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Major Changes:
I.Regional Administration.
Government buildings have been reworked and renamed to City Government and Provincial Government.
City Government requires the province to have at least 15 devs or be next to a province with a Provincial Government.Provincial Government requires the province to be your core and have at least 24 devs.In addition to the effect displayed,a province with a City Government,or next to one with a Province Government,takes 25% less time to auto-core.
Meanwhile,the base MTTH of PAC events is reduced by 25%.
II.Flexible development
Tax,Production and Manpower now affect your country more differently.Tax increases inflation and reduces advisor cost,Production works on the opposite,and manpower lowers the cost for further development.
III.Spoil of War
Occupied provinces will randomly receive an event that reduces their development by 1.The chance(MTTH) is affected by culture,religion and core.For example,a muslim province occupied by Spain is more likely to lose development than a Chinese province recaptured by Ming(and we all know why).
IV.Autonomy Adjustment
Almost all government types have lower autonomy reduction.Stability and some other factors also influence Autonomy.Added "Centralization" royal decree for monarchy nations.Lower autonomy manually is less effective.
Thus Government buildings are also important for small countries.
Minor changes:
1.Added a "Feudal Army" modifier to European nations,which can only be removed by finishing a military idea group.
2.Added a Prophecy system for tribes and primitives.
3.Reduced development in Caribbean provinces.
4.Adjusted some basic and country ideas.
5.Added development cost reduction for some policies.
6.Countries with full Trade ideas can adjust Mercantilism twice as effectively.
Fixed: typos in the mod manual.
Compatible with version1.14, DLC "The Cossacks" is highly recommended.
Here's the content:
-A LOT of changes for version 1.14 and The Cossacks
Military Update
-leaders maximum power increased to 7
-lower reinforcment and morale recovery speed-
-rebalance of fire and shock
and more...
Colonization Update
-provinces with high development have Global Settler Increase Bonus
-Navy buildings increase Colonist Chance
-Overseas provinces, trade companys, Colonial Nations decrease Global Settler Increase and Colonist Chance
-New decision "Improving Existing Colonies", reducing colonist for higher GSI and Colonist Chnace, also reducing the MTTH of settler increase event
Native Religion Update
-Sub-religion avaliable(except Norse and three religions that could be reformed in El Dorado)
-higher effect of sub-religions
-Sub-religion will slowly convert your own religion provinces into themself(this process could be stopped by spending monarch points)
Other minor updates
-Reformed buffed
-Bonus marchants from high mercantilism
-and more...
Sorry for the late patch notes! Here's the main content:
Tile improvement system
-Provinces with rough terrain features now have "tile improvement" event to remove the panalty from those terrains and earn development.
-This event will take some time, also cost ADM power and ducats to proceed.
Unique Unit
-Added "Unique Unit", some certain tech group, culture group or country will have them.
-Unique units are usually more powerful than the normal one, but not always.
-Current unique units are: Shenjiying(Ming),Samurai Infantry(Japan),Turtle Ship(Korea),Eight Banner Infantry(Manchu culture),Swedish Hakkapelitta(SWE,SCA,FIN),Prussian Frederickian(BRA,PRU,GER),Napoleonic Square(France or RFR),Welsh Longbow(English&Welsh cultrue), and more...
Improvement&Rebalance&Bug fixes
-Improvement based on 2.0 players test&feedback
-Fixed the bug that Brandenburg can't established Prussian.
-Lowered Religion Unity effect
-Major rebalance focused on Nomad countries
-And more...
And we'll have a recommended country for every major update(This country might have the major changes or will perform our current update features better than others).
Recommended country for V2.1:
Timurids
Minor update focused on merchant republic and The Hanseatic League, with other improvements for version 2.1.
The Hanseatic League
-Bonus modifers for League leader and members(Extra merchants, diplomatic upkeep&more trade power)
-Except initial members, other westphalian, pomeranian and prussian culture group non-monarchy countries are available to join(Allying with Lübeck, if country size is greater than 1 then allying with all members in the league is required)
-Lübeck(Hanseatic) ideas buffed
Miscellancous Changes
-Noble estates for merchant republics
-Fabricate claim discovery panalty lowered(From 300% to 100%)
-Lowered factory requirements, some buildings' cost increased
-Reduced fire, shock&mil tactics provided by mil tech in order to prevent high casualties in early game, and shortened the difference between mil tech cap.
-Greater(20%more) panalties for colony growth from overseas provinces.
-Nerfed republic tradition received by Venice unique event, and nerfed Venice ideas.
-Minor changes towards mil ideas
-Nerfed minor policies that lowered unrest.
-Inflation reduction now cost 50 adm power for 1 inflation reduced.
Recommended country for V2.2:
Lübeck
Beta version that not released, make policies cost no powers but have negative effects
Version 2.3 is not released so this update contains all features from 2.3.
Policies
-Policies no longer cost monarch power
-Policies now contains nagative effect and the cooldown time for changing policies increased to 20 years.
Culture
Great changes to culture mechanism that looks like some features in MEIOU&Taxes, but not exactly the same:
-All non-accepted culture could be accepted by one event
-Religion tolerance>=-1, unrest<=0, with core and no nationalism, at least 1 stability, local atonomy<=75%
-MTTH affected by accepted culture threshold, stability, country size(greater country need longer time to wait), local development, unrest and religion tolerance.
-Original culture accept mechanism still in effect
-Accepted culture won't lost unless all province with this culture lost.
Mission
-Lots of province development missions added
-Your goal is increase target's development to a certain value
-Once accomplished it'll reward you with adm power, prestige, lowered development cost even monarch abililty increase.
Religion
-Lowered non-accepted culture penalty for religion conversion
-Different kinds of development(tax base, production, manpower) affects missionary strength differently
-Nerfed some national ideas, religion ideas and some other modifiers that increase missionary strength.
AI
-Improved AI economy power in order to enhance its performance in game
Unique Units
-New units: Minuteman(USA), Sea beggar(Dutch), War elephant(southeast Asia)
Chinese Region
-Mandate of Heaven event won't happened in manchu region anymore
Improvement&Rebalance&Bug fixes
-Rebalanced: increased base fabricate claim time
-Some hidden bugs fixed
Recommended country for V2.4:
Poland
Minor update
Castile/Spain
-Habsburg event
-Only triggered when Castile/Spain and Austria are both AI
-Castile/Spain and Austria have royal marriage
-Both have France as rival
-Austria is HRE emperor
-Spain will have a chance to gain a Habsburg successor
-When a Habsburg successor enthroned and Burgundian Succession Crisis made Austria have low countries' provinces and all requirement above are still met.
-Spain will gain all low countries' provinces
-For gameplay reason, Spain can't form a personal union with Austria
Celestial Empire
-Reform, factions rebalanced, a little buff for Celestial Empire players
AI
-Improved AI colonization speed in certain time
-Improved AI inflation control ability
Improvement&Rebalance&Bug fixes
-Fixed model for unique navy units
-Production buildings now reducing a bit of inflation
Recommended country for V2.41:
Ming
Hotfix: Fixed the bug that Celestial Empire countries can't sue for peace themselves.
Sry for the late update, most of our team can't work on the mod for our Chinese New Year holiday:(
Just letting you know, we’ve not been sitting on our hands for the past few weeks! We’ve cooked an awesome release that we hope you’ll enjoy!
This version introduce the new scenario-Sunset Invasion from CKII!
You can trigger it in the decision panel, once the scenario is triggered, Inca, Aztec and Iroquiois will gain massive development & science bonus and start invading Europe again!
Estates
-New decisions: Remove estates decision for every single estate, this decision will only triggered after ADM tech 15 and with government form higher than(including) absolote monarchy, all republic government form will also trigger this decision.(estate influence must lower than 40)
-Remove estates decision will lower your stability and increase a massive amount of unrest in estate controlled provinces.
-All estates' local min autonomy is 40% except tribes
-Reformed celestial empire no longer have any estates, and "no longer Clestial Empire" will remove all estates permanently.
Sunset Invasion II
-Recommended objective: high difficulty objectives for both European & American countries(recommended only)
Other Changes
-Initial military tactic increased by 0.1
-CB changes:
Holy War:
100%AE,125%prestige, 67%warscore cost
Cleansing heresy:
90%AE,125%prestige, 70%warscore cost
Conquest:
75%AE,100%prestige, 90%warscore cost
Oversea Expansion:
75%AE,100%prestige, 50%warscore cost
Trade War:
75%AE, 66%warscore cost, trade center & trade post provinces are avaliable for annexation.
-Rebalanced parliament bribe costs & issue modifier
and more...
This update is compatible with ver 1.17.*
1.17 Update Rebalance
-Reworked sailors & ship cost
-New state/territory & corruption combined with CU administrative system: Government buildings increase number of states, states reduce corruption but territories increase it
-Corruption now affected by multiple factors including inflation
-Limited corruption & inflation increase, existed inflation reduce its increasing rate and will finally be stabilized(New comers won't experience harsh punishment by inflation control)
Mobilizaition
-In late game it's possible for countries mobilizing their core provinces supporting their war
-Mobilization reduce tons of development but provides much more manpower in return.
-You can return manpower after mobilization, which will restore some of (not all) the development loss
-Countries already complete defensive ideas are able to activate mobilization sooner
Optimized Late-game Experience
-In later starts, all provinces will have a certain development boost, and some buildings will be automatically constructed if they met the requirements
Minor Changes
-Manchu now belongs to Buryat culture group
-Added "Chinesized Manchu" which belongs to Chinese culture group and decision of it for Manchu countries.
and more...
&Version 2.81(Euro Universe)
This update is compatible with ver 1.17.*
This update changed and enhanced coloning gameplay
Changelog combined with 2.8(since it's not released here)
Triangular trade
-Euro and westernized north African countries are able to buy slaves from other African countries for their American colony growth
Administrative focus
-Minimum requirements for establishing Colonial Nation(10 at least)
-Increased state upkeep
-Idea changes for Portugal & other colonial countries
-State, corruption, inflation descriptions added in in-game manual
Other Changes
-Euro Universe decision
-Corruption Changes, minor nations get less bonus from corruption reduction
-Rebalanced some random/idea group events
Bug Fixes
-Compatiblilty check
-Now can send manpower to enemy mobilized provinces(restore its development loss)
-Crash fixed
-AI papacy now only excommunicate countries with AE
-Some missing idea fixed
and more...