Europa Universalis IV

Europa Universalis IV

Aeternum
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Update: 5 Aug, 2019 @ 4:46am

A verification update for the previous patch.

Update: 3 Aug, 2019 @ 5:05am

Fixed a bug where an incorrect value was assigned to a policy.

Thanks to Typical_Name for reporting the bug!

Update: 30 Jul, 2019 @ 4:54pm

A verification update for the previous patch.

Update: 30 Jul, 2019 @ 4:54pm

Fixed a decimal issue in the code which resulted in players who chose a certain policy gaining incredibly high amounts of army professionalism per year.

Thanks to "Zune" on Discord for reporting the issue.

Update: 28 Jul, 2019 @ 12:32pm

Fixed a bug where army professionalism decay was incorrectly applied in the Professionalism idea group.

Thanks to SnoodBrood for reporting the error.

Update: 27 Jul, 2019 @ 7:12pm

Fixed a bug that prevented players & AI from unlocking the second idea in the Logistics group.

Thanks to Dovah for reporting the error.

Update: 26 Jul, 2019 @ 11:59am

Minor hotfix regarding great power events

Update: 26 Jul, 2019 @ 10:50am

VERSON 1.1.3 26/07/2019

GAMEPLAY CHANGES:
•Totally reworked & balanced the Aeternum idea groups.
•Totally reworked & balanced the Aeternum policies.
•Rebalanced development related province modifiers.
•State maintenance unaccepted culture modifier increased from 0.25 to 0.33.
•Reduce war exhaustion interaction impact increased from 2 to 3.
•Advisor cost increase per year increased from 0.005 to 0.006
•Cost to promote advisor increased from 60 months of salary to 70.
•Merchant republic size limit increased from 20 to 22.
•Cost to remove an accepted culture increased from 10 DIP to 25.
•Number of colonies required to form a colonial nation increased from 5 to 7.

DIPLOMATIC CHANGES:
•Liberty desire modifier for being a historical rival decreased from 50 to 40.
•Liberty desire for subjects with 300 development or more increased from 50 to 55.
•Liberty desire modifier for losing an independence war increased from -50 to -65.
•Autonomy in provinces upon diplo-annexing a nation decreased from 60 to 50.

ECONOMIC CHANGES:
•You are no longer able to debase your currency above 6 corruption.
•Province devastation upon bankruptcy increased from 10 to 15.
•Maximum province sale price increased from 100 to 200 ducats.
•Merchant speed decreased from 20 to 15.
•Base embargo efficiency decreased from 50 to 33.
•Mercantilism embargo efficiency modifier decreased from 50 to 33.
•Percent build progress able to cancel and recoup money increased from 10% to 15%
•Prestige hit for downgrading a centre of trade increased from 10 to 20.

MILITARY CHANGES:
•Number of sides the combat dice has reduced from 10 to 9.
•Base siege attrition reduced from 0.95 to 0.80.
•Siege disease impact increased from 0.05 to 0.07.
•Native ferocity impact increased from 0.05 to 0.06
•Professionalism interactions balance tweaks.
•Siege assault attacker loss decreased from 1.00 to 0.75.
•Siege assault defender loss increased from 0.05 to 0.10.
•Base cavalry movement speed increased from 0.7 to 0.75.
•Number of days taken to flip a province’s control via fort increased from 30 to 60.
•Autonomy in conquered provinces increased from 50 to 60.
•Autonomy in conquered core provinces increased from 0 to 10.

AI CHANGES:
•AI scoring to give subsidies to nations fighting a threat increased from 40 to 60.
•AI scoring to enforce peace increased from 1 to 1.20.
•AI scoring to give subsidies to % occupied countries increased from 50% to 55%.
•AI scoring to avoid going over their force limit increased from 10 to 20.
•AI threshold for high war exhaustion increased from 10 to 15.
•AI balance scoring for joining a battle decreased from 1.7 to 1.6.
•AI balance scoring for joining an ally in combat decreased from 0.75 to 0.70.
•AI scoring for developing a subject’s provinces decreased from 0.75 to 0.65.
•AI balance scoring for calling in allies to a war decreased from 4.0 to 3.5.

Update: 8 Jul, 2019 @ 9:22am

VERSION 1.1.2 hotfix 08/07/2019

• Policies associated with Competitive ideas now function correctly.
• Republican Tradition re-election cost reverted back to base 10.

Update: 6 Jul, 2019 @ 4:45pm

Bugfix:

Certain advisor portraits should no longer appear invisible, rendering the advisor un-hireable.