Europa Universalis IV

Europa Universalis IV

The Idea Variation
Showing 101-110 of 188 entries
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Update: 11 Feb, 2019 @ 8:32am

Update: 6 Feb, 2019 @ 6:11am

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####### Version 3.3.1 (1420)
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####### Allgemein
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- Adjusted building syntax so that compatibility issues with events and missions
- The edict decreasing autonomy is now cheaper on the state maintenance
- Fixed some localisation issues
- Improved Idea description (English) (Big thanks to Picasso Sparks)
- Estates can now control a province that has a seat of parliament
- The Council will no get influence from advisors instead of estates (avoids an issue where the influence could end up on one faction only)

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####### Gebäude
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- Buffed the trade building chain a bit
- The land forcelimit building chain is now not deleted when in province that has a building is not in a state

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####### Regierungsreformen & Stände
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- Financing a project and giving out a favor will no longer decrease loyalty of other estates
- Financing project now gives 15 loyalty instead of 10
- Estate bonuses from government reforms were buffed considerably
- Government Reforms will reduce less legitimacy, devotion and rep. tradition
- Changing government will no longer cost reforms but 3 stability and reduced reformprogress for 10 years

Update: 13 Jan, 2019 @ 11:42am

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####### Version 3.3.0 (2379)
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####### General
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- Units will no longer loose drill over time, but still when taking losses obviously
- The russian streltsy button now only gives infantry equal to 15% of forcelimit
- Hardmode (AI Boni) now gives free policies for AI
- Moved the late game fortress buildings a bit back in tech
- Reduced the additional attrition given by fortress buildings, was a bit too high
- Fixed: Development Malus for provinces over 152 not working as it should have
- Changing a government reform in a tier now costs 5 corruption and 1 stability instead of 10 corruption
- Regiments that drill will now get 10 more discipline instead of the fire and shock boni
- Made Legitimacy more impactful
- Innovativeness, instead of 10% for all power cost now gives at 100%: 10% tech cost, 10% idea cost, 25 max absolutism, +1 yearly absolutism, 3 splendor
- Removed free base policies
- Added more late game fire for cav by tech
- Removed the Development Cost Reduction from trade centers affecting the whole state
- Naval Combat System fine tuned (Galley vs Heavy Ship Balancing)
- Scaling in Ages: More Global Engagement Width (Better Fleet Management)

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####### Government Reforms
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- Added over 80 new government reforms (not counting double ones in some government types)
- Completely reworked reforms for monarchies, republics and theocracies
- Monarchies, republics and theocracies can now change their government type in the first reform tier

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####### Estates
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- Completely reworked estates
- Estates are now available for most government types
- Estates will now only provide substantial bonuses when they are loyal
- Provinces that are controlled by estates will no longer have a set autonomy of 25, but increase the local autonomy of the province if they are neutral or disloyal, but reduce it when they are loyal
- Provinces that are controlled by estates will only give good bonuses when the estate is loyal
- Added many new estate interactions for nearly every estate
- Reworked some vanilla estate interactions

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####### Ideas & Policies
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- Reworked Shock Ideas
- Standing Army now has reduced drill decay of 50% (essentially reducing the drill you loose when you reinforce)
- The policy activated by the influence idea group now gives +25 liberty desire
- Centralism Ideas built time reduced to 33% (from 50)
- It is no longer possible to get 100% built time reduction from policies and ideas alone
- Removed Adm. Tech Cost from Jurisprudence Ideas, added legitimacy equivalent bonuses
- Prestige from Dynstic Ideas was improved from 0.5 to 1
- Added missionary maintenance for religious idea groups
- Nerfed Influence Ideas (AE and Forcelimit)
- Republican Ideas now only give 0.5 republican tradition, but instead give 15% government reform progress
- Propaganda Ideas gained 15% government reform progress
- The policy of Imperialism Ideas changed from 100% core decay to 50%
- Innovative Ideas now give 33% government reform progress and 15% innovativeness gain instead of the free policies
- Added expel minorities for exploration idea group
- Nerfed naval and land forcelimit in Imperialism Ideas
- Added 15% government reform progress to Assimilation Ideas
- Tactic Ideas got 33% global supply limit modifier

Update: 13 Dec, 2018 @ 2:05pm

Update: 15 Nov, 2018 @ 9:21am

Update: 8 Oct, 2018 @ 9:54am

- Deactivating state maintenance cost for buildings works again (Paradox changed the syntax again without telling anybody, had to work this out myself sadly)
- Fixed an error occurring that innovativeness and quanitity ideas were still in the historic picked idea groups and thus were picked very often which shouldn't have happened

Update: 4 Oct, 2018 @ 4:27am

Update: 4 Oct, 2018 @ 2:37am

Update: 2 Oct, 2018 @ 8:51am

Update: 2 Oct, 2018 @ 8:07am