Europa Universalis IV

Europa Universalis IV

The Idea Variation
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Update: Sep 15, 2020 @ 2:17pm

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####### Version 3.5.1 (36cd)
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####### General
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- Display Legitimacy Interaction now also looses meritocracy
- Added 1 yearly patriarch authority to orthodox ideas (removed stability cost)
- Tuned down Professionalism Growth from Drill a bit (10 years for full prof)
- Fixed a problem with the Noble Elite Reform allowing Monarchy idea group
- Monarchy Militarism Reforms will now increase governing costs
- Removed min authority in territories as crown land bonus
- Scaled bonuses for bigger vassals and marches for the overlord depending on their development

Update: Sep 9, 2020 @ 5:24am

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####### Version 3.5.0 (9009)
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####### General
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- Fixed numerous bugs
- Cost to raise Janissaries reduced to 4/regiment
- 4 available policies from the start again
- Fixed an issue with a Mughal Mission blocked because of government reforms
- Raised reelection cost of Republics by 50%
- The "end tier" trade company investments can only be build if you have 10 provinces in the company
- The large Colonial Nation modifier sacles now up to 50 provinces (10,15...50)
- Reworked Professionalism: Interaction: -30 prof; 100% FL Drill = 15 prof/year
- Marines now take 10% less shock damage
- Raised sailor/Development to 75 (was 30)

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####### Ideas & Policies
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- Added Shia, Ibadi and Hussite religious Idea Groups (Renamed Islam Ideas to sunni)
- Reworked Quantity Ideas to be less op and providing some new interesting possibilities
- Removed recover army and navy morale from Fleet base Ideas, Added Marine Limit of 25%
- Reworked Maritime Ideas
- Confuzianism Ideas have lost Missionary Bonuses and gained harmonisation speed
- Imperalism Ideas: Reduced Land FL to 5%
- Influence Ideas: Reduced Land FL to 5%
- Influence Ideas: Removed trade efficiency, added relation with Heretics +25
- Imperalist Ambition: Now 3 FL/Age
- War Production Ideas: Removed Flat Land and Fleet FL, added reduced reinforce cost and reinforce speed
- Mercenary Army Ideas: Removed Professionalism Malus
- Dictatorship Ideas: Reduced Land Forcelimit from 20 to 5
- Militarism Ideas: Reduced Forcelimit Bonus to 10%
- Colonial Empire Ideas: Basically Removed Build Cost, but added -50% Build Cost in Colonial Nations
- Colonial Empire Ideas: Autonomous Adventurers will give another Colonist to your Colonial Nations
- Offensive Ideas has lost its forcelimit bonus but got 50% global supply limit and a little less land attrition
- Weapon Quality Ideas lost 5% siege ability (was 15)
- Reformed Ideas now have global missionary strength
- Development Ideas: Nerfed Construction Cost to 10%
- Development Ideas: Organized Construction will give -25% construction cost in subject lands

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####### Estates
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- Reintroduced Nationalist and Janissary Estate
- Removed manpower recovery speed from Janissary Estate
- Redesigned Estate Interface
- Added 9 Estates Interactions: Gurantee Legacy Laws, Display Legitimacy, Display Prestige, Postpone Reform, Allow Self Governance, Corrupt Estates, Tax Giveaway, Limit Influence and Execute Estate Leaders Interactions
- Reworked Sell and Seize Land Interactions, you can now choose what exactly to give and to take away
- Adjusted Estates to the old IV bonuses again
- Added Diet Missions for Janissaries and Nationalists
- Added around 100 new estate privileges

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####### Buildings
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- Naval Bases no longer project Zone of Control
- Added Coastal Battery Buildings
- Maritime Ideas will now allow to build all naval buildings (except fleet bases)
- Government Buildings give bonuses to state wide government cost

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####### Government Reforms
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- State Administration Decentralisation Government Reform now gives Estate Boni as well
- Horde Reforms got more policies now
- Venetian Government will now produce decent rulers

Update: Aug 28, 2020 @ 5:08am

Update: Jun 16, 2020 @ 10:16am

Update: Jun 12, 2020 @ 3:48pm

Update: Jun 12, 2020 @ 9:22am

Update: Jun 12, 2020 @ 9:14am

Update: Jun 12, 2020 @ 8:46am

Update: Apr 15, 2020 @ 4:05pm

Update: Apr 6, 2020 @ 8:45am