Europa Universalis IV

Europa Universalis IV

The Idea Variation
Showing 141-150 of 188 entries
< 1 ... 13  14  15  16  17 ... 19 >
Update: Oct 5, 2017 @ 7:16am

- Added a different icon for Health Ideas

Update: Oct 1, 2017 @ 8:52am

Cleared up some minor errors in the event file

Update: Sep 28, 2017 @ 3:18pm

Update: Sep 28, 2017 @ 2:51pm

###################################################################
####### Version 3.0.1 (5f54)
###################################################################

###################################################################
####### General
###################################################################

- Fixed a small problem with the production buildings
- Fixed an issue where the fortress buildings were not giving some manpower as desired
- Conscription Ideas now give 15 morale instead of 10
- Buffed weapon quality ideas somewhat
- The first nationalism idea now enables the new nationalist estate, which is pretty nice
- Added 5 new advisor types (4 dip, 1 adm)
- Adjusted humanism decision accordingly

Update: Sep 24, 2017 @ 4:25pm

Update: Sep 24, 2017 @ 12:20pm

Update: Sep 23, 2017 @ 6:25am

###################################################################
####### Version 3.0.0 (d173)
###################################################################

###################################################################
####### General
###################################################################
- Removed some old code
- The development decision will now show the correct amount of money in the tooltip
- Removed the old project cost model and replaced it with a system that starts to kick in when you control 50 or more state provinces
- Improved localisation especially concerning the visibility of special idea group mod features
- You can now stay republican dictatorship if you keep your republican tradition between 20 and 60
- Reworked naval warfare: Combat width is now 60, the morale loss when losing ship is now 0, this will lead to longer battles and less quick wipes
- Idea Variation Hard Mode: Added a new difficulty for this version for people seeking a challenge
- Mod Setting Events: Added Mod setting events to let you choose difficulty and the development system at the start of your campaign


###################################################################
####### Ideas & Policies
###################################################################

- 9 new religious Idea groups added (Jewish, Romuva, Slavic, Hellenic, Suomi, Zororastrian, Fetishist, Animist, Manichaeism)
- 2 new Admin Idea Groups (Zentralism & Dezentralism (mutually exclusive))
- 2 new Military Idea Groups (Fire & Shock Ideas (mutually exclusive))
- Balanced sailor maintenance for galley, trade ship and heavy ship ideas
- Galley, Trade Ship and Heavy Ship Ideas will give increasing naval tradition the more ships you control (e.g. the more galleys you control, you gain more navy tradition)
- Fleet Base Idea gained some reduced sailor maintenance
- Buffed quantity ideas
- Moved some policies that were connected to quality ideas giving army tradition to general staff cause this makes more sense
- Buffed Humanism
- Added a Decision for Humanism to hire an advisor of your choice. Doing this will raise advisor cost globally, it can be done every 3 years
- When having humanism and having 5 cultures accepted you will gain 7.5 land morale
- Buffed maritime Ideas
- Added Horde Ideas
- Buffed Trade Ship Focus a bit
- Nerfed Galley Focus a bit according to the new naval system
- Added a Decision for Dictatorship Ideas that will allow you to control republican tradition somewhat in order to become a monarchy, stay dictatorship or become a republic ones again
- Added ~ 150 policies for the new idea groups

###################################################################
####### Buildings
###################################################################

- Added new building system: Big Thanks to Marcin for doing the building pics and the interface
- New Building: Infrastructure
- New Building: Terrain specific buildings that will lower development cost when built
- Production, Trade, Tax, Government and Army each have gained another building level
- Idea group specific buildings: Fortress buildings for Fortress Ideas
- Idea group specific buildings: Naval Bases for Fleet Base Ideas
- Idea group specific buildings: Special Shipyards for Trade Ship/Galley and Heavy Ship Ideas

Update: Aug 16, 2017 @ 1:47am

Fixed a minor problem with the development decision (was not showing the money you needed).

Update: Jun 23, 2017 @ 10:06am

- Fixed a problem with the nobility not giving any manpower
- Fixed a localisation problem

Update: Jun 17, 2017 @ 5:08am

###################################################################
####### Version 2.5.4 (b94b)
###################################################################

###################################################################
####### General
###################################################################

- Adjusted files to work with the new patch