Europa Universalis IV

Europa Universalis IV

The Idea Variation
Showing 161-170 of 188 entries
< 1 ... 15  16  17  18  19 >
Update: Jan 18, 2017 @ 2:15pm

###################################################################
####### Version 2.4.2 (8dc5)
###################################################################

###################################################################
####### Ideen & Politiken
###################################################################

- Fixed some emergency balancing issues concerning the new modifiers

Update: Jan 14, 2017 @ 5:41am

###################################################################
####### Version 2.4.1 (ac97)
###################################################################

###################################################################
####### Ideen & Politiken
###################################################################

- Fixed some localisation issues
- Buffed Orthodox Idea Group
- Added 4 missing policies
- Deleted one policy that shouldn't be there
- State Administration got a merchant as the finisher
- Removed the improved core costs in assimilation and added a small shock defence bonus
- Removed the land maintenance bonus in the mercenary idea group and added a small fire bonus
- The improve relations modifier in the society ideas was nerfed to 15% (before: 25)
- Infiltrating administration will now require 50 spy network and will only last 8 months
- Reworked the way the AI picks ideas, it should be pretty random now with some small exceptions. You won't see the AI picking defensive and fortress that often as their 2 first military ideas for example

Update: Jan 7, 2017 @ 2:50pm

###################################################################
####### Version 2.4.0 (0d48)
###################################################################

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

- Added 2 new military idea groups (tactics and militarism)
- Added new policies for the idea groups
- Rebalanced the existing policies so that pretty much every military idea gives the same number of good policies with small exceptions
- Refined balancing between galley and heavy ship ideas
- Buffed Trade Ship Ideas
- Buffed State Administration, Administrative and Innovation Idea groups
- Nerfed the vanilla military advisors a tad (morale and diszi)
- Added 8 new advisortypes
- Added State Administration to the possible Idea groups you need to reform you government

Update: Dec 7, 2016 @ 4:33am

- Fixed a problem where you could not become a theocracy when being coptic (decision problem)

Update: Nov 27, 2016 @ 9:07am

Update: Nov 27, 2016 @ 8:55am

###################################################################
####### Version 2.3.0 (c0c4)
###################################################################

###################################################################
####### Ideas
###################################################################

- Spy Ideas gained a decision to install an heir of your dynasty on another throne when certain requirements are met
- Renamed diplomatic idea group to dynastic idea group. This group will now grant a PU Unification war against countries with your own dynasty
- Buffed the influence idea group somewhat to keep up with dynastic and spy
- Adjusted some ideas & policies because of the removal of relation_decay_of_me
- Most of the special religious idea groups got a missionary
- Fixed a problem where coptic nations had access to the generic religious idea group
- The first norse religion idea will now grant the coast invasion cb as well

Update: Nov 24, 2016 @ 1:32pm

###################################################################
####### Version 2.2.3 (984c)
###################################################################

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

- Adjusted files to work with the new patch

Update: Nov 6, 2016 @ 8:38am

###################################################################
####### Version 2.2.2 (47c9)
###################################################################

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

- Jurisprudence & Health Ideas now only give 7,5% idea cost reduction
- The society ideagroup will now give 10% institution spread and +0.05 institution spread for every institution instead of the idea cost reduction
- Rebalanced some policies that were still a bit too good to be true

Update: Oct 21, 2016 @ 2:06pm

###################################################################
####### Version 2.2.1 (38a9)
###################################################################

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

- Refined AI chances for policies
- Fixed liberty_desire reductions
- The architect (advisor) now gives -10% build cost
- The General Staff Idea will give + 1 navy and army tradition instead of -1% decay
- The idea giving the Coast Invasion CB was moved from first to third place in the Fleet Base Idea Group

Update: Oct 11, 2016 @ 9:02am

###################################################################
####### Version 2.2.0 (ca50)
###################################################################

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

- Adjusted files to work with the new patch
- Added an event to automatically change the government idea groups when chaning government type
- Changed caravan power so that very small countries cannot drain as much income from inland zones
- The Raise Development Decision will now raise development only in core provinces

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

- Big Policy Rebalancing
- Policies can be changed every 3 years
- The leader fire bonus went from offensive to defensive ideas
- The leader maneuver bonus went from offensive to defensive ideas
- Shinto Ideas now have missionary strenght (losing discipline)
- Buffed quality ideas slightly (2.5 Combat Ability for everything)
- Monarchy Ideas will give 5% land moral
- Society ideas now give 5% land moral (7.5 before)
- Buffed War Production
- Rebalanced Fortress Ideas (losing Siege Ability, gaining artillery combat ability)
- Merchant Fleet Ideas: Rebalanced Forcelimit Boni
- Spy Ideas got some trade efficiency (compensating for costly embargos)
- Rebalanced core cost boni all around
- Assimilation Ideas: Exchanged some stuff
- Slightly buffed Conscription Ideas
- Slightly reduced Mercenaries gained from Mercenary Ideas
- The humanist (advisor) now gives 10% institution embracement cost reduction
- State Administration gained some of the new boni for institutions