Europa Universalis IV

Europa Universalis IV

The Idea Variation
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Update: Jun 2, 2017 @ 9:33am

- Fixed a problem where the development decision would have no cooldown if another mods adds additional ages

Update: May 21, 2017 @ 3:11pm

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####### Version 2.5.3
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####### General
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- Fixed: Demanding Recruits from the nobility works again
- Fixed: The development decision won't give development to cores anymore you don't hold
- The Development Decision will now show a cash number pretty close to what you actually need to spend

Update: May 4, 2017 @ 10:20am

Update: Apr 30, 2017 @ 8:36am

Update: Apr 30, 2017 @ 7:05am

Update: Apr 26, 2017 @ 9:50am

Update: Apr 25, 2017 @ 7:59am

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####### Version 2.5.2 (9fb7)
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####### General
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- Adjusted files to work with the new patch

Update: Apr 22, 2017 @ 6:08am

Update: Apr 11, 2017 @ 9:52am

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####### Version 2.5.1 (ea10)
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####### General
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- Dynastic Ideas now called again dynastic ideas
- Added harmony to some ideas and policies

Update: Apr 7, 2017 @ 8:56am

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####### Version 2.5.0 (59c4)
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####### General
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- Adjusted files to work with the new patch
- Added triggered modifiers that will increase development cost when country reaches a certain level of development (starts at 700, scales to 1500)
- Added Janissaries as an estate (Non Common Sense Owners will keep the old modifier)
- The huge vanilla nerf to states from tech was toned down a bit
- Extended Timeline Addon: Added starting Idea Cost Bonus for later scenarios

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####### Ideas, Advisors & Policies
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- Changed the policies that were giving development cost to a system where only 2 of them can be activated at the same time
- Policies will be visible in the game as soon as you have 2 idea groups activated (no need to complete one anymore)
- The orthodox idea group got the religious cb back
- Slightly buffed Islamic ideas
- Colonial Empire has lost the range bonus and gained a small malus to inflation
- The Fortress Idea has gained 10% defensiveness
- Mercenary Army Ideas now has 5% mercenary discipline instead of 5% fire damage (that was too extreme)
- Islam Ideas gained 10% cav to inf ratio
- Monarchy Ideas lost their 5 morale and 10 cav combat ability, but gained 10 cav ratio
- Monarchy Ideas now gives 20% manpower (down from 25), but +10 max absolutism and +1 yearly growth of absolutism
- Tactic ideas gained 20 cav to inf ratio
- Imperials Ideas will give + 10 absolutism but loose one relationsslot
- Nationalism Ideas will give + 10 absolutism
- Influence Ideas will give +1 yearly absolutism
- Rebalanced Aristocracy Ideas
- Light Ship Ideas gained 10% trade power from light ships
- Buffed Expansion Ideas
- Halfed the war exhaustion bonus in Militarism Ideas
- Tengri Ideas got 10% cav ratio
- The Dynastic Spread Decision is now available when you get the first idea of the Dynastic Idea Group
- Some balancing for advisors
- Improved balancing of policies concerning tax, production, goods produces and trade efficiency

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####### Decisions & Events
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- Nerfed the boni from the military advisor events that gave 10 disci and 20 morale (now down to 3,5 and 7,5)
- The Improve Development Decision gained 3 more stages (max 30 Development total) new stages at 700,800 and 1000 dev
- The cooldown of the Development Decision is now depended on the ages (15, 12, 10, 8 years)
- Added two events changing religious idea groups when swithing between protestant, reformed and catholic and vise versa
- Reduced the negative development cost modifier after using the development decision to 10 (down from 50)
- Reduced the negative modifier from spreading your dynasty to 10 ae impact
- The cooldown of the Dynastic Spread Decision is now depended on the ages as well (15, 12, 10, 8 years)