Europa Universalis IV

Europa Universalis IV

Clinamen: To Manage a Realm
Markot  [developer] 25 Sep, 2018 @ 2:19pm
Changelog
INTERNAL AFFAIRS

Own culture group provinces gives a bit of unrest. Accepted cultures from outside own culture group do not give full benefits. This is to enhance realism and make blobbing more challenging.

Made development less annoying by reducing micromanagement. The Burghers no longer lower development cost and there is no development state edict. Instead, there is a dev cost modifier depending on the government rank (it is easier to develop when you are an empire and also I wanted to avoid smaller states developing much quicker). Climate and terrain matter more.

AI is no longer restricted in developing provinces.

Small autonomy malus with higher goverment ranks - as a consequence of developing administration. Also, they are not quicker in changing their national focus (completely unrealistic).

Decaying (too small) kingdoms and empires lose their boni.

AI learned to milk estates for monarch points.

Estates are kept on conquest.

Estates and parliament seats allowed in the same province.

Religious unity state edict only available for countries with Religious ideas.

Encourage development state edict gives extra goods produced (instead of the reduced development cost).

Stronger rebels with time.

Vassal's development malus reduced to 30 (from 50).

Max. tolerance for heretics pushed to 4.

Restored corruption for being technologically behind your neighbours.

Tech ahead of time cheaper.

Restored small base inflation.

Claims gives a greater coring discount.

Embrace institution cost doubled.

State costs modifiers for distance and wrong culture trippled.

Abandoning idea group now reimburses 50% of its cost.

Power costs for reducing inflation and war exhaustion as well as for raising stability - doubled. These costs depend on the size of the country. While having +3 stab, additional stab. is worth 100 ADM instead of 50. Stab cost is less dependant on the current stab.

Huge countries suffer worse aggresive expansion, diplomatic reputation and better relations over time.

Corruption for territories is just 1% but it is for every territory and there is no cap.

Corruption reduces unrest only up to 5.

Absolutism increases unrest up to 4.

Devastation negatively affects local tax.

Plutocracy is available for everybody, same aristocracy.

The most useful sailor buildings were replaced with roads.

You may now introduce public education in your country, after embrancing the Enlightenment.

Stronger plagues, famines and lootings, actually affecting development.

Power projection raised for being a great power and eclypsing rivals.

Trade companies have additional -100 production efficiency, to nerf them slightly.

End date set to 1 Jan. 1836.

WAR MATTERS

+50% manpower from provinces. Countries rarely run out of manpower before the French revolution.

Mercenary support limit fraction reduced six times. Base value kept so that mercenaries are more important for small countries/early in the game.

More warscore from winnig battles and the maximum warscore from battles up to 50 (historically, total occupation was not the only way to decisively win a war).

Lowered the speed of artilery, lowered the speed in hostile land, increased speed for cavalry - all by 10%.

Reduced forts requirement for army tradition to 1 per 100 dev. This also makes the AI build fewer forts.

Added a decision to change units to western after embrancing institutions and while having 70 army professionalism.

Max. drill increases cavalry combat ability by 10. This is both to strenghten drilled armies and to increase usefulness of cavalry.

Catolicism gives extra +5 morale to make this religon on par with others.

Siegie attrition raised to 2%.

Max. land attrition raised to 8%.

Land reinforce cost increased by 50% to make wars more costly at the same time not cripling defence abilities.

DIPLOMACY

Nationalism casus belli works only for empires.

Imperialism casus belli works only against different tech groups.

Scaled truce time reduced.

Cores and claims worth more diplomatically.

Diplovassalization development cap removed.

AI is more aggresive with its condottieri.

NAVY

Strong fleet of heavies gives prestige and power projection.

Buying admiral now costs 25 DIP.

IMPERIAL REFORMS

Revoking the privilegia no longer gives a vassal swarm. Instead, it unites the HRE. Hence, there is one reform fewer than in vanilla. This is to introduce some sense of balance as the vasal swarm is na absurdly OP tool of world domination.

Member states still leave if they do not vote for revoking.

Uniting the HRE gives permanent claims on imperial land not inherited - both in the hands of former members and in the hands of foreign powers.

FLAVOUR

Flavour events and age abilities for Austria, Prussia, Sweden and Denmark were adjusted to be triggered based on national ideas. This way they still trigger after forming Germany, HRE, or Scandinavia. Prussian trading company event fixed.

Forming Rome converts the whole culture group to Roman, as opposed to only the primary culture :)

Rum shares missions with the Ottomans.