Europa Universalis IV

Europa Universalis IV

More Fun, Less RNG
 This topic has been pinned, so it's probably important
troyw.warren  [developer] Nov 29, 2019 @ 9:59am
Changelog
Changes in effect: (AI Effects can be read from description)

1. Previous Arbitrary Restrictions Removed:
-- Corruption from too many territories. (from Patch 1.26)
-- End Game Tag restriction removed. (from Patch 1.26)
-- Missionary conversion costs removed. (from Patch 1.28)
-- Development restriction on moving capital removed. (from Patch 1.28)

2. RNG Related
-- Each combat phase only lasts 1 day instead of 3. This means that the combat dice get rolled more often, making it less likely for you to lose due to bad luck of rolling low.
-- Monarch stats now ranges between 1-5 instead of 0-6, so that monarch point gain is more consistent between each leader you get.
-- Base power generation increased from 3 to 4.

3. Economy
-- Patch 1.25 has seen quadruple nerfs on economy, we are reverting them:
1) Reduced your production & trade income growth from tech,
2) increased army & merc maintenance,
3) increased the maintenance growth on military tech,
4) maintenance reduction from idea nerfed.
In this mod, the base land maintenance modifier was reduced by 40% from 25% to 15% and the increase to maintenance from military technology was reduced from 2% to 1.2%.
-- Manufactories were changed to give 0.5 goods produced and 50% increased local goods produced. This makes manufactories better for provinces that have a decent amount of production development but it can still be used to boost dirt-poor provinces like the siberian wastes.
-- Development cost penalties for certain terrain types (Coastline, Mountains, Steppes, Deserts) have been slightly reduced to be more viable.
-- Gold depletion only occurs at 5 dev

4. Government
4.1 General changes:
-- Each reform now costs a flat 100 progress points; it does not increase by 50 for each reform anymore, instead it increases by 10 points per reform.
This is meant to buff republics, since they have a huge reform tree but the last few reforms are so expensive that they never appear in normal games. For others it does not matter since you will get all reforms before 1600 anyway.
-- Changing government reform now costs 5 corruption instead of 10.

4.2 Republics:
-- 100 Republican Tradition now gives -3 national unrest and -0.1 yearly corruption (scales linearly) instead of just -2 national unrest to make it comparable to monarchy's legitimacy bonuses.
-- Republican Cultural sufferance bonuses buffed slightly.
-- Strengthen government now gives +10 Republican Traditions instead of +3, in line with all other government types.
-- Merchant republics have heir state penalty to republican tradition removed.

5. Religions
5.1 General Conversion Changes:
-- Patch 1.28 Conversion cost significdantly reduced. now there is very little missionary maintenance cost based off of the province's development
-- "Not a state" -2% Conversion strength removed.
-- Religious zeal changes from -100% conversion strength to -10%, so if you have taken religious ideas, you can still convert it back.


(the rest of the religious changes listed were accidentally removed and we intend to re-add these at a later date)
-- Negative/Positive conversion strength modifiers for religions removed (such as Islam, Orthodox, Coptic, Shinto...etc).
-- Christian Centers of Reformations no longer converts Orthodox or Coptic provinces.
5.2 Specific Religion Changes:
-- Confucian Harmonization time reduced and base Tolerance of Heretics changed to -1 National Unrest (it makes no sense to have tolerance when they will be harmonized).
-- Islam had its Mysticism and Legalism effects reversed (same as Pre-1.23)
-- Islam bonuses for both Legalism/Mysticism & the bonus at +75/-75 Piety were also cut by half; schools bonuses were unchanged.
-- The -50 Piety requirement for inviting scholar is now removed, you can invite at any piety levels.
-- All Pagan religions now have access to Yellow and Black shamanism decision (from Tengri).
-- Animist buffed to -2 nation unrest & +1 Tolerance of True Faith
-- Totemist buffed to -2 nation unrest & +15% Improve Relations respectively.
-- Catholics now have 90 possible cardinals instead of 49 and the dev restriction for cardinals is now 6 instead of 10 to allow smaller nations a chance to utilize the catholic faith more.
-- Catholics also has +2 Tolerance of True Faith instead of +1, to compensate for the -1 Tolerance of Heretics.
-- Anglican Religion had its innovativeness bonus changed to +1 Yearly Legitimacy.
-- Jewish religion had its possible advisor bonus changed to -0.5 Interest per annum reduction and tolerance of true faith buffed to +2.
-- Coptic fort defense base bonus buffed to +20%.
-- All Buddhists & Shinto now have access to a decision that grants +2 Tolerance of Heretics & +2 Tolerance of Heathens.
-- Buddhist religions now have +7.5% Discipline at low karma, and +3 diplomatic reputation at high karma; balanced karma bonus unchanged.
-- Vajrayana Buddhism now get +2 Tolerance of Heretics, in line with others.


6. Aggressive Expansion:
-- The distance decay modifier increased. ie: no more West African Sunni coalition when you take a bunch of provinces in Malacca.
-- Same culture & same religion multipliers are adjusted to be consistent.
-- AE reduction from being on different continents increased.
-- AE used to increase the bigger your nation is, that is removed.
-- AE multiplier from same religion reduced.

7. Ideas
(Changes coming at a later date)

8. Colonization
-- Allow you to explore with 1 ship.
-- Starting colony size increased to 30 from 25.
-- Catholic Treaty of Tordesillas settler bonus buffed from 10 to 20.
-- Colonial nations are created when 2 colonies finish forming instead of 5.
-- The "buffed" (see Economy) Production efficiency will let your colonies grow faster now.
-- Colonial Nations should now convert religion & cultures again, with better efficiency (see Religion changes)

9. Rebels
-- Size of rebel stacks reduced to be more realistic, no more 6K force limit nation spawning 12K rebels after annexation, they should now be around the force limit the nation used to have.
-- The generals of rebels are less powerful on average.

10. Mandate of Heaven:
-- Mandate growth & decline is made to be internal, no more “loss mandate because someone borders you”. (This is adapted by Paradox Dev in 1.29 vanilla)

11. Technology Related
-- Innovativeness: added -10% advisor cost, -10% build cost, and +35% institution spread at 100, scale linearly.
-- Institution spread modifiers buffed, such as being at peace, a province being a port or state, and occupations have all been magnified in their effects
-- Innovativeness gain from being ahead on technology increased significantly, innovativeness loss from being behind on tech increased slightly, innovativeness
gain from being first to take technology or idea reduced.

12. Other
(nothing yet)
Last edited by troyw.warren; Apr 8, 2023 @ 1:33pm