Europa Universalis IV

Europa Universalis IV

Fallout - Legacy (1.30)
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Update: 19 Feb, 2021 @ 9:15am

- Added Radstone, a dwarf nation.
- Added Beastlords, a beastlord nation.
- Added Sporelings, a fungal nation.
- Added Dwarf NIs.
- Added Beastlord NIs.
- Added Fungal NIs.
- Marschall Vorwärts: New Reno + Region Flavour, New NI's, Readded some countries, balance + bugfix

Update: 18 Feb, 2021 @ 5:44pm

- Reduced the tax/trade/manpower modifiers on buildings to 50%.
- Reduced the unit build speed/cost modifiers on buildings to 33%.
- Reduced the local_unrest on the Police Station to -3
- Reduced the local_missionary_strength on the Religious Centre to 3%
- Changed the Research Lab modifiers to: institution_growth = 0.05, local_development_cost = -0.15
- Changed the Bank modifiers to: local_state_maintenance_modifier = -0.25, local_governing_cost = -0.25
- Changed Planning Command modifier to: governing_capacity_modifier = 0.25
- Reduced the modifiers from the Unity of Caesar incident.
- Changed the ruler death mechanics so it is purely done via event.
- Added "Source Auto-Doc" decision that allows you to extend a ruler's life, blocking the ruler death event for 5 years. Cost scales based on ruler age and is only available if the ruler is over 60.
- Added Brain Tumour event chain for Caesar's Legion, which kills Caesar unless his Auto-Doc is fixed via the "Fix Auto-Doc" decision.

Update: 18 Feb, 2021 @ 4:19pm

- Added The Confederacy as a formable nation.
- Reverted some nation placement changes from the last patch.
- Added highlighted provinces to the formable nation decisions.
- Changed the formable nation decisions to check for either self or vassal ownership, not just self ownership.
- Reduced the starting development in provinces.
- Adjusted the Exacting Recruitment Standards triggered modifier.
- Added the Chapter Discipline triggered modifier
- Adjusted the Enclave Remnants triggered modifier
- Added the Pre-war Coffers triggered modifier
- Added the Institute Manufacturing triggered modifier

Update: 17 Feb, 2021 @ 3:24am

- NCR now uses a shogunate-style setup, where Shady Sands is the shogun and the various territories are daimyos. This better mirrors the situation the NCR faces in lore, where it provides protection but isn't unified in policy.
- Unify the Republic is available to NCR states too, allowing them to form the NCR.
- Changed Disasters terminology into Incidents, to allow for non-negative usage.
- Caesar's Legion now gets an unique incident: Unity of Caesar. This provides massive bonuses to represent the unity Caesar achieved amoungst the tribes. Once he is dead, this is removed.
- Added The Confederacy as a nation in Alabama.
- Added Confederate NIs.
- Added Colonial Restrictions triggered modifier, limiting colonial range unless you have over 500 development.
- Added decision for neighboring states to request admission into the NCR.
- Updated estate interface for 1.30.5

Update: 4 Sep, 2020 @ 10:32am

- Updated for 1.30
- Added Institute factions back
- Changed National Policies: now the forbidden part is part of the estates. The decisions check for these privileges. The decision menu is removed.
- Changed technology flow so their is a gradual increase, rather than a flat increase.
- Changed ages: added Chinese Invasion and Zetan Assault ages. These spawn 'China' and 'Zeta' respectively, which act as threats to the player.
- Added trade companies.

Update: 1 May, 2020 @ 6:26am

# 1.07
- Shady Sands has been given more provinces at game start to make it an equal of Caesar's Legion by itself.
- Fixed all the NCR events that pointed to the unified government reform rather than the new emperor position.
- Added Camp McCarren, Vault City and the Desert Rangers to the NCR (HRE) at game start.
- Made Camp McCarren a march of Shady Sands to better represent its position.

Update: 30 Apr, 2020 @ 6:58pm

# 1.06
- Replaced all use of monofonto with the default EU4 font in menus. This will fix whatever issue was causing the text not to appear. This can still happen with the map font, but you can just restart to fix that.
- Reworked Nukes. You now start a Nuclear Weapons programme at MIL tech 20 and experience random events that will simulate the process of creating a warhead. You will get occassional negative events whilst this is active, although eventually you will get a nuke. You can end the programme if you have enough nukes and/or you don't want to experience the negative events anymore.
- Changed the effect of Nukes. Now empties the province (unless it is a capital) and adds the Nuked! modifiers to itself and 3 neighbor provinces. Adds 100 local autonomy and devastation, and changes the trade good to Radioactive Waste.
- Changed the internal government types back to the four vanilla uses. This is to allow for more sensible switching.
- Changed the base reforms to allow for early switching of the basic forms with a government type in Tier 1 (i.e. Settlement to Militia for Republic types).
- Adjusted the government reforms so there are 5 tiers. Locked a few reforms behind new requirements.
- Added government reforms that let you change the overall government type (at Tier 5).
- Added a government reform that clears special government types, letting those with them change to a new government (at Tier 5).
- Added decisions that let you switch technology group and unit type to those that match your current government form (useful if you've switched to a unique form via reforms and still have your old generic unit type).

Update: 30 Apr, 2020 @ 11:31am

1.05
- Increased the penalty to manpower/forcelimits to -75% for the "Exacting Recruitment Standands" modifier for BOS nations, but added +5% discipline as a bonus.
- Added "Lift Recruitment Restrictions" decisions that allows you to remove the "Exacting Recruitment Standands" modifiers, but forces short term unrest.
- Fixed the decisions with random effects not actually being random.
- Changed the Lost Religions decision to allow you to pick the religion group to search for.
- Adjusted the balance of the ideagroup modifiers.
- Changed the Big MT Fence modifier to just cause 5% attrition when you pass through.
- Restored the New California Republic HRE mechanic.
- Changed the NCR State government into a monarchy, so the HRE mechanic actually works. The actual NCR tag becomes a republic once you unify it, whilst split the HRE mechanics represent the 'republic' part of the NCR.
- Reduced the manpower gain from the Slavery events.
- Restored Army Expertise mechanic.
- Adjusted the modifiers from Urban Centers.
- Added government form conversion options in the Government Form tier.
- Added 15 Capital Wasteland Events
- Added tooltip to Chicago Ruins event
- Increased MTTH for Chicago Restoration event
- Reduced development and changed tradegood for Washington
- Changed boomers capital to the Nelis airforce base
- Changed Repconn Test Sites tradegood
- Added cave prov modifier to Little Lamplight
- Added Pitt Ideas
- Added Renewal Cult Ideas

Update: 26 Apr, 2020 @ 7:28pm

1.0.4
- Fixed issue with the font used for event options not working.
- Increased the penalty to manpower/forcelimits to -75% for the "Exacting Recruitment Standands" modifier for BOS nations, but added +5% discipline as a bonus.
- Added "Lift Recruitment Restrictions" decisions that allows you to remove the "Exacting Recruitment Standands" modifiers, but forces short term unrest.
- Fixed the decisions with random effects not actually being random.
- Changed the Lost Religions decision to allow you to pick the religion group to search for.
- Adjusted the balance of the ideagroup modifiers.
- Changed the Big MT Fence modifier to just cause 5% attrition when you pass through.

Update: 21 Apr, 2020 @ 4:29pm

1.0.3
- Adjusted the strength of several advisor modifiers.
- Restricted some decisions to 'humanlike' races, since bestial races like Deathclaws wouldn't care for National Policies.
- Adjusted the development in numerous areas to give nations a bit more of a difference in wealth, and to encourage colonisation of the more developed land.
- Adjusted ownership of provinces in the California region to give the NCR more potential threats.
- Added new nation: Deathclaw Cabal.
- Added new nation: Port Maw.
- Added Deathclaw units.
- Added Deathclaw technology group.
- Added Deathclaw National Ideas.
- Added Swampfolk National Ideas.
- Added Port Maw National Ideas.
- Added Port Maw tradenode.
- Updated the terrain pictures.
- Finished the terrain assignment.
- Reduced the penalty for lacking an institution to 20%.
- Removed the passive -2 to legitimacy types.
- Reduced PS_MAKE_PROVINCE_CORE to 5 (was 20)
- Reduced the legitimacy type gain from advisors to 0.05 per level (was 0.2 per level).
- Reduced spy defence gain from target_of_espionage and target_of_slave_raid modifiers.