- Humanism Ideas no longer reduce corruption
- Added some siege ability in Catholic, Protestant, Reformed and Islam Ideas
- Reworked Defensie and Offensive Ideas somewhat, Defensive gained fire damage received, Offensive gained the land attrition bonus formerly found in defensive
- Militarism gained -10% Land Attrition
- Warproduction Ideas gained 5% Fire Damage, losing the Production Efficiency
- Fire gained 1 max Artillery Siege Bonus
- Propaganda gained 10% siege ability
- Galley Ideas gained 15% siege ability
- Trade Ship Ideas now give +1 on Siege Roles when the province is blockaded
- Heavy Ship Idea gained +1 max Artillery Siege Bonus
- Adjusted the liberty desire granted by Colonial Empire Ideas (looks like Paradox changed something here in the last patch, the former effect was not worth mentioning)
- Adjusted some policies (focus on defensiveness vs siege ability)

Update: Jan 7, 2018 @ 7:05am

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####### Version 3.0.5 (1842)
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####### General
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- Bhudism Idea group is now available for mahayana and vajrayana as well
- Changed edicts to be dependent on the government buildings - edicts will get better with better buildings, but you'll need a government building in every state province
- Raised Infantry fire damage at tech 5 and 11 by 0.25 cause cav was way better in relation
- Big Colonial nations now give 5% forcelimit modifier and 10% ship forcelimit modifier instead of the flat 5 and 10
- Marches now give 5% land forcelimit modifier and 10% more mercenaries
- Vasalls now give 10% naval forcelimit modifier
- Subject Nations now don't loose their 6 offmap base tax just because they are subjects

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####### Buildings
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- Adjusted development cost for the irrigation (desert building) to the new vanilla value
- Every building built will now raise development cost of the province by 5%
- Nearly every building will raise state maintenance considerably
- Landforcelimit Buildings can now only be built in state provinces
- The fortress buildings now raise max_attrition in provinces they are build in (max 10)


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####### Ideas
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- When completing the Mercenary Army Idea, one will no longer loose professionalism when recruiting mercenaries
- Slightly nerfed the shinto idea group

Update: Dec 12, 2017 @ 8:13am

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####### Version 3.0.4 (3192)
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####### General
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- Adjusted files to work with the new patch

Update: Dec 11, 2017 @ 9:19am

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####### Version 3.0.3 (c73e)
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####### Allgemein
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- The mod events will fire on game start
- Fixed: a crash for the GB trade company decision
- Adjusted the janissary disaster
- Janissaries now want provinces that are not sunni (like the dhimmi)
- Adjusted events and missions to work with the new buildings
- Ajusted the spawns for ministers
- Raised cost increase for new mil tech to 4 (former 3%)
- Raised state maintenance per development considerably, but reduced the malus for land on another continent
- Raised base interest from 4 to 5

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####### Ideen
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- Added Professionalism boni to Standing Army and Mercenary Army Ideas
- Added drill bonus for Conscription
- Added drill and professionalism bonus for General Staff Ideas
- Added mandate and Imperial Authority Bonus for Imperialism Ideas
- Added a small mandate bonus in Conucianism Ideas
- Added -50% cost for enforcing religion in the catholic ideas (removed legitimacy)

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####### Gebäude
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- Pushed production building 3 and 4 a bit back in time
- Considerably increased building costs
- Nerfed Infrastructure Building chain
- Some terrain buildings are now available one tech earlier for aesthetic reasons

Update: Nov 28, 2017 @ 5:44am

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####### Version 3.0.2 (52e3)
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####### General
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- Fixed an issue with the Development Modifier System
- Fixed an issue with the new cbs as Paradox changed the syntax there

Update: Nov 17, 2017 @ 1:19pm

Update: Nov 16, 2017 @ 1:19pm

Checksum: 0e72

Changes:
- Updated files to work with the new patch
- Had to rework the buildings interface because paradox had the great idea to add 2 manufactories

Known Issues: Janisarry Decadence Disaster will need reworking. I'll also think about how to incooperate the janissary estate in a good way with the new features. I have some ideas here but I'll have to think about this a bit.

Update: Nov 12, 2017 @ 2:27pm

- Fixed the bug caused by a daimyo mission
- Changed janissary donation action cooldown from 20 to 10 years
- Janissaries will no only loose 10 loyalty instead of 15 when ruler dies

Update: Oct 23, 2017 @ 9:40am

Fixed a small issue with the events

Update: Oct 15, 2017 @ 1:03pm

- Fixed an issue with the government buildings not giving as much autonomy reduction as they should have
- Fixed an issue with the nationalist estate
- Fixed a problem where the advisor decision would not give the right modifier in some cases