Europa Universalis IV

Europa Universalis IV

Random New World Improvements
Showing 11-20 of 32 entries
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Update: 14 Feb, 2017 @ 12:32pm

Fixed a bug where Empire creation would cause a C2D

Update: 12 Jan, 2017 @ 7:20pm

Fixed a number of localization issues.

Update: 12 Jan, 2017 @ 7:04pm

Update: 26 Dec, 2016 @ 9:34am

- Fixed a bug where Italy (and possibly other countries) had outdated traditions/ideas.
- Fixed a bug where Rights of Man users would not get the new tradegood bonuses.

Update: 24 Dec, 2016 @ 11:12am

Fixed a bug where national ideas would give far less republican tradition than they should.

Update: 19 Dec, 2016 @ 5:27pm

Changelog:
- Fixed bug where Dithmarschen didn't exist
- Fixed bug where the Great Horde was still the Golden Horde.
- All RNW formable tags cannot be formed by subjects or vassals.
- Added an event that fires at game-start to remove RNW tags with graphic glitches.
- Will leave countries that will change their tags soon
- Added unique nation names for all high american scenarios
- Halved spawn chance of all high american scenarios, and moved high american republics to the top of the load order, because they can only
spawn in temperate and arctic zones, and all others can spawn in temperate zones as well. Previously they would load last, meaning they would
always suffer white borders. Now one of the others will be deleted with graphic glitch deleter event, so there will still be some natives in
the tropics and the north.
- Increased the weight of Oltner2 to 120.

Update: 6 Nov, 2016 @ 7:40pm

Fixed a bug where Japan would get the development boost & trade good changes intended for RNW Empires.

Update: 13 Oct, 2016 @ 8:19pm

Updated for 1.18:
- re-did tile weightings to allow for the large RNW tiles that came with the patch to spawn. There are more now, so expect bigger landmasses in the RNW (and some were even created by me!).

Update: 23 Aug, 2016 @ 7:11am

- Fixed aa bug with the scenarios file, where Empires would always generate united.
- Removed the free units from Vinland's formation decision, as it seems to keep its old ones.

Update: 22 Aug, 2016 @ 9:32pm

New Features:

- Custom tags for Yingzhou (the Chinese republic) and Vinland. Each has a set, unique flag and unique custom ideas.

Yingzhou Ideas:
Traditions: +15% Production Efficiency, +10% National Tax Modifier
1. May recruit conquistadors and explorers
2. +30% Trade Range
3. -20% Development Cost
4. -2.00 National Unrest, +0.5 Republican Tradition
5. +20% Trade Steering
6. +25% Colonial Range
7. +20% Global Trade Power
Ambition: -15% Core Creation Cost

Vinlander Ideas:
Traditions: May Raid Coasts, +25% Privateer Efficiency
1. +25% Looting Speed
2. +25% National Sailors Modifier, +30% Naval Force Limit
3. +20% Naval Morale
4. May recruit conquistadors and explorers
5. +20% Infantry Combat Ability
6. +1.0% Missionary Strength
7. Prestige Decay -1.0%
Ambition: +15% Heavy Ship Combat Ability

- While both nations are meant to be naval powers, they are intended for different strategies. Yingzhou’s ideas make it an ideal trading nation, backed by a strong local economy. Vinland is meant to be more aggressive, growing strong by raiding and looting its neighbors, and wielding a formidable navy.

- Once formed, Vinland and Yingzhou’s provinces will be automatically renamed, with Vinland’s off of real places discovered by Leif Erickson, and Yingzhou’s from places in Chinese mythology.

- Vinland starts with the “Erickson” dynasty

Bug Fixes:

- Empires that were present at game start are now turned into their fleshed out versions through a decision, not an event. This fixes issues with province discovery that they had experienced before

- Fixed the misspelling of “Obsidian” in the Obsidian Empire’s tag

- You will no longer gain 50% local autonomy in all provinces after forming an Empire (though you still have to reset your states manually)

- Forming one of the Empires now sets your treasury to 250.

- Added a tooltip warning of the effects of creating an Empire to each decision (loss of states and armies, ducats reset to 250).

- Forming an Empire will grant you an army and navy roughly the size of your respective force limits (after re-creating states). This is to replace the units that are disbanded when the decision is taken. For some reason, this only works for the player.

- Localization bugs with the Empire-forming decisions have been fixed.