Europa Universalis IV

Europa Universalis IV

Lex Talionis II
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Praetorian  [developer] 5 May, 2015 @ 6:45pm
Change Log
Version 0.9.3
  • Changed the localization of the annex vassal and integrate diplo actions so that it states that you need 190 opinion instead of 175, as this is hardcoded until the next patch/dlc.
  • Fixed an issue with tooltips when bast*ards are born
  • Fixed an issue with tooltip stating that bast*ards are dead when they aren’t
  • Burgundian inheritance can no longer happen if Burgundy is an elective monarchy
  • Elective monarchy event is now much less likely to fire. Also can no longer happen to countries who are the junior partner in a union.
  • Fixed issue with not being able to form Scandinavia due to the fact that it required you to have titles for Denmark, Sweden, and Norway even though those were replaced with the Scandinavian title.
  • Now only need an opinion of 175 to diplo vassalize
  • Breaking marriages will no longer reduce prestige or stability. Unfortunately, this doesn’t work with the dynasty system. May be able to fix after the next EU IV patch.
  • Fixed a bug with the sickly heir event. It required that the heir be at least two years old, when it should have required that the heir isn’t two years old yet.
  • All government changing events had their MTTH increased
  • Fixed a bug that allowed the event that turned countries into theocracies to fire for countries that shouldn’t have gotten it.
  • Changed up some of the requirements to create the king of Burgundy title
  • Marches can no longer get the elective monarchy event
  • Fixed a bug where the new ruler of country that just declared independence from a personal union was being instantly killed.
  • Fixed some localization errors for a few disasters
  • Removed the Transparent Political Map mod
  • The Ottoman first idea’s heathen tolerance modifier has been switched with their tradition that reduces the accepted culture threshold. This should help with the Ottoman’s early troubles with religious rebels.
  • Fixed the issue preventing the creation of client states

Version 0.9.4
  • Added a new smaller graphic for the government (court) panel. This should make it so that those playing on smaller resolutions are able to click on the military adviser.
  • Added an event for Poland which will fire early and allow them to appoint a Jagiellon monarch (one option, if available, will create the union between Poland and Lithuania)
  • There should no longer be duplicate despotic and feudal monarchy governments in the nation designer
  • Elective Monarchy can now be selected in the nation designer
  • Fixed a bug where the Come of Age event was firing for vanilla regencies (only needed for LTII’s regencies)
  • Fixed a bug where you would get a vanilla regency council rather than one of LT’s regencies.
  • Steppe Hordes and tribal monarchies no longer need RA for certain actions (like declaring war and increasing centralization) since they don’t use this mechanic. Also hid some actions from them that require RA.
  • Changed the color of the top banner of all the country view panels from green to blue. Also changed the green province banner and loading tip banner to blue.
  • AI should be more likely to construct buildings
  • AI no longer have the small modifier that made them slightly more likely to send a marriage proposal to the player rather than another AI country.
  • Player will now have less marriage proposal spam from multiple countries
  • Removed tooltip that warns of same dynasty marriage when arranging a marriage between two distant family members, as this doesn’t really matter since no offspring will be born to this marriage.
  • Decreased the morale bonus of noble and pretender rebels (noble rebels no longer even have a bonus)
  • Halved the effect of the Sabotage Reputation spy action to account for the fact that effect of improving relations has been halved.
  • The Holy Roman Emperor now gets a 50% reduction to the infamy gained from declaring war
  • Fixed a bug regarding regencies and royal authority

Version 0.9.5
  • You will now get a notification when a son or daughter comes of age and is available for marriage.
  • Indian culture groups are now more likely to choose the Spiritual idea group
  • Increased the land maintenance cost of each land tech from 2.3% to 2.9%
  • Hordes and Tribal governments will no longer get any of the regency governments. Instead they’ll simply use the vanilla regencies. Thus they also won’t be able to appoint regents. The whole regency government feature is only a temporary fix for vanillas broken “regent rulers,” so all of this will be obsolete once Common Sense is released (it fixes the regencies).
  • Fixed a bug where a daughter born to a ruler-to-ruler marriage would be considered a son in the other country.
  • Removed the feature that allowed you to request visits with your foreign spouse in ruler-to-ruler marriages, which would allow you to have children with one country being chosen as the “controller” of the children. Was causing some issues so had to be removed, and it also wasn’t historically accurate. Now children in a ruler-to-ruler marriage will always be from the male ruler’s dynasty and he will always have control over them. However, I have added an exception in the code, so that I can later add events where the female will be the controller in rare situations (e.g. the Habsburgs under Maria Theresa).
  • Reduced the land morale given by the Defensive, Elite Army, and Militarism idea groups by 5%.
  • Reduced the naval morale given by Naval and Militarism idea groups by 5%
  • Changed the localization of the Break Marriage diplomatic action so that informs you that the action won’t have any effect as long as the characters involved in the original marriage proposal are still alive and married.
  • There were still rare occasions where a character was married to two different people after two countries had arranged a marriage for that character at the same time. This has been fixed.

Version 0.10
  • Now compatible with the 1.12.2 patch (also adopted several of the changes introduced in the patch). This entails quite a bit of changes to the mod overall.
  • Finally found the mysterious “Anne” bug. It seems that using female = no doesn’t work, therefore there isn’t any way to ensure that an heir is a male. This created situations where you had sons born and the mod tracked them as being male, yet technically in the code they were female. This was most common with countries that had a high chance of getting a female ruler (such as England/Great Britain). I couldn’t completely fix the issue, but I was able to make it so that it should be extremely rare by changing it so that all female names have a low chance of being picked (irrelevant in the mod since we have a line of succession and children actually being born), and we also removed some female names from countries that had a lot.
  • Now that regent rulers are fixed the regency governments have been removed from the mod. This also allows the Celestial Empire, Steppe Horde, and Tribal governments to be able to appoint regents again.
  • The hardcoded restriction on opinion needed to diplo annex and integrate has been removed, so you should only need an opinion of 175 in order to perform these actions now.
  • Administrative Efficiency Changes – completely overhauled the way that province AE cost is calculated. Each province now has a Provincial Government value that determines how much it reduces AE by. Now that province cost is tracked on the individual province level, rather than at a global level, it has become much more accurate and improved. Provincial Government value also has a modifier tied to it that affects autonomy in the province, tells the player how much AE the province is costing, and shows all the factors that can influence that cost. Now that the mod has this mechanic, which accounts for distance from capital, centralization, political structure, as well as many other factors, we have removed the other province modifiers that affect autonomy (e.g. the distance one, local gov., etc.). The negative AE modifiers have also had their effect on autonomy removed or reduced and autonomy growth no longer decreases the higher it gets (provincial gov. essentially does this now). AE will also affect development cost, but no longer affects force limits (it sucked having your force limits decrease when your AE dropped). Several modifiers were increased for positive AE. Finally, the tooltips that show what is affecting your AE in the Country Stats event have been improved quite a bit. You’ll be able to see exactly why AE is at its current value.
  • Centralization Changes – will no longer increase or decrease when changing to different political structures (now centralization level 5 for federations is the same level of centralization as level 5 for unitary, so no need to change). Instead, each political structure has a range for centralization in which they can’t go beyond: Federation and Feudalism go from 1-5, Simple Unitary is 4-8, Unitary and Imperial are 4-10. Completely rebalanced modifiers of centralization for all five political structures, and should now be much better and intuitive. Also changed how centralization affects AE.
  • Made several changes to idea groups
  • Gifts are now cheaper
  • Tag forming decisions no longer cost monarch power, but they no longer give the “centralization” modifier
  • Changed the modifiers for many governments
  • Fixed a bug where previously tribal governments didn’t get royal or republican authority after reforming
  • Made several changes to supply limit
  • Ships once again cost manpower. However, unlike earlier version, each specific ship cost a different amount of manpower. For example- although the galleon, seventy four, and second rate threedecker are all ships of the line, each costs a different amount of manpower. This is the same for frigates, light ships, and trade ships.
  • Province’s now get one allowed building for every 8 development, instead of vanilla’s 10
  • Every 6 ADM techs will increase the number of allowed buildings. Up to a maximum of 5 building slots can be gained from technology.
  • A few harsh terrains have a -1 allowed buildings modifier
  • Adopted vanilla’s new looting mechanic with a few changes. Provinces’ have more wealth to loot, it takes longer to loot it, negatives from looted modifier have been increased, and it takes longer for a province to recover.
  • War damage has been kept, but it is no longer visible and doesn’t have a modifier associated with it (mod simply uses vanilla’s looted modifier). Once a province has suffered a considerable amount of damage from battles, sieges, occupation, looting, blockades, and other economic issues it will get an event that reduces its development.
  • Base monthly power gain has been returned to the vanilla 3 per month (was 5). Returned national focus to vanilla values to account for this, with one exception. The national focus will gain 3 power per month yet will still only reduce other powers by 1. Thus it isn’t beneficial to not have a national focus as you’ll be gaining less overall power than you could be.
  • Ideas have also been returned to their vanilla cost of 400 per idea (were 500)
  • Base annual power gain increased from 6 to 12
  • Several new things will increase annual power gain

Version 0.10.1
  • Fixed a minor but annoying bug

Version 0.10.2
  • Minor annoying bug still wasn’t completely fixed as is seems that the government ranks can’t be used by those without DLC. So the Demotion in Rank event has been disabled for them.

Version 0.10.3
  • Updated the manual for the changes to Administrative Efficiency and Centralization
  • Greatly improved the performance issues associated with the maintenance event and the few second freezing has been eliminated with the exception of the really late game (though performance is drastically improved in late game as well, and only freezes for about a half second when maintenance event fires).
  • There was a hard coded reduction of legitimacy on the creation of a new marriage. This was causing serious issues in the mod since not all marriages end when the ruler dies, thus they needed to be remade. This led to many countries having horribly low legitimacy. This issue has been fixed as the lost legitimacy is simply re-added.
  • Fixed a bug where the heir’s spouse died event wasn’t firing, causing several issues including not being able to have your heir remarry.
  • Several changes to grandchildren. In the mod, only your heir can have grandchildren (it would be far too much code to have all children be allowed to have babies). However, the grandchild born event only happened if your first son was the heir. For all other heirs, if they died then there was a chance that you would get a grandchild as a new heir. This has been changed so that you can get the grandchild born event regardless of which of your sons or daughters is the heir, and you no longer get the chance for a new grandchild heir if they die. Also, you no longer get the grandchild born event if your son or daughter lives in another a country and have a child (caused several issues).
  • Added a new type of marriage, marriage to a foreign noble. If your spouse or your heir’s spouse is displaced from the line of inheritance in their home country then you’ll get an event stating this, and if their family was overthrown then the event will state that as well. Whenever spouses are displaced and thus you no longer have an opinion modifier with their home country (whether it be from a new dynasty taking over or simply because their sibling has succeeded to throne and thus they are no longer the ruler’s child), then your spouse will be marked as a foreign noble. Prior to this change, they were either killed or existed in a sort of limbo depending on the situation, since they weren’t a domestic spouse but they also weren’t tied to a foreign country anymore. Now this will no longer be the case. We also plan to add a feature that allows you to arrange a marriage with a foreign noble that isn’t part of the royal family, but that’s not yet in the mod.
  • When one of your sons or daughters succeeds to the throne there is a chance that they’ll already have a son if they are older and haven’t been the heir for more than 20 years. The chance is higher if they are already quite old.
  • When a new ruler succeeds to the throne, the mod will check if they are married to another ruler in the world and if so, check if they have children together. If they do, then the other country’s heir will be set as heir of both countries (of course that is if the heir is an offspring of the two ruler’s marriage).
  • Fixed several bugs with the dynasty system
  • It is no longer guaranteed that a brother or sister succeeding to the throne will already have a son. Instead there is random chance that they will (though the chance is quite high if they’re older).
  • Considerably increased the MTTH of several negative government events, as well as the modifiers affecting MTTH.
  • Changed the cheaper cores national tradition of military colonial nations to decreased fort maintenance
  • Changed the increased manpower national tradition of settlement colonial nations to decreased development costs
  • Removed requirement for a foreign candidate to be available before arranging a foreign marriage as this only worked half the time. When there are no foreign candidates available you’ll instead get a different option in the arrange marriage event that states that this is the case.
  • Distant dynasty member marriages to other foreign distant dynasty members will no longer last as long.
  • Fixed a bug where you couldn’t get into the arrange marriage event to marry your female heir unless you had someone else who was unmarried in your country.
  • Restored autonomies effect on itself, where it has an equilibrium and increases slower the higher it gets. Provincial Government was supposed to take this role, and while it does do an adequate job accounting for itself, it doesn’t account for all the other things that can affect autonomy very well.
  • All rebel types have had their morale slightly decreased
  • Replaced the development bonus from Reichsreform with a tax modifier increase. Over development is already enough of an issue in the HRE, don’t need this reform to make it worse.
  • The ruler traits Unlikable and Cruel now only decrease legitimacy by -0.5 (was -1) and the trait Coward only decreases legitimacy by -0.25 (was -0.5).
  • Legitimizing your ba$tard now reduces legitimacy by 20 (was 25), but also requires that you have at least 80 legitimacy.
  • Favoring professionals now only decreases legitimacy by 5 (was 10)
  • Marrying into a domestic bourgeois family will decrease legitimacy by less
  • Distant family members should now request that you help them find a marriage a little more often
  • Fixed the form Prussia decision for the Teutonic Order
  • Fixed the Reform into Kurland decision
  • The Iqta government type can now reform their government into a Despotic Monarchy
  • Simple Unitary political structures can now get the royal authority bonus for being highly centralized
  • All modifiers to fertility have either been accounted for in the birth events, removed from the game, or changed to something else.
  • A female ruler can no longer have a ba$tard right after having a legitimate child and vice versa.
  • The birth of a ba$tard child is now slightly more likely to happen
  • Fixed several vanilla bugs
  • A few localization fixes

Version 0.10.4
  • Fixed a bug with AI colonization
  • AI should be much less likely to send marriage proposals to a country that doesn’t have any open relations slots and that they aren’t allied to.

Version 0.10.5
  • Disaster mechanic has been renamed to Major Events. This way we can use this mechanic for positive events in the future (and frankly “disaster” was a poor name for this mechanic).
  • Fixed a bug regarding a foreign son or daughter succeeding to your throne
  • The last patch added an additional check when a new ruler succeeds for children living in your foreign spouse’s country, however we forget to have the new ruler event also check for children in your country that belong to your foreign spouse. This has been fixed.
  • Fixed a bug where the heir finding events weren’t properly setting non-heir foreign children
  • Most of the government changing events will no longer fire for subject countries
  • Most of the government changing events are much less likely to fire if you have at least Low Royal Authority
  • Government changing events should be less likely to fire in general
  • Major noble rebellions are more likely
  • Fixed a bug with Austria and Poland’s starting set up
  • Fixed a bug with the Adopt Centralized Monarchy decision, where it reduces centralization when it shouldn’t.
  • Now slightly easier to abdicate your throne in favor of your heir
  • Fixed the bug that allowed you to pass the Use the Courts and Departmentalize Government decisions more than once
  • Strong Economy event is slightly less likely to fire, and Weak Economy event is slightly more likely to fire.
  • The vanilla Monetary Reforms event will now only fire if you actually have inflation. It becomes more likely the higher your inflation. Also adjusted AI decision making for the options.
  • Increased several MTTH modifiers to the “ill” events. Older rulers are more likely to get ill and younger ones are less likely. Older rulers are also much more likely to die from being sick.
  • Daimyo AI will no longer get the negative subject modifier for accepting marriage proposals from fellow Daimyos.
  • You’ll now get a merchant if a trade company is dominant in a trade node (not simply strong in the node as in vanilla).
  • Colonial government has had its army morale recovery speed bonus replaced with a reduction in development costs that will offset the penalty to development costs for being a subject country. This is a temporary solution until I can use several static modifiers added in the 1.13 patch.
  • Fixed the Dutch Republic event, so it should now fire properly
  • AI will now consider a province’s trade good when choosing where to build production buildings.
  • Fixed the route to the east triggered modifier
  • Fixed a bug regarding a non-imperial government Byzantium not getting the King of Greece title.
  • Added a tooltip to the show land ownership event that states when your government type is unable to own land.
  • Added a tooltip stating that increasing/decreasing tax actually affect land tax income since it seems this wasn’t clear enough for some people.
  • Fixed the bug where countries weren’t getting paid for marrying into merchant republics
  • Will now receive/have to pay a dowry in marriages involving daughters and distant family members.
  • In the spouse selection event, you’ll now be able to see how much you’ll be required to pay the other country if they accept your marriage proposal (the dowry for daughters or the payment that republics have to make when marrying nobles). You can also see how much the other country will have to pay you.
  • The amount of land that the ruler/government owns will now affect elections. The more land that they own the more likely their choice will selected.
  • Will become a dictatorship quicker after republican tradition gets really low
  • Will be a dictatorship for less time, and your ruler’s skill will influence this
  • Positive stability will now increase legitimacy
  • Stability now affects republican tradition
  • Bankruptcy now decreases legitimacy and republican tradition
  • Fixed the serfdom-freesubjects tooltips for non-monarchies in the country statistics event
  • Removed a few provinces from Panama trade node that were also in the Mexico trade node

Version 0.10.6
  • If one of your siblings became the new ruler and didn’t have children, the new ruler event wasn’t setting your additional siblings (if you had them) as the new heir (e.g. you have two brothers, one became the new king and event wasn’t setting the other brother as the new heir). This wasn’t a big deal, since a later event would fix the situation and make your sibling the heir. However, it’s been fixed, so the new ruler event will do this.
  • Can now sell Crown Lands to the bourgeoisie. This will give more money than selling land to the nobles and will increase bourgeois opinion. But it will reduce legitimacy and decrease the opinions of the nobles and gentry.
  • Fixed a few tooltips

Version 0.11
  • Made compatible with the 1.13 patch
  • Removed the foreign action decision until we add more foreign actions. There is now an “Arrange a Marriage” decision that will allow you to arrange both foreign and domestic marriages.
  • Added 3 more of h0tSteel’s loading screens
  • Fixed a bug with regencies
  • War taxes will now increase war exhaustion (when was this removed from vanilla?)
  • Can no longer have both a mining company and a weapons manufactory in a province
  • Will now get one less “possible number of buildings” from tech, for a total of 4
  • Will now be able to see if a tech will grant another possible building slot in its description
  • Regencies will no longer get the “Long Rule” boost to RA
  • Plantations now give 200 manpower (was only 50)
  • AI Castille/Spain will be more likely to select Exploration ideas earlier
  • A node being your trade capital will now give 10 trade power (was 5)
  • Trade power from docks and naval bases has been halved
  • Decreased end-of-the-year adm power gain
  • Your opinion with each social class will affect end-of-the-year adm power gain
  • Increased end-of-year dip and mil power gain and ruler rating changes
  • Naval battles will now affect ruler’s dip rating rather than mil rating
  • The ruler actually leading in a battle will affect his mil rating much more than if he is not
  • The provincial economic damage mechanic has experienced several changes, so provinces that suffer from excessive war damage or economic troubles should be much more likely to lose development
  • Made a few changes regarding which foreign candidates noble diets prefer in an elective monarchy
  • If you have an elective monarchy in a personal union, their opinion of you has been made slightly more important in order to get re-elected.
  • In elective monarchies that are in a PU, certain (not all) factors that can’t be influenced by the senior partner will no longer be considered.
  • Fixed several bugs
  • Also fixed several vanilla bugs

Version 0.11.1
  • Provincial economic damage will no longer reduce development for those without Common Sense.

Version 0.11.2
  • Now compatible with the 1.13.2 patch
  • AI should be much more likely to select Exploration Idea Groups, and should also do so earlier.
  • Fixed all crashes caused by missions referring to ideas that don’t exist in the mod
  • Fixed a bug that caused the “Legacy” new ruler event to not fire for theocracies
Last edited by Praetorian; 27 Oct, 2015 @ 6:01pm