Europa Universalis IV

Europa Universalis IV

Third Odyssey - OUTDATED, SEE DESC FOR NEW
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Update: 7 Aug, 2014 @ 1:13am

FIXES:
-Spelling mistakes (for example in troop descriptions)
CHANGES:
-Random starting position now usually only depends on whether or not the new world was randomised, no longer based on the DLC 'Conquest of Paradise'
-An event will now make you lose the free settler when you gain a 'legitimate' settler, as to limit the ridiculous expansion you can otherwise achieve.
-The decision to go on flight is no longer present, the trigger is now integrated in the 'opening event' because of redundancy
-Minor changes to event impacts (like proper scaling of 'people before...' modifiers in time), modifiers and descriptions
ADDED:
-Pantheon now has the deity mechanic, images are still placeholder Hindu gods until I can be bothered to mess with graphics again. Existing religion events have not been changed, but Pantheon lost its base religious Unity bonus.

Update: 31 Jul, 2014 @ 7:46am

FIXES:
-Compatibility with EUIV 1.7
-Religious icons should now also be back to normal

Update: 13 Jul, 2014 @ 1:42am

FIXES:
-Compatibility with EUIV 1.6, for those interested, the changes I had to make were:
-Interface+gfx changes for religion (old files do not have rival selection screen and new religions for example)
-Religion and Tech group files updated (new religions, also enabling trade companies for western)
-military tech file updated, decisions updated, rebel types updated, cb types updated
-Minor fixes in the code so things work as intended
CHANGES:
-Modernize decision now targets the capital to check for the alexandrian library, rather than 953 (Conoy, Elysia)
ADDED:
-Pantheon fanatic/religious rebels

Update: 13 Jul, 2014 @ 1:39am

Update: 2 Mar, 2014 @ 3:24am

MAJOR:
-New, strong forces forming Elysian nations threaten internal stability of a strong Elysian Empire
-Massive rework on events, decisions and missions for more random-world compatibility! (this major revision even fixed things you wouldn't even have realised were broken)
-IF CONQUEST OF PARADISE IS ENABLED: this randomisation takes place. This disables certain things. For the original experience, disable the dlc! (that doesn't change anything but random new world and being unable to use native mechanics, so no real problem)

FIXES:
-'A new patriarchate' event now should fire, changed 'region = north_america' to 'continent = north_america'. Yes, there's a clear difference in the game it seems :P
-Some fixes regarding to the new patch, to make sure the mod doesn't interfere with new changes for the better.
-Rebels can no longer change Elysian governments, revolution casus belli to change government is also invalid on elysian governments.
-Rebalanced and fixed the event chain that made pantheon Elysia practically unplayable because of orthodox conversions.
-In randomevents, disabled the 'penal colony' event triggerable for non-christian, non-orthodox nations. Not really immersive if you need your second province to be a penal colony...
CHANGES:
-Polygamy event now only occurs once and in a different timeframe
-Reworked odyssey event chain and improved support for random world.
-Nerfed Elysian ideas (Lowered the defensiveness bonus from 'Never Falter Again' idea from 50% to 25%, Codex Justinianus now only reduces revolt risk but by 2, inspired recruits no longer affects war exhaustion, defend our newfound wealth prov trade power from 75% to 25%, philosophic traditions no longer reduces tech and halved the idea cost bonus, removed the settler placement chance of understandings with natives because of Vanilla buff to 'reduced_native_attacks' modifier)
-Changed Elysian ideas bonus from 3 legitimacy to 2% slower prestige decay to avoid it anulling with the intended legitimacy penalty of Elysian Kingdoms that aren't vassals of Elysia.
-Increased the start tech of natives to 2, to avoid big early gap in military tech with Elysians
-Changed the penalties of summoning the militia to better represent the lack of men at home and the impact on morale at home and in the army.
-Combined the events for a temple of Poseidon and a temple of Ares, it is now a choice. Also changed the corresponding modifiers.
-Several minor changes to various modifiers and decisions besides those mentioned.
-Event for silk production in capital now gives it the chinaware tradegood instead of cloth, since silk is traditionally classified under 'chinaware'.
-Disabled westernisation for Elysian government types. The 10% penalty Modern Greek is closest you can get now.
-Added a new government type for Elysian Republics, with the same westernisation block as previously mentioned.
-Reduced the cost and penalties for natives to hellenise and increased their ability to choose the decision to whenever they can! Also changes government to noble republic to avoid them still having the 100% reduced tech cost from native council advancements which'd put them at -20% tech cost.
-Started changing or adding ai decision factors to eventually make it possible for the AI to control Elysia in a smart manner.
-Genrally reworked flightevents and events and missions to refer or create provinces with certain flags. This makes the game possible to play with a random world without nonsensical missions or events. If the 'Conquest of Paradise' mod is enabled, enabling this randomisation, the mod does disable the Creta Minor nation, a mission (to destroy powhattan and auto-core+convert the province) and certain decisions/events (mostly regarding the Seagate Toll).
ADDED:
-A decision to build a hippodrome and accompanying events.
-A colonial range penalty 'constrained resources' and accompanying decision to lose it.
-powerful 'Heroes' for pantheon worshipping Elysia.
-Added two nations that can emerge, with a third one in the making.
-Events that make for disuse of Elysian province modifiers when held by foreigners and decisions to restore them as an Elysian nation - decisions seem to be buggy half of the time and crash the game when mousing over the 'removed' modifier. Seems to be an unfixable vanilla problem, I've tried other ways to do the command but they don't seem to work :\

Update: 16 Feb, 2014 @ 2:02pm

FIXES:
-Fixed error in country event 23, went unnoticed because of being at the end of the file and not a necessity, but left you with one option instead of two.
CHANGES:
-The hidden new nation now also has the handicap of lacking a merchant class.
-More compatibility in events for Elysia and Elysian Empire. Changing to the latter would disable certain options, an oversight on my part.
-Made the event 'gift from natives' and 'sacrifices from natives' less frequent and more rewarding. The increase in frequency early game is also less extreme.
ADDED:
#-The rise of Elysian nations... Gotta give you some more challenge in the late game, haven't I?
#Disabled because I can't figure out how to make it work, if you know how to make events and want to help find a way to make it work, check out Events/01_NHS_CountryEvents, events 25 and 26

Update: 16 Feb, 2014 @ 2:01pm

Update: 15 Feb, 2014 @ 4:08pm

FIXES:
-A horrible localisation error issue for the first few events that make the game basically unplayable at the start.

Update: 15 Feb, 2014 @ 9:28am

FIXES:
-You now actually lose manpower reserves at start as intended
-Rebels can no longer force the new Elysian government types to change
-American revolution can no longer occur after 1750... why did I even have to fix this, who wrote that event?
CHANGES:
-Changed religious decisions to make vision quest (and religious sacrifices) unavailable for pantheon. Divination does kind of fit in so that remains.
-Gifts from natives should now be more frequent if the modifier 'friends with natives' is active.
-Can now only build the carthaginian harbour and ask for seagate toll if the merchant class is restored.
-Changed event that removes merchant class to make it more accessible. No longer depends on a lucky ruler or getting an elusive merchant advisor.
-Tweaked trade goods prices and demands so they're less crap for Elysia (technology group stuff), they're still pretty crappy though.
-Changed the Elysian Empire coloring so it now contrasts with normal Elysia for clarity.
ADDED:
-A secret new nation and a whole lot of related events. Will only be present in new games!
-Reworked the Elysian Kingdom mechanic; government malus is now integrated in a modifier and ignored as long as its a client kingdom to the Emperor.

Update: 14 Feb, 2014 @ 6:32am

FIXES:
-mission titles should now display correctly.
-'Slaver state' modifier now becomes active when any known country has slaves instead of tobacco. It should now trigger for the african nations as intended.
-Small tweaks to modifiers: silk buff, no merchant class and settler handicaps
-Tweaked events where natives give gifts or sacrifices (gold) depending on the religion you chose: Now higher frequency at early game as intended.
CHANGES:
-Removed the vanilla bookmarks and changed the added one so its easier to spot when and as who you should start.
-Changed and swapped around properties of the Elysian traditions idea and the 'New world' modifier.
-Added tooltips when gaining or losing ships explaining what it does later on.
-Changed events at start to balance out the choices and make the early game somewhat more affordable - though you should still have a reasonably hard time when taking along everything you can! This part of the mechanics may drastically change later on, but this is a temporary measure to improve playability.
-Changed the triggered modifier for Europeans that reduces colonial range so it now works as intended. This will later on also be linked to an event.
ADDED:
-Event, based on event by steam user Jords, that undiscovers European provinces and water tiles.