Europa Universalis IV

Europa Universalis IV

Common Universalis old version
 This topic has been pinned, so it's probably important
Philippe Auguste  [developer] 12 Sep, 2016 @ 8:01am
Patch note
All the patch note since CU 3.0 will be put into this thread.
< >
Showing 1-15 of 38 comments
Philippe Auguste  [developer] 21 Sep, 2016 @ 3:44am 
New Features added in v3.0:

Government Capacity
-A country cannot rule infinite lands.Governing a province consumes Government Capacity,which comes from the "ruling races" of your country.If your empire has not enough population of its primary culture,you can reform your government and invite other "races"(cultures) to share the burden,which,however,will inevitably constrain the authority of your primary culture.

Trading Company
-The Trading Company of vanilla game is replaced by a new Trading Company system.Trade companies are now founded by country,and will run,profit and even fail like a real trading company.


Leader Spawn
-Military leaders now have no limit or upkeep,and will spawn in your country automatically.The speed of leader spawn,and the quality of your spawned leaders,are determined by your military tradition,and your country's Leader Spawn Rate.

Military Maintenance
-Low military upkeep in peacetime and full military upkeep at war is no longer a cost-free strategy.Insufficient military expense will cause significant and durable impact on your military force.


Mod Manual:
To help English players learn more about this mod, we have included an in-game mod manual in this mod. You can open it in the decision penal.Almost every feature of CU is introduced in the manual except Government Capacity and Trade Company,whose help penals are included in their own UI.

3.01&3.02 Changelog:

Bugfix:

1.Fix a potential bug which may cause infinite leader spawn.

Balance:

1.Corruption from Mercantilism halved.

2.Tercio and Free Shooter now have 1 def fire(was 2).

3.Rebalance holy city missionary bonus for each religion.Continental Power and World Power now receive +1 missionary.

4.Adjust Leader Spawn Rate from ideas.

5.Rebalance some event effects.
Last edited by Philippe Auguste; 1 May, 2017 @ 3:23pm
Philippe Auguste  [developer] 8 Oct, 2016 @ 7:06am 
3.03-3.05 Changelog:
Bugfix:

1.Fixed the option text of election event.

2.Fixed the text of "Merchants From Middle East Trading Company" modifier

3.Fixed a minor bug when auto–funding Indochina Trading Company.

Balance:

1.After becoming Scandinavia, you can get most of the Swedish and Danish events

2."Dynamic Court"(in Innovativeness Ideas) now gives 100% Capital GC bonus(was 50%)
Last edited by Philippe Auguste; 8 Oct, 2016 @ 7:18am
Philippe Auguste  [developer] 22 Oct, 2016 @ 4:32am 
3.1 Changelog:
1.Compatible with 1.18
2.Added two new BGMs made by TSFH:Star Sky and Victory
Philippe Auguste  [developer] 5 Nov, 2016 @ 4:56pm 
3.12 Changelog:
1.Fixed a bug related to Legendary Leader Spawn

2.Cathedral now has "+40% Province Tax Efficiency" instead of "+3 Yearly Income"

3. 1 mercantilism now reduce trade efficiency by 0.2% instead of 0.3%

4.Ideas that reduce subject's liberty desire now have correct effect.

5.Added "Form Dual Monarchy" decision for England.
Last edited by Philippe Auguste; 5 Nov, 2016 @ 5:09pm
Maximus  [developer] 23 Nov, 2016 @ 5:05pm 
3.13 changelog:

1.Fixed the missing opinion modifiers of 1.18.

2.Added a tooltip for "A Standing Army" decision.

3.Rooting Out Corruption now costs 20% less but the maximum yearly reduction is reduced to 0.5(was 1)
Last edited by Maximus; 24 Nov, 2016 @ 12:36am
Maximus  [developer] 6 Dec, 2016 @ 2:53am 
3.20&3.21 changelog:

1.Compatible with 1.19

2.Adjusted some effects and modifiers to make them more balanced in 1.19.

3."Build a great capital" and other development missions no longer block ai from picking other missions.

4.Fixed Republican Tradition recovery rate.

5.Reduced the cost of Lv1 fort(from 200 to 150)
Maximus  [developer] 9 Dec, 2016 @ 4:53pm 
3.22 changelog:

1.Fixed ai_chance of election events.AI will save Republican Tradition when tr is low.

2.Fixed Republican Tradition in "Political Crisis" event and protestant church aspect.

3.Rebalanced Aristocracy and Innovativeness idea groups.
Philippe Auguste  [developer] 29 Dec, 2016 @ 4:21pm 
v3.24 Scandinavia

Changelog:
1. Added Scandinavian Ideas for Scandinavia.
2.Added a decision to form Scandinavia diplomatically.
3.Some events of Denmark,Sweden and Norway are also available for Scandinavia.
4.Fixed a bug in Government Policy.
5.Fixed some grammar errors.
Maximus  [developer] 4 Jan, 2017 @ 4:40pm 
V3.25

Changelog:
1."New Trade Center" event now creates new COT correctly.
2.Adm tech 17 no longer unlocks "no_government"(which is actually a new building in v3.5).
3.AI countries are now more likely to build government buildings.
4.Updated some parts of the mod manual.
Philippe Auguste  [developer] 28 Jan, 2017 @ 7:50am 
V3.26 Burgundy
Changelog:

1.Added new decisions,events,missions and ideas for Burgundy.
2.Added "Treaty of Flanders" event chain that may start an alternative history in which Burgundy helps England to win the Hundred Years War.
Philippe Auguste  [developer] 1 Feb, 2017 @ 3:03pm 
Version 3.30 A New World

Changelog:

1.Rebalanced trade buildings' cost and effects.
2.Extra merchants from Mercantilism are now given by triggered modifier.
3.Improved the quality of maintheme music.
4.Optimized GC calculation. Game performance improved.
5.Oversea provinces now initially provide 40%(was 70%) of GC compared with domestic provinces, but this can be increased by dip tech.(+10% at dip tech 10/15/20/25)
6.Trade efficiency and trade steering are rebalanced.
7.Added colonial nation names for Dual Monarchy, Burgundy, Scandinavia, Chinese nations and Japanese nations.
8.Added three missions for Scandinavia.
9.Added several events for Burgundy.
10.Colonizing inland province is much faster and thus more worthy now.
11.European provinces owned by non-European, Asian provinces owned by non-Asian, and African Provinces( except for North Africa ) owned by non-Africa cost 30% more OGC.
12.African inland provinces(except those in North Africa) owned by non-Africa cost 70% more OGC ( this can be reduced by expansion ideas and dip tech 23).
13.Added "Extra Colonial Capacity" modifier that gives +1 colonists(Requirement:
Having 10 Docks or Drydocks &Full Maritime ideas&Full Naval Ideas
OR Having 20 Docks or Drydocks & Full Maritime ideas or Full Naval Ideas
OR Having 30 Docks or Drydocks
14.Oversea provinces in North America, South America and Oceania gets Population Growth event 4 times more often untile development reaches 6, and they are more likely to get base production than base tax and base manpower.
15."Place In The Sun" decision now gives "+10% AE, -15% Improve Relation, -1 Diplomatic Upkeep and +10% Settlement Chance"
16.The difficulty of the game is now adaptive, ai becomes stronger as player grows stronger.
Maximus  [developer] 22 Feb, 2017 @ 8:51pm 
Version 3.31-3.33

Changelog:

1.Finally found a way to prevent CTD due to stack overflow. GC calculation no longer stops when total development reaches 7000.

2.Added three advanced handicaps that can be activated in game:
Adaptive Handicap: AI gets stronger when human player gets stronger.
Realistic Expansion Handicap: Expansion and assimilation are harder for human player.
X Handicap:Adaptive+Realistic Expansion,a nightmare for those who want to achieve world conquest(but WC is still possible!)

3.Humanist ideas and Religious ideas are now mutually exclusive.

4.Tradition ideas and Renovation ideas are now mutually exclusive.

5.Humanist ideas now get a new effect that allows provinces with an unaccepted culture to provide a significant amount of GC if religious tolerance is high.

6.Nerfed Tradition ideas' CB.

7.GC efficiency of unaccepted cultures increased by 10% for most of government types.

8.Converting culture costs 10% less MP but takes 20% more time.
Philippe Auguste  [developer] 8 May, 2017 @ 8:59am 
Version 4.0 beta
Changelog:
1.Fixed trade node for new provinces in 1.21
2.Fixed Peasant Republic Election
3.Fixed a problem in literacy calculation
4.Fixed a bug that will cause game to create huge error log.
5.Added more contents to mod manual.
Philippe Auguste  [developer] 31 May, 2017 @ 4:06am 
Version 4.01

Changelog:

Game Balance:

1. Initial Agriculture increased by 50%. Manpower and other effects of Agriculture reduced by 33%.

2. Agriculture growth rate increased by 20%. Commerce/Production growth rate reduced by 20%.

3. Institution spread between adjacent provinces now only works for provinces with same owner or religious group.

4. OGC Literacy modifier changed from ( 0.1+Literacy) to (0.15 + Literacy)

Bug Fixes:

1. Fixed a bug that players sometimes get free MP from province edicts.

2. Slaughtering native event now works for Random New World.

3. Estate interactions now give manpower correctly.

4. Fixed the goal to own 3 trading companies in Age of Absolutism

Compatible with 1.21.
Last edited by Philippe Auguste; 31 May, 2017 @ 4:19am
Maximus  [developer] 17 Jun, 2017 @ 4:34am 
Version 4.03 Blackheart


Changelog:

Gameplay:

1. Compatible with 1.22 and Third Rome dlc.

2. Reworked Corruption system. Rooting out corruption can only gives -0.5 Yearly Corruption at most. Corruption now reduces income instead of increasing power cost.

3. Added "Reorganize Government" decision, allowing players to greatly reduce corruption by decreasing stability.

4. Added "Prepare A Military Coup" decision to reduce the influence of a dominating estate ( also reduce corruption).

5. Temporary Celestial Empire reforms now increase your country's "Reform Acceptance" which, when above a certain level, removes the related negative modifier permanently.

6. Core creation cost, PAC cost, culture conversion cost and corruption reduction cost reduced by 20%. Time to convert culture reduced by 20%.

7. Rebalanced State Edicts.

Display:

1. Added additional building tooltips that show all buildings' requirements and effects.

Bugfixes:

Fixed 2 minor bugs of the vanilla game.
Last edited by Maximus; 17 Jun, 2017 @ 5:24pm
< >
Showing 1-15 of 38 comments
Per page: 1530 50