Europa Universalis IV

Europa Universalis IV

MEIOU and Taxes v3.0
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Update: 30 Dec, 2023 @ 1:30pm

Update: 13 Aug, 2023 @ 1:19pm

Update: 23 Jul, 2023 @ 11:07am

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##### Open Alpha 22
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### Community Additions
- Implement 2 suggested fixes from EmperorRAG from Community Discord in the SYS-API
- Remove Taiwan from Middle_Kingdom on suggestion from community
- Fix faulty Meritocracy invention requirement localization from Kakimito from the Community Discord
- Fix Global Trade invention requirements not showing year requiremnt (also Kakimito)
### System Changes
- Rework Trade Jumping
- Add new DirectBuy system
- Allows classes to directly immediately purchase their own Produce
- Classes can now DirectBuy up to 80% of their food output
- Expand DirectBuy system to support Elite buying
- Split off Noble Rural Power calc, add politics to DirectBuy
- Add War Stockpiles system, allowing the State to buy up stockpiles in preparation for war
- Add penalties for lacking goods for the Army
- Add new Trade Display
- Make precious metal mines HEAVILY owned by State.
- Trade Changes
- Make food not sold if stockpile is not big enough and supply<demand or there was unmet demand. Also include food not being sold too far away.
- Constrain military goods trade.
- Comment a lot of the code
- Improved trade opinion score system. Now every change in opinion matters and it's exponential
- Change requirements for Centres of Trade
- Make Major Centres of trade rarer, but easier to get in sector centres. And Dominant centres of trade only appear in sector centres after global trade.
- New Center of Trade localization tooltips to explain the new systems
- Add Stockpile decay + use Exported variable to display given stockpile
- Restore Soil as a factor for Crops
- Have Soil Impacts vary for crops
- Rewrite AI-Tax
- Rework the Tax-delegator to work on a 0 to 100 scale
- Replace Delegator Algorithm; should handle excessive mana shares far better than the old system, also comment it more
- Add foundational Traveller code to mainline
- Non-map changes only
- Update Defines for EU4 1.35.4
- Add a decision to manually maintain property in provinces. Also fix overall maintenance.
- Make 'a' button change layer for every province, including AI.

### Fixes
- Don't let DAN colonies be historical Rival to DAN after formation
- Fix Plauges not spreading and show Plagues on the Trade Mapmode
- Stop resetting MilBudget to 60% every on_startup
- Fixes to bugged event choosing heir as Hungary (show correct option names, don't try to let AI switch tags)
- Fix pop needs table
- Fix center of learning assignment
- Fix double count in national sums of Elite Fees (display issue only)
- Fix Centralism_Check not working; fix players locked in 100x inst cost
- Don't allow female heirs to joust
- Fix DBZ in census display
- Fix idea group trigger for Prof and Grand army
- Fix flagships being unintentionally broken
- Try to prevent monuments and canals from randomly dissapearing
- Fix envoy travel time effect on CE being inversed of intended
- Allow for a theoretical maximum of 90% CE reduction from envoy travel time
- China Foreign Claim used 2 different flags, unify to China_ClaimForeign
- Fix Greece getting cores on BYZ cores way too early due to faulty check
- Fix dependency petition decisions not working due to missing global event target
- Fix LIT being able to inherit Trakai without it being their or POL subject
- Fix Provence not leaving the HRE if Naples integrated Provence Duchy
- Always make Player Senior partner in Iberian wedding if it fires
- Fix exploit where selecting your subjects provinces reduced their liberty desire
### Scripts
- Make Key Scripts work from anywhere
- Replace divide with multiply in a lot of cases for performance improvement
- Add Regional Price Tracking throughout sim
- Allow for per-class Demand stepping
- Many background fixes
- Improve industry heuristic
- Introduce Dump_Stockpiles effect to improve selling logic of Merchants
- Add cheap math function with diminishing returns with a threshold and max/min values. Behaves very similar to a log function.
- Add new var for commercial risk to be stored in country tags.
- Rework Feudal/Loyalty mana cost effects
- Now a far simpler effect, below 60 it scales to 0 an autonomy effect, above 60 autonomy is ignored and a reduction occurs. Also lower autonomy effect floor from /0.1 to /0.5 for Feudal Dues/Levies (state)
- Rework how sims are started
- Via event in Mapuche, no more always = no. Includes tips and shit to help explain whats going on
- Start replacing trigger switch with if else if (better performance)
- Improve data collector to allow better aggregation and add new data
- DBZ prevention in lots of places
- Make keys generator always output correct line endings
- Remove a bunch of unused tags
- Reduce size of province-count based scripts
### DG
- Allow AIs to end the Schism as well
- Hardblock France from allying or guaranteeing the Pope if AVI exists
- Add a failsafe for Western Schism being borked if FRA does not exist
- Adds support Clergy missionary work giving global missionary strength
- Fire Diet of Worms event not in Karakorum but in Worms
- Add a goto and prov name in event name for Monastic Town Orthodox event
- Add Resident Pressure Multi API for Monastic Town modifier
- Hard-block displo-vassalizing the Pope, Fix tje block for them joining Trade Leagues
- Add a failsafe to prevent Pope getting excommunicated if he takes back Rome
- Add notification settings decisions for Religious Minorities
- Fix the bug where Protestant Minority appears in Bohemia with Hussitism Spawn
- Actually vote when abstaining with the Western Schism vote
- Fix event calls for result of the Trial of Jan Hus
- Fix VoteCount localization for Jan Hus trial
- Fix loc for third vote in Councils
- A bunch of tweaks to the Papacy and Schism mechanics
- Unify post-schism mend cleanup
- Fix the Papal State always being the Papal controller
- Rework Papacy Elections
- Every nation with at least one Cardinal gets to vote now, 1 vote per Cardinal instead of the old system with fixed tags getting a vote
- Fix a bunch of cases where elections would not properly trigger
- Make sure new Popes have the correct culture
- Make one unified script for the Elections for both PAP and AVI
- Don't fire Pope elections when PAP chose a Roman Pope in leadup to the Schism
- Add failsafes against broken Papal Elections after Schism start and End
- Add failsafes against the Papal Elections firing multiple times
- Display how many Cardinals voted for which Pope in notification event
- Add some basic ai_chance modifiers for whom AI votes for next Pope
- Localize for the Player which Tag they are voting for Papal Controller
- Fire Papal Election results also for ROOT tag if player wins election
- Failsafe against broken Papal Elections if PAP got annexed -> released
- Make Bohemian reaction to Trial of Jan Hus Major = yes
- Remove guarantee of PAP by FRA at schism start
- Comment out some legacy code that does nothing since PA2 doesn't exist anymore
- Make sure that AVI has the correct Title Rank upon creation, also make it show properly as a Papacy
- Try to ensure PAP and AVi are always Pope Government
- Fix Papacy Maintenance event not working
- Make FRA guarantee AVI at the start of the Schism
- Add bad effects to being excommunicated
- Add support for Avignonist to all the Cardinal scripts
- Stop subtracting Stab on religion change for player only
- Fix Center of Religion Estate Interaction never working
- Add DG namespaces to 00-ANameSpace
- Prevent Hussitism never spawning if Schism resolved within 20 years
- Replace had_global_flag checks for religions with religion_years which seems more reliable
- Try to make AI Pope prioritize moving capital back to Rome
- Some tweaks to Papal Interactions
- Set all Centers of Religion to same conversion speed (0.75x Vanilla)
- Add a failsafe so that the end of the Western Schism can on

Update: 21 May, 2023 @ 1:00pm

###################
##### Open Alpha 21
###################

### Community Additions
- Integrate FastBuilder submod into the main mod; credit to a creator from our Community Discord who wishes to remain anonymous
- Adds a new row of options to the Building Macrobuilder allowing for easier Infrastructure upgrades by the player, especially so in larger Empires
- Add new Icons for Religious Idea groups; credit to Burakuku from our Community Discord
- Brush up some Polish event localization, make it more readable and accurate; credit to a Chinese player from our Community Discord
- Fix a bug that made it possible to gain full Bureau Manpower from provinces without spending any tax mana; Credit to Taikand from our Community Discord

### System Changes
- Update M&T to EU4 1.35
- Centralisation has been reworked as the start of an ongoing overhaul
- The sole source of Maximum Centralisation is reforms, which allows players/AI to effectively choose their centralisation level
- The effects of Centralisation have had an initial minor balancing round, with future updates to split off the form of its effects into other reforms
- Building centralisation is now more of a matter of time, with the effects of Centralisation a consideration that must be made
- Surrounding reforms have new requirements and effects, and are also now partial requirements for various Reforms
- Decentralisation is now an option via a new policy, allowing states to reverse course and devolve power
- Legalism is now Centralism, and focused more on the concept of stratifying society around the idea of a central governing entity
- Nomads now must sedentarise via Government Reform before they can adopt Centralism and subsequent reforms
- Make Reforming your Military into a more bureaucratic army require a number of military Idea Groups instead of specific Idea Groups
- So no more picking Standing Army Ideas to be able to Reform your military all the way
- Every level 'upwards' of Reforming to a more Bureaucratic army will require more military Idea Groups filled out
- AI is now also more likely to pick military ideas so it can Reform
- Add a small event pulse for the AI to open coal mines after embracing Commercialisation
- Add a decision for Tribal Tags to truly settle and become a Monarchy
- Replaces using papal influence to assign papal controller by the new set_papal_controller command

### System Fixes/Balancing
- Fix a major economic bug that could cause merchants to sell goods that were never produced (so selling from thin air)
- Make Rebellious divisions not quit wars instantly when they become rebellious
- Unnerf Urban Migration
- Legalism institution renamed to Centralism
- Some tuning as to initial Centralism Institution presence in provinces
- Fixes to in-sim behavior of China due to having unreasonably high autonomy
- More work to prevent Meritocracy cheese
- Make French event war against England actually check for English alliance strength to have less suicidal French AI
- Disable options to open Pearls and Ivory as they don't work anymore
- Decrease the chance of Hungary-Poland Union continuing after the death of Louis "the Great" d'Anjou if he has a male heir
- Re-implement a block for France and England to declare war on any other tags than the other or it's subjects as long as the HYW is still ongoing
- Tweaks to Force Tributary Casus Belli
- Disable multiple peace options to make the AI choose Force Tributy Peace Option more often
- Make Tributaries less prone to be rebellious to hopefully stop hordes from declaring suicidal wars on the Celestial Empire all the time
- Make having Casual Literacy and Nationalism Institutions embraced increase Civil War Strength
- Fix MilBudget being reset to 60 every time you launch the game, after having set it to any other value in your save
- Remove Nomad Shock bonus from wood_hills. Doesn't seem to make sense
- If you leave the Empire whilst the Emperor has enacted the Gemeiner Pfennig you will now lose it's modifiers and stop paying the pfennig
- Only allow Italians to ask the Emperor for the Iron Crown of Italy if they are a Monarchy
- Make the Pope always accept a request in Title Change from the Papal Controller TAG
- Actually check for 5 State Reach when Restricting Offices for Sale
- Make Franco-Iberian Wedding check if France is actually a (non-Revolutionary) Monarchy
- Fix China not being able to make tributaries when it goes confucianist
- Replace ID_TN is_key_equal checks with same_trade_node_as; do you need to understand what I just typed here? No. But it is good for performance so it deserves a mention
- Fix being able to start a new game up to 6 days earlier than the intended 31st of December 1356
- Add API support to modify amount of taxation from Nobles on other classes
- Use this to buff Noble taxation on the other classes globally by 10%
- Give subjects reduced stab_hit when declaring war to hopefully have the AI be less hesitant to declare for independence
- Allow peacing out subjects when they are war_leader. (You used to be unable to sue for peace with subjects when you were at war with overlord in another war. Should be fixed now)
- Fix AI small island trap system causing AI to never send troops to small island instead of only when their navy is weaker than the enemies
- Fix Subjects never ever declaring independence wars by disabling a strength calculation that was never designed to work for them
- Try to make AI as likely as possible to sue for independence when they are winning an independence war
- Fully restore manpower_recovery_speed API (it did absolutely nothing at all)
- Make Noble Forestry and Game monopoly Privileges actually take as much of Game and Forestry as the description says
- Add first basic version of actually getting different government types for your colonies based on which type of colony you select you want
- Hopefully fix Edict costs never getting reset in the display
- Make loot event fire few days random to space out same day sieges, I hope
- Make looting impact agriculture

### Economic Changes
- Remove Delicacy/Exotic output from Fishery, except for pearls
- Change pearls output to always exotics
- Set initial Burghers on colonizing trade post province to 250 from 1k
- Make Salmonella hit harder
- Remove boni from Centres of production/learning
- Change ivory to always output exotics, to prevent avoid weird situations when colonizing ivory
- Change fruits industry to growth logic like wine, with slightly lower temperature minimum than wine
- Change dates industry to growth logic like olives, just with higher temperature requirements. slight buff
- No more delicacy/exotic output for Marble. It's a rock, not intended for consumption, duh
- Balance Change to Americas:
- Almost no delicacy demand in NA and SA at start of the game
- Until Columbian Exchange
- Also remove very weird nudge to Luxury demand causing NA to demand a bunch of luxuries and SA to demand extremely little
- And add some comments in ClassDemand for ease of use of what each prod type is
- Add some Luxury output to cacao industry
- Unbrick Cotton Industry
- However remove it's exotic/delicacy output; unlike hemp one can not smoke cotton
- Buff Sericulture, Cacao, Metal and Coal industries
- Nerf Timber
- Some Startup History changes, see further below

### Ideas
- Make Empire, Humanist and Espionage Ideas decrease Civil War Strength
- Major buffs to Humanist, Empire and Espionage Idea Groups
- Nerf Industrial Ideas; Buff Industrialisation instititution to balance it out
- Buff and slight rework to Aristocracy Ideas
- Major Land Military Ideas Rework; major changes to:
-Quality Ideas
-Quantity Ideas
-Logistics Ideas
-Fortifications Ideas
-Standing Army
-Professional Army
-Grand Army
- Made Quality/Quantity, Professional/Grand Army ideas mutually exclusive to each other, if you take Quality, you cann

Update: 21 May, 2023 @ 12:38pm

Update: 20 Mar, 2023 @ 1:57pm

Update: 20 Mar, 2023 @ 12:31pm

Update: 14 Mar, 2023 @ 1:31pm

Update: 12 Mar, 2023 @ 11:58am

Update: 3 Mar, 2023 @ 3:36am