Europa Universalis IV

Europa Universalis IV

Runescape Mod: Gielinor Universalis
Zigzagzigal  [desenvolvedor(a)] 30/mai./2022 às 4:43
Estates and Privileges
Special Estates

Some nations have access to unique estates for the mod.

Keldagrim/Dwarven Outposts

Keldagrim's companies are represented as estates.

All companies have access to the Grant Mineral Rights privilege, which boosts their loyalty equilibrium and influence by 10% at the cost of 5% crownland and 5 maximum adventurers (the mod's replacement for absolutism).

Following are the bonuses and penalties assuming the estates are at full influence. Having lower influence will produce smaller bonuses and penalties.

Blue Opal
  • Happy: -10% shock damage received, -5% fire damage received
  • Neutral: -10% shock damage received
  • Angry: +10% shock damage received, +5% fire damage received, +2 global unrest

Brown Engine
  • Happy: +10% production efficency, +10% spy defence
  • Neutral: +10% production efficiency
  • Angry: -10% production efficency, -10% spy defence, +2 global unrest

Green Gemstone
  • Happy: +10% foreign trade power, +10% trade steering
  • Neutral: +10% foreign trade power
  • Angry: -10% foreign trade power, -10% trade steering, +2 global unrest

Purple Pewter
  • Happy: -20% stability cost modifier, -2 global unrest
  • Neutral: -20% stability cost modifier
  • Angry: +20% stability cost modifier, +4 global unrest

Red Axe
  • Happy: +10% shock damage, +10% global manpower, -40% same-culture advisor cost, +20% advisor cost
  • Neutral: +10% shock damage
  • Angry: -10% shock damage, -10% global manpower, +2 global unrest

Silver Cog
  • Happy: -0.20 inflation per annum, -1 interest per annum
  • Neutral: -0.20 inflation per annum
  • Angry: +0.20 inflation per annum, +1 interest per annum, +2 global unrest

White Chisel
  • Happy: +1 prestige, +10% fort defence
  • Neutral: +1 prestige
  • Angry: -1 prestige, -10% fort defence, +2 global unrest

Yellow Fortune
  • Happy: +10% global tax, +10% morale of armies
  • Neutral: +10% global tax
  • Angry: -10% global tax, -10% morale of armies, +2 global unrest

TzHaar/Karuulm

The castes of the TzHaar and Kahlith are represented as estates. While Karuulm gives these castes different names, mechanically they work the same way.

TzHaar-Hur / Keran
  • Happy: +20% production efficiency, -10% development cost
  • Neutral: +20% production efficiency
  • Angry: -20% production efficiency, +2 global unrest
Privileges:
  • Crafter Representation - +10% loyalty equilibrium and influence; -5 crownland and maximum adventurers
  • Builder Contracts - +5% loyalty equilibrium, +10% influence, -10 maximum adventurers, -15% construction time

TzHaar-Ket / Narga
  • Happy: +20% fort defence, -10% shock damage received
  • Neutral: +20% fort defence
  • Angry: -20% fort defence, +2 global unrest
Privileges:
  • Guardian Representation - +10% loyalty equilibrium and influence; -5 crownland and maximum adventurers
  • Capital Reinforcement - +5% loyalty equilibrium, +10% influence, -5 crownland, -10 maximum adventurers. Capital receives +50% fort defence, +25% garrison growth, +2 max attrition, +2 attrition for enemies.

TzHaar-Mej / Sihar
  • Happy: +0.5 republican tradition, +10% global tax
  • Neutral: +0.5 republican tradition
  • Angry: -0.5 republican tradition, +2 global unrest
Privileges:
  • Strengthen Mage Rule - +10% loyalty equilibrium and influence; -5 crownland and maximum adventurers
  • Proselytise Ful - Must follow Ful and have heretic or heathen provinces. +10% loyalty equilibrium, -5 maximum adventurers. -2 tolerance of heretics and heathens, +1% missionary strength, +1 tolerance of the true faith.

TzHaar-Xil / Maten
  • Happy: +20% movement speed, +10% goods produced
  • Neutral: +20% movement speed
  • Angry: -20% movement speed, +2 global unrest
Privileges:
  • Hunter Representation - +10% loyalty equilibrium and influence; -5 crownland and maximum adventurers
  • Longer Hunts - +5% loyalty equilibrium, +10% influence, -10 crownland. +25% colonial and trade range.

TzHaar-Ga'al

This special estate is unlockable as an option at the end of the Brink of Extinction disaster, which TzHaar can enter in the Age of Adventurers or Age of Divination.
  • Happy: +50% colonial range, +20% spy network construction
  • Neutral: +50% colonial range
  • Angry: -2 diplomatic reputation, +2 global unrest
Privileges:
  • Ga'al Representation - +10% loyalty equilibrium and influence; -5 crownland and maximum adventurers
  • TzHaar Explorers - +5% loyalty equilibrium, +10% influence, -10 crownland, -5 maximum adventurers. +15 global settler increase.

Estate Privileges

Nobility

Great Kourend - House Favouritism

Adds +5% nobility loyalty, +25% nobility influence, -10 maximum adventurers, -10% liberty desire from subject development, -0.1 monthly House Disunity, +100% province warscore cost and -50% governing capacity modifier.

Misthalin - Cautious Diplomacy Doctrine

Adds +10% nobility influence, -10 maximum adventurers, +1 diplomatic reputation but +50% province claim cost.

While enacted, you cannot warn other countries.

Morytania - Internal Focus

Adds +10% nobility influence, +5% nobility loyalty, -10 maximum adventurers, -10% liberty desire for subjects on the same continent, +0.05 monthly blood power, but +50% diplomatic annexation cost and stops you declaring war.

Morytania - Informal Vyrelord Powers

Adds +10% nobility influence, +10% nobility loyalty, -10 maximum adventurers, -15% stability cost, but -0.5 legitimacy, +0.05 yearly corruption and +5% all-power-cost.

Burghers/Merchant Guilds

Kharidian Colonies

Exclusive to countries of Kharidian culture with a capital in the Kharidian region, with at least one adjacent uncolonised Kharidian province and Diplomatic Technology 5.

Adds +10% land share, +15% influence.

This privilege when enacted adds a frontier colony on a random adjacent uncolonised Kharidian tile at the cost of 250 ducats. You'll want to repeal it as soon as possible so you can enact it again for more provinces.

Varlamorean Colonies

Exclusive to countries of Varlamorean culture or Avizaal. Must have their capital in the Varlamore region, with at least one adjacent uncolonised Varlamorean province and Diplomatic Technology 5.

Adds +10% land share, +15% influence.

This privilege when enacted adds a frontier colony on a random adjacent uncolonised Varlamorean tile at the cost of 250 ducats. You'll want to repeal it as soon as possible so you can enact it again for more provinces.

It will not provide a colony in the Tempestus area - you'll need to work your way through Varlamore's mission tree for that.
Última edição por Zigzagzigal; 12/nov./2023 às 1:47
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Exibindo comentários 12 de 2
Dortund 10/nov./2022 às 13:08 
Hello, interesting mod you made. I'd like to report a bug I found to help you improve it. I noticed a small bug in the 'hire advisor' agenda for the Xil estate of the Tzhaar (0926_tzh_xil_agendas -> estate_tzh_xil_hire_advisor), there seems to be a typo in the lines to define which estate gets or loses loyalty upon completion or failure. At the moment it reads 'estate_tzh_mil' instead of 'estate_tzh_xil' so the game marks it as 'no estate' and indeed no estates get or loses any loyalty upon completion/failure of the agenda.
Zigzagzigal  [desenvolvedor(a)] 10/nov./2022 às 16:18 
Thanks! I've gone ahead and corrected it; that fix will be in my next patch for the mod.
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Exibindo comentários 12 de 2
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