Europa Universalis IV

Europa Universalis IV

Homebrew: An Anbennar Submod
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Update: 14 Jan, 2022 @ 1:10pm

Fixed a localisation error, and fixed a problem where the adjacent fort rule didn't reevaluate provinces adjacent to forts that you conquer.

Update: 13 Jan, 2022 @ 7:51am

Small update, the temporary buff from Expansion Ideas should now apply to your subjects' colonies.

Update: 13 Jan, 2022 @ 5:52am

Expansion Ideas have been reworked. In exchange for fort maintenance, diplomatic relations and trade power, you get trade steering, ccr, some native assimilation and a 50-year buff to construction cost and goods produced on provinces that you colonize. The order of ideas have also been rearranged, so that you first get some colonization buffs, then trade buffs, then some more colonization before capping it off with ccr and minimum autonomy. The intention of this change is to make Expansion be more focused on colonizing and general expansion, without treading the toes of Exploration and Colonial Empire Ideas.

Note that the 50-year buff is triggered by a colonist boost. Settling tribal land will not grant this buff.

Update: 12 Jan, 2022 @ 6:01pm

Fixed another localisation error - fingers crossed that's the last of them.

Update: 12 Jan, 2022 @ 1:27pm

Fixed another localisation issue. Don't use the alphabet to write event localisation keys if it goes past c, guys.

Update: 12 Jan, 2022 @ 1:18pm

Fixed a small localisation error.

Update: 12 Jan, 2022 @ 1:03pm

Two things:

Society Ideas have received a rework, with some values tweaked as well as replacing their morale and institution spread modifiers with state maintenance reduction and... a wildcard. Through a decision you can take, the wildcard gives you a choice from a list of almost every possible modifier there is - exceptions are made for bonuses Society Ideas already gives, bonuses that are barely relevant or useless in practice, and bonuses that I deem to be exceptionally strong in this setting like fire/shock defense and build cost. You can change your wildcard bonus after ten years, too, but it'll cost you some mana to do so - or you can cheapen the cost by spinning the wheel and letting the game decide what bonus you're gonna get.

Also, the ai has been weighted to always randomize their wildcard every ten years, just to keep things spicy.

The Adjacent Fort Penalty received a minor fix in how deleting a fort wouldn't remove the penalty from that province. What's more, the exact penalty has been changed. The flat penalty has been severely reduced, but now penalizes you the same way forts are buffed - potential. Provinces with the adjacent fort penalty cannot have ramparts or mage towers built in them, and Advanced Fortifications will not buff these forts.This way, I can minimize the impact the penalty has on base Anbennar, while also making sure it is relevant to Homebrew-specific changes.

Update: 10 Jan, 2022 @ 11:14am

Made a couple of changes to idea groups.

The Deus Vult cb now has an 80% modifier to AE instead of 75%. The flat AE penalty for having this cb has been removed.

Magocratic Ideas received a small buff, gaining a little more spy offense as well as spy defense to be more in line with other spy modifiers.

Society Ideas has received an identical buff.

Espionage no longer grants embargo/privateer efficiency, and instead has a new idea that enables new covert actions. All of these actions hurt your opponent rather than help you, including lowered spy detection, lower land/naval forcelimit, lower defensiveness/siege ability, and increased construction cost and yearly corruption in exchange for 50 network size. You can also spend 100 network size to have all of the above active. Military debuffs only last three years, so using them will take a bit of patience and acting decisively - or even letting another nation do the dirty work while your target is debuffed. You can also spend network size to attempt to assassinate a ruler, it only has a 25% chance of success and it costs extra diplo with every attempt. This action may be tweaked if I feel it's too easy to abuse.

In order to keep things enjoyable for the player, the ai will never inflict military debuffs on a player or attempt to assassinate a player's ruler, but can still sabotage your eco if they rival you, and can still debuff your allies. Just like how you don't need to be at war with a target to inflict debuffs, a third party can still debuff your allies, so be careful. In order to keep things transparent, popups will appear whenever an ally or someone you are at war with has been sabotaged.

Lastly, I tweaked the ai weights so they're less likely to spam Espionage Ideas. AI weights are tricky to balance, I'll keep an eye on it for the time being.

Expect more idea group changes soon.

Update: 9 Jan, 2022 @ 6:50pm

I decided to overhaul the Melting Pot idea. In practice, the old effect felt rather invisible and a little mediocre, and as the highlight to an mutually exclusive idea group it felt lacking. Now, instead of counting up the number of races in your provinces, it checks for coexisting/integrated races that aren't your primary race and adds a buff equivalent to a small integrated minority. Since this is supposed to be a good thing, these extra minorities don't add any penalties. In practice, this should still accomplish the goal of rewarding you for stacking minorities, while also spicing things up by magnifying minorities' unique effects.

Preexisting save files will lose their old modifiers and have to update via decision. It's unfortunate, but only a minor inconvenience.

Update: 9 Jan, 2022 @ 6:42pm