Europa Universalis IV

Europa Universalis IV

Addon Beyond Typus Miscellanea
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Update: 30 May, 2018 @ 5:32pm

Update 1.11

-Cut unit size reductions (better version coming in its own addon shortly)

-Fixed a variety of bugs & oddities

-Cleaned up a some code to run smoother and hopefully more logically (also trying to future proof a couple things)

-Added a bonus to each national focus to deepen immersion and improve variety

-Rebalanced colonial nations to give a bonus merchant at 80 development, rather than 10 provinces

-Reduced price of paper (beer in BT) to 2.5

-Probably something else I'm forgetting, but shouldn't be anything too controversial

Update: 9 Apr, 2018 @ 1:57am

Update 1.10

-Updated to 1.25

-Made units physically smaller in order to better fit in small provinces

-Rebalanced (the highly exploitable) absolutism. It is still absurdly powerful, but it comes with downsides and is now powerful in a "tall" way rather than a "paint the map" way

-Slightly rebalanced army professionalism

-Reduced idea cost from 400 to 300. It was pointed out to me that it doesn't make much sense for a nation focusing on a given idea group (mil, dip, adm) to suffer so heavily in the related tech, so I'm trying this out to see how it goes. As it applies to everyone, it shouldn't throw balance off so much, just possibly open up more MP for development and faster tech.

-Cut a few features from this addon because Paradox applied extremely similar features to their 1.25 patch.

-Few other minor fixes and balance changes, nothing too absurd, I think.

Update: 8 Jan, 2018 @ 4:07pm

Version 1.9

-Adjusted AI factors for a few russian tags. They should now choose exploration and expansion decisions in a more appropriate way. Comments welcome.

Update: 5 Jan, 2018 @ 6:00pm

Version 1.8

-Made the Manufacturing institution more likely to occur in a timely fashion

-Slightly nerfed institutiton growth in the far east, again, in the perpetual search of good game balance

Update: 28 Dec, 2017 @ 11:20am

Version 1.7 (updated to 1.24)

-Merged my old Unit Tweaks Addon with this mod, minorly adjusting pips to follow the descriptions and improve balance where possible.

-Overhauled building AI again. Now that the base vanilla AI is so much smarter, I'm hoping I didn't make it worse ;D.

-Fixed a type-o in a starting screen hint

-Overhauled trade good prices again to account for the 5 new trade goods in 1.23 and try to balance everything.

Update: 22 Oct, 2017 @ 1:33am

Version 1.6

-Changed a few details in the Centre of Reformation mechanics. Previously, I had either made an error, or missed a Paradox change, as the CoR spread was roughly 1/10th what it should have been. Thanks to Kira for pointing this out in comments! I also accounted for the fact that while an adjustable value in defines, it appears the the engine caps out at 3 CoRs, so the reductions I made assuming 5 CoRs per Christian split are perhaps no longer valid.

-That should be all, though it has been a long time since an update so I might have slipped something in and forgotten about it ;p. Please Let me know if you encounter any issues.

Update: 21 Aug, 2017 @ 5:24pm

Version 1.5

-Added some referenced files to fix a possible crash when playing without the original Beyond Typus

Update: 2 Jul, 2017 @ 2:06am

Version 1.4

-Updated for 1.22 (& Beyond Typus 7.0)

-Slightly weakened rebels

-Moved improved elections from the main Beyond Typus mod to this addon

-Few minor-ish balance changes to account for the larger number of provinces in Beyond Typus

-Selection of miscellaneous minor changes to balance for gameplay and historical reasons, including perhaps most notably changing supply limits to be very dependant on the development of a province, somewhat less so on technology, and generally lower for most areas than in vanilla.

Update: 23 May, 2017 @ 4:55am

Version 1.3

-Overhauled the prices (and price changes) of all trade goods. (Balance and total income should remain very similar, just changed the detail to better represent history in my opinion)

-Slowed the recruitment speed of troops and the build time of ships, to compensate for the many, many new provinces.

-Moved a balance change (Polish cavalry power change) to this addon, instead of main BT

-Fixed an issue (actually intended, but I hadn't thought it out properly) where colonialism institution could hit in a landlocked capital.

Update: 5 May, 2017 @ 4:43pm

Version 1.2

-Inspired the "Rule the Waves" mod, I increased the effectiveness of trade ships and blockades a bit (especially late game). Still nowhere near as potent as the afore mentioned mod, though.

-The Colonialism institution may now only hit in a capital if it is also coastal.

-Having discovered any province in the New World replaces having the 3rd idea in exploration ideas as the requirement spreading colonialism in important ports for nations that do *not* have a colonial vassal. This will hopefully improve spread in rich Western European powers now that everyone isn't establishing colonies in the 1400s (some synergy with BT's new 16th century event granted explorers, as well).

-Increased spread speed of colonialism in Western Europe slightly.

-Universities now boost institution embracement speed by 50% (down from 100%).

-Enlightenment spread from a university in the province reduced by 40% (60% counting above univeristy changes).

-Overhauled the price of trade goods (and the modifiers to price). The prices are generally recognisable, but hopefully slightly more logical and historical.