Europa Universalis IV

Europa Universalis IV

Westernization Reworked
Showing 1-10 of 15 entries
< 1  2 >
Update: 7 Sep, 2016 @ 8:37am

-Change Steppe Horde process to require Reform prior to initiating mod effects
-Reworked Nomad Group decisions to support Armies Reworked changes to horde unit options

Update: 5 Sep, 2016 @ 6:32pm

-Updated to reflect changes necessary for Armies Reworked

Update: 12 Aug, 2016 @ 11:25am

-Added a delay inbetween reforms 16-30. This ensures that the AI does not simply pass reforms and ignore all tech advancements. There is a 5 year delay for most of the years and a 30 year delay for the last 2 reforms. This also ensures that you don't see Reformed Muslim nations very quickly.

Update: 12 Jul, 2016 @ 8:03am

-Reupload

Update: 12 Jul, 2016 @ 5:23am

-Added Reform Cost Update option to calculate automatically every 30 days without displaying an event to the player. Is a much better option
-Expanded factors that affect cost of reforms related to other countries to include different variations with western, eastern/ottoman and reformed tech groups. Also added a category for subject nations. This is a lot better, it allows you to significantly reduce your cost if you have a western subject.
-Redid the initial event which determines eligibility for reforms for ai countries. I wasn't happy with the extent of the spread, there are still way too many countries with reformed tech group and/or western tech group. I replaced it with a system that gives each nation a chance to reform. This favors larger nations but does not allow any country to automatically reform.
-Fixed some missing localizations for Reformed Tech group descriptions and corrected values on localizations for all tech groups

Update: 30 Jun, 2016 @ 10:12am

-Fixed error with initial event loading for non-AI
-Changed development threshold for initial event to 100, up from 75 (other options still valid)
-Added check to each reform decision to see if a province in your area is owned by a state with a higher tech group. Area is custom defined for each geographic Region on the map. To take a reform there must be a state with a tech group above yours that owns at least 1 province in an area that you have visibility over. This generally means your geographic region and all surrounding regions. This is expanded somewhat in the case of oceans so that if you own territory in Japan and a western tech group nation establishes a colony in Indonesia this counts. There are check options for each area you own territory, so that a large state is advantaged.

Update: 11 Jun, 2016 @ 9:53am

-Added initial event for AI that gives a 50% chance to start the mod. If the country does not get the mod start option then the event will fire again every 10 years until it does. The event will only fire for AI that has development of 75, is allied to a western power, is a protectorate or is a neighbor of a western power. This should space out reforms and ensure that more developed countries or those that have access to more advanced influences reform first.

Update: 8 Jun, 2016 @ 11:03am

-Fixed issue with native policy translation to reforms 1-15, I was missing a reform
-Add progressive tech cost reductions to each reform level 16-30. these are all removed when tech group is reformed. Provides more of a sense of progress and gives a reward for passing the reform.

Update: 8 Jun, 2016 @ 7:58am

-Changed Reform Cost event to refire every year vs every 4 months

Update: 5 Jun, 2016 @ 5:38pm

-Reworked Native Council government type mechanic, see linked thread for details