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Changelog:
Major:
1. Compatible with EU4 1.29 and all dlcs.
2. New research system: Instead of spending Monarchy Power to unlock technology, your country now accumulates adm/dip/mil research points from province development, literacy and buildings, and uses these research points to gain new technologies automatically. You can still spend MP ( together with ducats ) to speed up research.
A lot of game stuffs are changed to fit with this new system.
3. Logistics Idea group is now renamed as Strategic Ideas. While the majority of its effects stay the same, the last idea unlocks a unique battle plan mechanics that give your army powerful but short-time combat bonus at the cost of MIL power and long preparation time.
4. Economic structure rework: commercial tax, production tax and trade income are more balanced now.
Minor:
1. Fixed 20+ bugs.
2. 100+ balance tweaks.
Note: This is a BETA version, which means your gameplay experience may not be perfect and we need more time to balance this brand new research mechanics. Your feedback will be a great help in that.
Plan for the next version:
1. Stability rework
2. Estate power struggle
3. Pops
Changelog:
Gameplay:
1. Base power gain is reduced to 2 per month(4.801)
2. Idea cost increased from 400 to 600(4.801)
3. Estate interractions cost dip power now(other cost is reduced).(4.801)
4. Province edicts related to culture and art cost more MP.
5. Research investment costs 200 MP(increased from 150).
6. Base technology cost per development is now 16 (increased from 15)
Bugfix:
1. Fixed the condition of military research investment.
Changelog:
Gameplay:
1. Research Investment money cost reduced to 0.2 years of income(from 0.3).
2. Technology falling behind now gives a small research cost discount (1% per year behind, 20% at maximum). Primitive nations do not have this bonus until they reach tech level 3 .
3. Diplomatic upkeep reduced by 1 for all countries. AI will still be willing to have the same amount of allies as before.
4. Hire Colonists decision costs 50 dip power now.
Bugfixes:
1. AI countries now use Research Investment correctly and wisely.
2. Research Investment now shows accurate MP cost.
Changelogs:
1. Autonomy Impact on province trade power reduced to 75%( from 100% )
2. Added "Focus on adm/dip/mil research" which reduced tech cost of the selected type by 10% and increase the cost of two others by 5%. Changing focus has 20 years cooldown.
3. Mercenary receives only 50% of normal discipline bonus from Army Professionalism.
4. "All Power Cost" no longer affects technology cost.
5. Added help text for new technology system, estate and road connection in mod manual.
6. Slightly increased early-game tax and production income.
7. Hard/Very Hard ai army size slightly reduced.
8. GC modifiers no longer affect country income directly, but has more severe impact on province autonomy.
Bugfixes
1. Fixed Sunset Invasion II scenario.
2. Fixed several text error.
3. Fixed game freeze due to lack of Rule Britannia.
Performance:
1. Optimized road and distance calculation.
Bugfixes:
1. Fixed negative research points due to data overflow.
2. AI will spend MP to buy ideas much more frequently(even than vanilla).
3. Fixed a typo in French history file.
Bugfixes:
1. Fixed the historical date of institutions.
Special Contents:
Mysterious Christmas gift from Santa Claus(probably).
Interface:
1. When a province edict is unavailable, player will get an alternative option showing its requirements. (Economic edicts only, for now)
Gameplay:
1. Base research cost increased to 70(from 40)
2. Capital development counted twice for both research point generation and research cost.
3. Tech cost penalty from institutions greatly reduced.
4. Monthly autonomy from distance to capital reduced by 0.06 per level.
5. Monthly autonomy reduction bonus from being in peace increased to 0.05(from 0.01)
Bugfixes:
1. Fixed "steal art piece" event.
2. Fixed a text error in mod manual.
1. Stability rework(4.9)
2. Estate and political power struggle(4.9)
3. Extended timeline with earlier starting date(1356 or 1399)(5.0)
4. Final implement of real pop system.(5.0)
Interface:
1. View Local Art is merged into Art Edict.
2. Added "edict unavailable" option amd tooltip for culture, art and other edicts.
Gameplay:
1. Removes all tech ahead of time bonuses.
2. Administrative Centrale interractions cost more MP and less money.
3. Yearly corruption from normal advisor reduced to 0.04 per level (from 0.05).
4. National College modifier now increases local research point output by 100%.
5. Added new "Introduce Paper Currency" decision and "Abolish Paper Currency" decision.
6. Added new "Print Paper Currency" decision that costs 100ADM, increases inflation by 2 and instantly gives 0.35 years of income.
7. All countries start with certain amount of Absolutism (30% - 50% of their max absolutism)
8. Added "Concentrated Assault" and "Elastic Countering" battle plan. All battle plans except Grand Offensive are available to all countries with mil tech 3.
9. Strategic Ideas renamed to Strategem Ideas.
10. Art of War idea(Strategem Idea 3) now gives -25% battle plan cost.
11. Grand Battle Plan idea (Strategem Idea 7) now gives -25% battle plan preparation time and unlocks "Grand Offensive" battle plan.
12. Removed +0.1 Absolutism from base value.
13. Autonomy reduction bonus from prosperity increased to 0.05(from 0.02)
14. Added Technology Spread mechanics:
(1)Colonial nation gets -50% adm/dip/mil research cost if overlord is more advanced in adm/dip/mil tech.
(2)Technology sharing reduces research cost for less advanced country by 25%
(3)Countries gets -15% research cost if another country from the same technology group is more advanced.
Th discounts mentioned above do not add up. Only the highest one applies.
15. Slaughtering native event now reduces province development to 1/1/1, and awards 5 ducats per development reduced.
Bugfixes:
1. Fixed the bug that certain research point occasionally displays as 1.
2. "Estate requires political reform" events now have 5-year cooldown to prevent them from firing infinitely.
3. Both research cost and research point are now averaged by num of provinces. This change has little impact on gameplay, but can prevent storage overflow in most cases.
Performance:
1. Openning mission panel no longer causes temperal lag for certain countries.
Gameplay:
1. Advisor gives +1% Administrative Efficiency per skill level. 5% Administrative Efficiency from adm tech 8 removed. Advisor skill cap reduced to 3(from 4).
2. Urbanization Capacity slightly increased in early game. Urbanization growth increased significantly in early game and reduced slightly in later game. Initial urbanization level reduced for medium sized provinces.
3. Temperally blocked "estate demands xxx reform" events, they will be reworked thoroughly in patch 4.9.
4. Strengthened "Concentrated Assault" battleplan.
5. "Invest in adm/dip/mil research" cost 33% fewer ducats.
6. Research point is now 10% less dependent on literacy, and 33% less dependent on Cultural Acceptance. Research cost per development increased by 7%.
7. AI's research speed slightly increased.
8. University base cost reduced to 900(From 1000)
9. Commercial/Production buildings are cheaper to build and give more urbanization growth, but have less income bonus (especially for level 2 and 3 buildings).
10. Re-added "Artisan Regulation" and related reform for celestial empire.
11. Battle Plan base cost reduced to 150(from 200), Strategem Idea 3 now reduces it by 33%(was 25%).
12. Economic Ideas adjusted.( Full Economic gives -5% development time instead of -10%, Benign neglect now gives -10% local development time instead of -5%).
13. Tradition Ideas slightly nerfed.
14. Russian Education Reform now gives additional 10% education effuciency.
15. Russian Western Door modifier now gives additional -5% research cost.
16. Added Rex Romana fictional scenerio. Who don't like a little more Rome?
Bugfixes:
1. Fixed the bug that certain newly formed nations start with no government reform.
2. Fixed the bug that switching to a new formed nation will stop its yearly calculation.
Interface:
1. Improved government reform UI allowing player to have a clear vision of reform conditions.
Interface:
1. Added introductory option for "upgrade center of trade", allowing players to see how lv3 center of trade is determined in game.
Gameplay:
1. Agricultural buildings no longer give development time bonus, this is compensated by reduced cost and increased trade good size.
2. Prosperity now gives additional 5% bonus to development time, production efficiency and trade good size.
3. AI countries now have a generally better economy.
4. Tech ahead of time penalty now gives 15% research cost penalty per year ahead(was 10%)
5. Tech behind time bonus now gives 2% research cost discount per year behind(was 1%), maximum discount increased to 40%(from 20%)
6. Base research cost increased by 25%.
7. Feudalism and Gunpowder institutions now gives 30% research cost penalty(was 50%), while Printing Press, New World and Global Trade all give 20% penalty (was 10%, 10% and 15%).
Bugfixes:
1. Fixed the bug that CU timer did not work properly for certain newly formed nations.
Performance:
1. Significantly improved performance by reducing ai's calculation on trading company.
2. Improved the logics of cabinet auto using edicts.
Bugfixes
1. "Cabinet Focus Province" function now works properly.
2. Fixed the bug that cabinet rarely use province edict.
3. Fixed several text errors in cabinet panel.
4. Fixed the bug that institution's displayed tech cost penalty does not match with actual value.
5. Fixed the bug that certain AI's research speed is much slower than expected value.
Performance:
1. Medium Optimization to ai and CoT calculation.
Gameplay:
1. Art Patronage no longer increases province Cultural Acceptance. Base dip power cost reduced to 60 (from 80).
2. Added new cultural edict: "Force [Owner's culture name] Language Education". Requires university or public school. +1% Cultural Acceptance and +40% Cultural Assimilation Rate for 20 years. Cost 60 adm, 60 dip and 6 prestige.
3. Base Cultural Assimilation Cost increased by 20%
4. Strengthened Absolutism effect.
5. Lv3 Center of trade now requires province edict to upgrade (for performance sake).
6. Pope can no longer claim mandate of heaven.
7. Sunset Invasion II scenario now requires Mesoamerica Unit pack dlc and South America Unit dlc (because of Paradox dlc policy).
Bugfixes
1. Fixed missing unit model due to lack of certain unit pack dlc.
2. Fixed several Inca, Spain and Ming events.
3. Fixed the bug that Isabella event for Castile can fire multiple times.
Gameplay:
1. Instead of increasing research cost, tech ahead of year modifier now reduces research point output.
2. Rebalanced innovativeness, renovation and tradition ideas. Renovation ideas are now mutually exclusive with innovativeness ideas instead of humanist ideas.
3. Blocked christmas event chain. Christmas is over!
Bugfixes:
1. Fixed the bug that later stage research become too fast due to incorrect tech historical year calculation.
2. Changed "Great Conqueror" ruler trait to ruler modifier, so it will not be removed when ruler already has 3 traits.
Performance:
1. Rewrited some ancient codes to reduce calculation(slight optimization)
Gameplay:
1. Added "Fostering New Industry" option in "Change Trade Goods" option. Requires the province to have 5-10 base production. Finished when the province develops 3 more base production. May change trade goods into Cloth, Glass, Paper, Chinaware and Naval Supplies.
2. Rebalanced trade goods effect for iron, copper, cloth, coal, slaves and naval supplies.
3. Base price of Naval Supplies increased to 3(from 2)
4. During Little Ice age, grain may have a sudden and temperal price increase thanks to those blackhearted merchants.
5. Rebalanced Power Projection and Fleet in Being doctrine.
6. Cabinet can now use Force Language Education edict automatically.
Bugfixes:
1. Fixed the bug that Cultural Assimilstion could finish earlier than estimated year.
2. Fixed the bug that human player's literacy and research are incorrectly faster than ai.