Europa Universalis IV

Europa Universalis IV

MEIOU and Taxes v3.0
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Update: 23 Aug @ 10:31am

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##### Open Alpha 30 #####
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### Fixes
- Solve some issues with double deposit provinces -> please report any issues
- Make sure the western schism ends, add new condition that doesnt need Hussites
- Make Tradepost UI work again
- General Bugfixes left and right
- Cleanup in Institution explanations and conditions, removing Centralism as its already needed for Commercialization, therefore anything that needs Commercialization needs to have Centralism as well.
- Fix 2 provinces ceded by Rome to Ottomans during the 'Ceding of Thrace' not being cored by the decision to move the Capital to Thrace for the Ottomans

### MISC
- Nuance religious policies a bit more
- State Property changes on annexation and integration more player and AI friendly
- tweak move capital to constantinople decision for ottomans
- tweak move capital to thrace and constantinople further -> make Ottoman great again?
- Delay Exploration by Non-Iberians if new world isnt discovered or pre 1525

### General
- Population Growth bonus from Columbian Exchange, Global Trade and Scientific Method
- Migration bonus to Roads/Pathing
- Lowering Nobility Estate Power from Wealth by roughly 25%
- Increasing Clergy Estate Power from Wealth by 150%
- Wealthy Clergy will gain quite a bit more power now, it was non existent before
- Increase Maximum Demand in Comfort and Luxury Goods for Burgher and Nobility by 66%
- Increase Maximum Demand in Comfort and Luxury Goods for Clergy by 100%
- Stopped evaluating 95% autonomy and above provinces for taxes.
- Removed Unrest from Poll Taxes

### Papal Bulls
- Introducing Papal Bulls
- Western Schism & Conclaves blocks all golden bulls

### Colonialism
- Introduced a Naval Materials (Sailors) tax for colonial subjects to overlord
- Introduced a Trade Company Wealth Pool
- Extracts Income Streams in Trade Companies and Provinces of Colonial subjects
- Redirects these Incomes into a centralized Wealth Pool
- Dividends are paid out yearly to the population in stated primary and accepted culture provinces
- That means pretty much the "homeland"

### Economy Improvements
- Adding Stone/Clay Mines into some Mountains, Hills and Rivers
- Great rivers now have fish to be fished
- Merging Plant Fiber into Crop industry
- Restructuring of urban industries into to tier system
- Cities will get the choice to specialize
- Rebalancing of urban some rural industries
- Merging opening slots for urban slots into one single city foundation action, which costs alot more!
- Reducing gain of Farmland/Fishery/Forestry from potential capacity in a province from tech
- Rewrote the slot opening for AI for rural industries and city foundations

### Idea groups
Tweaks (small buffs or nerfs)
- Culture Ideas
- Aristocracy
- Eminence
- Empire
- Espionage
- Exploration
- Fortification
- Leadership
- Quantity
- Naval Leadership
- Civic Religion
- Scholastic
- Evangelical

Major Buffs to:
- Engineering
- Expansion
- Grand Fleet
- Mercenary
- Grand Army
- Mercantilism

### Map Setup
- Change Estonian minorities from Romuva to Ukkousko
- Fix a bunch of river issues, credit to "random person" on Discord
- Change Travancore minorities from Avignonist to Assyrian
- Add 1222 Chari to Lake Chad river system
- Remove natural harbour from 1211 Al Sharqiyaa
- Fix African Bashkiria, rename associated provinces and capitals
- Remove inaccurate adjacency between 4070 Zenatiya and 2941 Ouazzane
- Fix duplicate Qaragandy
- Fix duplicate Karatau
- Rename 324 Hudavendigar to Kütahya
- Rename 1161 Hottentot to Nama

Update: 22 Jun @ 11:54am

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##### Open Alpha 29 #####
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Edit:
- New Province UI
- Naples now has an extensive tutorial mission tree
- Missions: Tons and tons of them fixes/new, Naples, Poland, Bohemia, Austria, Two Sicilies, Netherlands, Venice, Denmark/Norway Scandinavia

### League Wars
- Make the requirements for a permanent peace in the League Wars more stringent: 75% in the 1st war, 66% in the 2nd war, 50% in the 3rd war. If no vote reaches this threshold after 3 wars, the Empire will enact a Permanent Religious Peace.

### Balance
- Increase base autonomy gain for provinces, increase autonomy reduction from CE
- Add some benefits to Regional Leadership Governance Reforms
- Rework CE from regional Capitals and how everything is calculated, should be more efficient now
- Increase wealth generation from gold/silver/precious metals and trade by roughly 100%
- Buffed dues, land taxes and poll taxes and fixed bugs to make those taxes more viable.
- add religious autonomy from minorities
- Removed Prestige from Centers of Learning, nerfed bonus from regional, subcontinental largest city

### Institutions
- Casual Literacy has new requirements
- Global Trade has new requirements

### Ideas
- Add Burmese ideas, courtesy of Avalon

### Misc
- Add minor urban populations to Marburg and Fulda
- More special mapmodes in the bottom right UI
- Fixing various UIs, like National Income
- Buff to Tributes (Tax paid from Tribes to state)
- Removing forgotten delicacies taxes in burgher flows
- Fix Tax information in decisions
- it no longer lies to you, nobody noticed that Feudal Dues and Rent Dues were swapped??
- Civil Examinations 2: Irregular Examinations changed requirements


### New Feature State Property
- State Property has now a capacity
- State Property capacity is derived from Reforms, Priviliges and Ideas
- If state goes over capacity, additional provincial corruption is accrued
- if state is over cap, events will happen where estates will try to buy property from state
- expropriations from estates will no longer lead to state property, instead the property goes from estate to commoner
- commoner expropriations are disabled
- increased state share from investments when far below state property capacity, scaling
- decreased to almost no shares from investments when far below state property capacity, scaling
- New background event that transfers properties of size 3, 5, 10 to commoners when above 100, 150, 200% state property capacity.


### Flavour
- England and France has an introduction each to explain how HYW works
- Remove English restore union mission CB for France
- Province allocation to England fix
- Jeanne can now either show up in 1430 or when France is in dire situation
- Add Jeanne's capture when England wins against her leading an army
- Add subsequent trial for Jeanne
- Jean II will be released when France wins the initial war
- Jean II can also die now in captivity thus depriving England's biggest advantage
- Free County of Burgundy will become Flemish lesser union when Phillip Rouvres dies
- Remove England cores when they lost HYW
- Triggering Peasant revolt end events with a set timer
- Noble appeasement event will get triggered for France when they win HYW, removing one of their buffed up reform for now
- Remove Alencon cores on Normandy

### Map Setup
- Change west Himalayan wastelands to allow colour infill
- Move some pixels from Khotan to Kashgar, update province data
- Change east Taklamakan wastelands to allow colour infill, remove wasteland 3845
- Move province 2575 from Arabia to Red Sea node, update province groups
- Remove innacurate AHS core on 1099 Soqotra
- Rename duplicate Mbunda to Cuanza
- Rename 4122 Bujadur to Abu Khatar, add dynamic province names
- Remove stray pixels of Celtic Sea on Leinster coast
- Correct native icon for 3229 Perapohjola
- Connect East Mediterranean sea tile to Cyprus

Update: 22 Jun @ 11:48am

Update: 22 Jun @ 11:36am

Update: 16 Mar @ 1:20pm

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##### Open Alpha 28 #####
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### Expanding Skill of Industries and its effects
- Skill no longer increases output of industries, instead decreases labor usage of that industry
- Skill no longer capped at 100
- Introduction of modifiers that affect skill of each industry
- most industries have 2 or 3 skills that influence its skill cap
- introducing a skill cap that is calculated for each industry in each province
- skill can be different between each province
- Adding skill effects to Institutions, Technologies, Ideas and many more things
- New industries always start at 100% skill
- Skill growth depends on the maximum skill cap, growth starts fast and slows down when getting close to cap

### Colonization
- certain regions get exploitation modifiers to represent their historical "use"
- make nomads unwanted in colonial provinces, if owned by a non american country

### League Wars tweaks
# Aimed at making the 1st and 2nd war more relevant and increase player agency in the 30 Years War gameplay
- Getting 50% of the Prince's votes for a single option in the League Wars will now end the League Wars once and for all (so no more guaranteed 3 Wars)
- Reduce impact of amount of League Wars on the Prince's voting behavior (aka less likely that all AI will vote religious peace in later wars)
- Introduce War Exhaustion as a factor for AIs to be more likely to vote for religious peace. 10 and 20 WE are the thresholds for them to be more likely to vote for peace.
- 3rd League War had a timer of 50 years after the second to fire, reduce this to 10 years.

### General
- New river sections for Benue, Senegal and Gambia river
- Changes to Niger river section
- More Cossack flavor
- More Reformation-related flavor
- Revive half-ported succession crisis disaster
- Add support for DLC 122 Chinese and DLC 123 French music packs (adapt the Vanilla triggers for when which song plays)
- Colonial cultures are now a thing again for the most common colonizers. More to be added later.
- Add decision to form Ruthenia for Ruthenian culture group, aka don't make Kyiv form Russia.

### Ideas
- Added a new idea set for the Mon culture, courtesy of Avalon

### Balance
- Kotoko Startup massively improved
- Naval material supply from timber industry reduced by 60%
- All Ressource sizes increase with technology
- Extraction increases more than Farmland from new technologies
- Nerf Vengeful trait of rulers
- Crop Adaption after columbian exchange is faster. Alot faster for Maize, minor adaption speed buff to potato (still slow!)
- Make Obsidian great again, attempts at fixing american economy
- Lowered institution invention difficulty
- Upped neutral growth life fulfil to 85, nerfed urban natural growth.
- Made Inflation much more impactful, inflation reduction is done through policy.
- Rebalance Estate Infra build priorities
- Slight adjustment of the conditions for the Peasant War to helpfully prevent AI from perma-fighting peasants
- Changes to Terrain in regards to Core Creation Costs, Nationalism and Culture Conversion

### Fixes
- Fix old oversight in timber taxation
- Some spelling fixes, whenever someone finds one
- fixing divide by zero errors where they can be identified
- bandaid fix to limit feudatory exploits
- Releasing subject after appanage reverts to crown failsafes (prevent no religion)
- Major fixes/tweaks to entrenchment and passive conversion (credits to @muh_europa for pointing these out)
- Fix some errors in Manpower, Slots and Minority Conversion scripts. The errors are real and have been there for a long time, thanks to an anonymous reporter they are now fixed.
- Fix some errors from province flags on Trade mapmode whilst maintaining full functionality, if you can identify more, please reach out
- Many misc error fixes
- Fix a permanent Province modifier being added without duration
- Fix overlapping French missions
- Try to fix Ottomans almost always choosing to expand in Anatolia instead of going for the Christians
- Fixed issues with Vassal CTA if it happened in parallel in multiple countries and if subject of subject was supposed to be called

### Localization
- Improve unresolved bids explanation in tooltip
- Fix quite some small localization issues

### Misc tweaks
- Dutch Republic now gives Aristocratic Republic government reform
- Add debug_mode to parser and inform user when its active
- Make Oman start with Trade and Naval, Yemen with Trade Aristocracy, remove historic rivalry with MAM
- Make Zanzibar and Mombasa always start with trade ideas
- Attempt to make it completely impossible to 'Trade in Special Mapmode x'
- Make Silesia and Bohemia friendly towards Poland, to make sure they dont break Treaty of Visegrad
- Make Institutions spread as well via trade if own nation has the institution, not just other tradepartners
- Make France always accept ransom for their starting king. Bandaid fix until we have a better solution for renegociation

### Special Mapmodes
- Integrate @molkemon's Special Mapmode interface submod in the main mod
- Make special mapmodes also work on uncolonized provinces (mainly for seeing rivers, deposits, etc.)

Update: 20 Oct, 2024 @ 1:56pm

Update: 29 Sep, 2024 @ 12:17pm

Update: 4 Aug, 2024 @ 2:06pm

Update: 30 Jul, 2024 @ 1:28pm

Update: 22 Jul, 2024 @ 2:02pm