Europa Universalis IV

Europa Universalis IV

Westeros Universalis: A Game of Thrones
Showing 71-80 of 141 entries
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Update: 7 Jan, 2017 @ 12:00pm

Update: 5 Jan, 2017 @ 8:52am

# Reduced starting army sizes
# Reduced forcelimit gains from vassals and being the King
# Added Lordly Feud CB (for Noble Houses vs. disliked Noble Houses)
# Added Lordly Feud CB (for Great Houses vs. disliked Great Houses)
# Added Royal Domain CB (for Royal House vs. disloyal Great Houses)

Update: 4 Jan, 2017 @ 3:52pm

- Removals
# Removed the Robert Rebellion event chain

- General
# Changed the province history for a split-up Westeros, with all Houses available to play
# Added ruler history for every nation at every bookmark, generated programmatically for all the non-major nations.
# Liberty Desire from military strength is much reduced (required for the Seven Kingdoms to work)
# All governments now allow vassals to war and alliance within themselves.
# Reduced several government bonuses
# Removed unneeded triggered modifiers
# Tweaked the estate actions to require 50 loyalty most of the time
# Adjusted the influence gains from estate actions
# Disabled the Great Power mechanics
# Changed the flag design to use the banner-styled flag.

- Institutions
# Implemented institutions properly. Renamed Practices, as in the practices of a people.
# There are the following practices:
# Westerosi
# Essosian
# Ghiscari
# Yitish
# Qartheen
# Islander
# Magical
# Each gives a unique bonus, and is gained by being friendly and bordering a nation that starts with the institution.
# Having 150 relations with a nation with an institution will also allow it to spread to your provinces (slowly) without a border.


- HRE
# Adjusted several mechanics so the House -> Great House -> Royal House setup works
# Added the Iron Throne (the HRE mechanics), removing the electors and adding Royal Authority gains and losses through various actions
# Added Royal Decrees (for the Iron Throne), granting benefits to all Houses on Westeros
# Unique interface designed for this rather than the stock design, which doesn't accomadate the 200+ lords in the Seven Kingdoms.

- Papacy
# Added The Faith
# Added the Great Sept of Baelor province in King's Landing
# Adjusted the Seven (Papacy) mechanics to account for the Faith

- Ideagroups
# Implemented a more flexible idea system. All ideagroups now have 3 ideas + 1 bonus.
# Each ideagroup is focused on a specific theme. Bonuses are more powerful than before (on average).
# You still only gain 8 ideagroups, so your choices are more pertinent now with a wider choice to pick from
# Policies have been adapted to work with the new choices.

- Technology
# Rewrote the technology files, so the progression is more meaningful and less eratic.
# Increased number of technologies to 50 from 32
# Decreased year interval to 13 from 15
# Reduced the Settler Growth gain
# Reduced the number of Accepted Cultures given for free
# Reduced Colonial/Trade range
# Increased Max States given massively, to 275
# Tidied up the other values so they end on an 'pretty' number

- Units
# Replaced the progressive unit unlocks with one flat unlock
# Reduced the Fire and Shock bonuses from tech at the start
# Renamed all the units to be more thematic and less 'gamey'

- Buildings
# Added a new building system, combining both technology unlock and development within a province.
# Better buildings require a certain level of development within a province before they can be built.
# Added a wider array of buildings to pick from.
# Planning to add unique buildings as well.

- Religion
# Design pass over the religions
# Added the piety mechanics (renamed Barbarism) to many religions that had the patriarch (Zealotry) mechanics
# Switched the Old Gods to use personal deities and added several for them to pick from.
# Added the Blessing mechnic to the Remnants of Boash, the Black Goat of Qohor, the Bearded Priests and the Gods of Sarnor.
# Added the Blessing mechnic to the Harpy
# Added the Doom (Chaos) mechanic to the Great Stallion

Update: 11 Nov, 2016 @ 11:53pm

- Added Institutions

Update: 11 Nov, 2016 @ 9:42am

- Added checks on the Usurper Crushed! to only kill/cede when the country is actually at war with the Targaryens when the event fires
- Countries that peace out seperate of the main warleaders during Robert's Rebellion will not be effected by the final result when the war concludes (i.e they won't lose their rulers/be vassalized)
- Added an option on the "The Grand Tourney" event to not procede with the story events.
- Prevented the "Shattered World" CB from appearing in the Robert's Rebellion bookmark
- Added a decision that allows any of the Seven Kingdoms to re-assert their original dynasties if they're not on the throne. They will appear as pretender rebels that you can succumb to.
- If you unally either the Baratheons or the Targaryens as one of the supporting houses before the war starts, you won't suffer the effects of the outcome of the war.
- Fixed House Baelish not having a ruler
- Added a core for House Baelish on Midlor Point
- Increased the time it takes for Winter to occur.

Update: 11 Nov, 2016 @ 7:34am

- Updated for 1.19

Update: 18 May, 2016 @ 12:00pm

Update: 11 May, 2016 @ 7:37am

- Added Kingdom of the Stepstones as a formable for Pirate Havens
- Added the Pirate Kingdom government for the Kingdom of the Stepstones
- Updated for 1.17

Update: 11 May, 2016 @ 7:23am

Update: 8 May, 2016 @ 7:00pm

- Removed forcelimit modifiers from Winter
- Renamed Condottieri to Sellswords
- Added a Centralisation system. Most realms start at Medium, with the tribal-like starting at Minimum. Centralisaing grants more states in exchange for more unrest (simulating the upset from fringe people in the realm). Decentralising reduces max states but reduces unrest (simulating the freedoms fringe people have, but how extracting money/manpower from them is much harder.)
- Base Max States has been set to 3.
- Removed Braavos ownership of The Marshes province.
- Prevented any Westerosi nation from vassalizing the Night's Watch whilst there capital is on Westeros.
- Fixed the Summer from starting again on reload of a save.
- The Night's Watch's provinces have been redrawn to be less angular.
- The Night's Watch's provinces have had their development reduced.
- Fixed the Vicious Tribals modifier affecting Global Settler Increase, not local.
- Reduced opinion penalty for Converting to R'hllor
- Reduced opinion penalty for getting caught spying with the Spy system.
- Altered the Winter/Summer system to use the Global Temperature variable. You can check this via the Realm Status decision and event, allowing you see when a Winter/Summer change will occur.
- Added Check Realm decision, allowing you to see the Global Temperature variable and to show and hide the Centralisation decisions
- Added the "Vaes Dothrak" modifier to Vaes Dothrak province
- Added the "City of Slaves" modifier to Meereen province
- Added the "The Red City" modifier to Astapor province
- Added the "The Yellow City" modifier to Yunkai province
- Added the "Sunspear" modifier to Sunspear province
- Added the "Highgarden" modifier to Highgarden province
- Added the "Storm's End" modifier to Storm's End province
- Added the "King's Landing" modifier to King's Landing province
- Added the "Harrenhal" modifier to Harrenhal province
- Added the "Lannisport" modifier to Lannisport province
- Added the "Casterly Rock" modifier to Casterly Rock province
- Added the "Riverrun" modifier to Riverrun province
- Added the "The Twins" modifier to The Twins province
- Added the "Pyke" modifier to Pyke province
- Added the "The Bloody Gate" modifier to The Bloody Gate province
- Added the "The Eyrie" modifier to The Eyrie province
- Added the "Winterfell" modifier to Winterfell province
- Added the "Fist of the First Men" modifier to First of the First Men province
- Added the "Oldtown" modifier to Oldtown province.
- Added starting forts to several provinces.
- Added the Slave Raid ability to several NI sets, such as the Ironborn.