Europa Universalis IV

Europa Universalis IV

Entspannungs Balance
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更新:2017 年 12 月 22 日 @ 下午 1:51

v0.1.5.1 changes:
- Bugfix for the 'Army Professionalism' modifiers

更新:2017 年 12 月 22 日 @ 上午 6:38

v0.1.5 changes:
- 'Army Tradition' modifiers: remade all modifiers, added a 'very low' one. High tradition increases cavalry ability and decreases a mercenary discipline malus
- 'Army Professionalism' modifiers added (0/20/40/60/80). High professionalism increases backrow artillery damage and increases a mercenary discipline malus
- 'Military Reforms' and 'Diplomatic Reforms' events: instead of lasting for 25 years, the reforms now last until the current ruler dies
- 'Navy Tradition' modifiers: removed sailor maintenance modifier bonus, adjusted naval tradition decay modifier slightly
- Policies can be changed every 12 months (formerly 120)
- Only 2 policies can be active at the same time (formerly 5)
- If the AI has been promised land, it won't want to settle unless it does not think that the alliance is able to get more warscore
- Adjustments to the way the AI picks idea groups
- Adaptive difficulty is less harsh
- Infantry travels 10% slower than cavalry (0.63, formerly 0.7)
- Artillery travels 20% slower than cavalry (0.56, formerly 0.7)
- AI is slightly more cautious in battle
- The threshold for 'Low Religious Unity'/'High Religious Unity' is now under/over 90% (instead of under 75%, and over 90% respectively)
- Minimum monthly sailors set to 1 (formerly 5)
- Minimum monthly manpower set to 20 (formerly 100)
- Shattered retreat now happens at +100% speed (formerly +50%)
- 75% of manpower is being retained from stackwipes (formerly 50%)
- 1 manpower development now equals 500 manpower (formerly 250)
- Devastation: Development malus scales up to +50% at 100% devastion (formerly +5% at 100% devastation)
- Expansion Levels: added scaling morale malus
- Expansion Level 0: removed -10% tax malus
- Expansion Level 11 and 12 cannot overlap anymore

更新:2017 年 12 月 19 日 @ 上午 12:16

v0.1.4 changes:
- Changed various values for the disease/unhappiness/rebellion modifiers (they also have some upsides now)
- Improved the way the AI handles State Edicts (e.g. they are actually using Defensive Edict and Religion Enforced Edict now if deemed useful)
- Some changes in localization files
- If one uses spanish/german/french localization, the text of this mod is now being displayed (in english)
- Added 'Low Army Tradition' modifier for under 25 army tradition: -1% army tradition decay bonus
- Added 'Low Navy Tradition' modifier for under 25 navy tradition: -1% navy tradition decay bonus, +5% caravan power bonus, -10% ship steering
- 'Uncivilized' modifier now has -25% available mercenaries and +100% building contruction time
- 'Uncivilized' modifier: lowered claim costs and foreign core creation each adjusted to -25% (both formerly -10%)
- 'Uncivilized' modifier: added -0.01% yearly army professionalism malus and -1% army tradition decay bonus
- 'Content' no longer has maluses in settler growth, native assimilation, settler chance (redundant since it sets colonists to 0)
- 'Massive Population Growth' modifier: added -10% administrative efficiency
- 'Expansion Level' modifiers: added scaling idea costs for big empires
- 'Liberating Leader' modifier: replaced the condition of either a ADM6 or a DIP6 or a MIL6 leader to a 4+/4+/4+ leader
- 'Liberating Leader' modifier: added -10% advisor cost bonus, removed idea cost bonus
- Terrain: defensiveness of forest, glacier, woods, jungle & marsh halfed to 25% (formerly 50%)
- 'Medium Army Tradition', 'High Army Tradition' and 'Very High Army Tradition' modifiers increase how fast troops drill and how long they can retain their drill modifier
- 'Meritocratic Empire' modifier: halfed both the unrest (-5 to -2.5) as well as the meritocracy malus (-1 to -0.5), removed the manpower bonus
- Military Reforms: 'Infantry Focus' now yields additionally -5% cavalry cost & -5% artillery cost
- Military Reforms: 'Cavalry Focus' now yields additionally -5% infantry cost & -5% artillery cost
- Military Reforms: 'Artillery Focus' now yields additionally -5% cavalry cost & -5% infantry cost
- 'The Legend of Prestor John': changed condition 'before 1499' to 'before colonialism institution spawns'
- 'Prussian Resistance' modifier: unrest lowered to 1 (formerly 5)
- 'Prussian Resistance' now fires in all prussian provinces in the areas West Prussia, East Prussia, Pomerelia, but only if stability of the non prussian owner is less than 3
- 'Peace' modifier: halfed inflation reduction from -0.05% to -0.025%

更新:2017 年 12 月 14 日 @ 上午 7:24

v0.1.3 changes:
- Compatibility with 1.24.* Japan patch
- Replaced the disease/rebellion/unhappiness events with the new triggered province modifier system. Bad stuff happens more often but is less severe and more predictable than MTTH events, but slower. This also means that any exceptions towards Rome, Mughal Empire or Chinese Empire and similar nations are gone, everyone is on the same footing
- Remade military reforms. They now last for 25 years. If you do not have one, you are able to choose one in about 10 years, faster if you have high war exhaustion and average unrest above 0
- Remade diplomatic reforms. They now last for 25 years. If you do not have one, you are able to choos one in about 10 years, faster if you have high mercantilism and many diplomats
- New triggered province modifier: If a non Prussian country holds the East Prussian provinces, then Prussia gets cores and unrest on these 3 provinces
- New thing: Climate (arid/tropical/temperate/arctic) now modify various values, similar to terrain
- Bugfixed a bunch of stuff that already should have already been implemented, but didn't work (e.g. AI choosing certain idea groups)
- Removed unrest modifiers of farmlands, grasslands, glaciers & drylands
- Improved adaptive difficulty in the league war
- Added triggered modifier 'The legend of prestor John' that reduces embracement costs for Iberian Nations with access to the atlantic by -75% (1450 to 1499)
- Changed 'Army Training' modifier (Military reforms option for MIL3) infantry/cavalry/artillery ability from 5% to 2.5%
- Changed 'Military Officer Training' modifier (Military reforms option for MIL3) infantry/cavalry/artillery ability from -5% to -2.5%
- There are now modifiers for rulers with ADM7, DIP7 or MIL7
- 'Population Growth' modifier now has additionally +20% institution spread and +20% embracement cost
- 'Meritocratic Empire' modifier now has additionally -1 yearly meritocracy malus & +10% global manpower modifier bonus
- Added new triggered modifier 'Manchu Khan' that buffs manchu culture nations if they get a 4+/4+/4+ Khan until they form an empire (only if Ming loses emperorship)
- Added new triggered modifier 'Emerging Muslim Empire' that buffs iranian/kirgiz/uzbehk/turkmeni culture nations if they get a 4+/4+/4+ King until they form an empire (only from 1501 to 1736)
- Terrain now modifies ship/regiment recruitment speed
- Culture conversion for primary culture is now -10% (was 0%)
- Culture conversion for adjacent culture is now -10% (was -25%)
- Culture conversion for same religion overseas provinces is now -50% (was -80%)
- Siberian frontier now has a monthly colonial growth of 1-9, down from 5-11 (60 yearly instead of 96)
- Trust penalty for failing to give an ally land if you promised him land is now 25 (was 20)
- Counterespionage impact is now -75% (was -50%)
- Abdicating now costs 75 prestige instead of 50
- Removed the additional 5 maximum attrition from all terrain types (the AI is too stupid to handle this)
- Releasing a nation in a peace deal now yields 0.5 prestige per developmen (was 0.25)
- Transferring trade power in a peace deal now costs 50% war score instead of 60%
- The maximum aggressive expansion in a single peace deal is now 100 (was 50)
- State maintenance is slightly cheaper
- Force spawning institutions by means of developing is another 33% more expensive (its now approximately 58% more expensive than in vanilla, but there are more development cost reductions as well)
- 'Uncivilized' modifier no longer has a development cost malus nor a tax modifier malus, but additionally +10% institution spread and +10% embracement cost
- Halved the amount of up-to-date forts needed to maintain 1 army tradition (1 per 100 development, up from 1 per 50 development)
- Added modifier 'Foreign Ruler' (-0.25 legitimacy, -0.5 prestige, -0.05 heir chance) for having a ruler with a different culture or religion than the country

更新:2017 年 11 月 29 日 @ 下午 11:21

v0.1.2 changes:
- Expansion Level is only dependent on development instead of either development or provinces or port provinces
- Highly increased probability of bad events for Chinese Empire in provinces outside of the chinese regions (1368-1912)
- Reduced embracement costs from 25 to 10
- Terrain now modifies institution spread
- 'Uncivilized' modifier: removed institution spread malus
- 'Uncivilized' modifier: changed missionary strength -5% to -1%
- Changed condition for 'Massive Population Growth' modifier to being 3 institutions behind and not being primitives, tribals or nomads
- Changed 'Massive Population Growth' modifier to -20% development cost, +100% culture conversion cost, +20% manpower modifier, +2 global unrest, -4% missionary strength
- Force spawning institutions through development with the 'Common Sense' DLC is 20% more expensive
- Various bugfixes

更新:2017 年 11 月 28 日 @ 上午 2:25

v0.1.1 changes:
- Reversed changes to Manchu, Qing, Prussia, Courland, Sardinia-Piedmont, Romania decisions

更新:2017 年 11 月 28 日 @ 上午 2:04

v0.1 changes:
Fixed a bug where a bunch of stuff that should be changed, was not changed
Buying Mercantilism yields 0.1 mercantilism instead of 1 mercantilism
Culture shift costs 999 DIP instead of 100 DIP
Disinheriting costs 75 prestige instead of 50 prestige
Institution embracement costs are more expensive for small nations, but reducing embracement costs for big nations is now worthwhile
Harmony base increase is 0.5 instead of 1
Minimum interest is 1 instead of 0.25
Slightly less bad events in Muscovy Nation equivalent (only in russian provinces and only 1480-1905)
Slightly less bad events in Castile Nation equivalent (only in iberian provinces and only 1230-1715)
Slightly less bad events in Ottoman Nation equivalent (only in anatolian provinces and only 1299-1828)
AI forms Manchu, Qing, Prussia, Courland, Sardinia-Piedmont, Romania immediately if it has the chance to
AI prefers to develop its own provinces much more than subjects provinces

更新:2017 年 11 月 25 日 @ 上午 10:52

Improved the way the AI chooses idea groups, for example:
* If Korea force spawns the renaissance by developing a province, they'll likely choose Exploration ideas and start colonizing
* Native Americans will quickly adapt to european/asian influences by adopting administrative, innovative or economic ideas
* An island nation like Great Britain or The Knights will very likely choose both naval and maritime ideas
* Sizable nations will likely pick either humanist or religious ideas as their first group to stabilize their realm
* All nations have an increased desire to pick Quantity and Economic ideas early on
* Etc.
'Uncivilized' no longer has an administrative efficiency penalty (formerly -25%)
'Uncivilized' now has -25% institution spread (formerly +10%)
'Uncivilized' now has -25% sailors modifier
Hordes now start as 'Uncivilized'
'Disease Outbreak' has a higher attrition bonus and a lower defense penalty
'Disease Quarantined' no longer has supply limit, attrition and defense modifiers
Removed exceptions for Rome
Less bad events in Chinese Empire as long as their realm is both stable and meritocratic (only in chinese provinces and only between 1368 and 1644)
Less bad events in Chinese Empire as long as their realm is both stable and meritocratic (only in chinese provinces and only between 1644 and 1912)
Less bad events in Roman Empire as long as realm is stable (only if you use 'Extended Timeline' mod and only before the year 476)
Less bad events in Manchu Nations (only in manchurian provinces and only between 1559 and 1644)
Less bad events in potential Mughal Nations (only in khorasani and indian provinces and only between 1370 and 1857)
The Emperor of China now gets the 'Meritocratic Empire' modifier (-5 unrest) as long as meritocracy is above 50 (only if 'Mandate of Heaven' DLC is active)
'Expansion Level' modifiers got their additional years of seperatism doubled
Instead of small nations getting less settler growth, big nations get more settler growth
Terrain now adjusts settler growth (farmlands gets a small bonus, mountains get a major malus)
'Seperatism on the rise' event no longer triggers from having 10 unrest in a province
AI no longer has a cap on how much they can develop provinces
Triggered modifier 'Liberating Leader' can no longer fire for colonial nations

更新:2017 年 10 月 18 日 @ 下午 6:47

Changes:

Localisation: Added 'Expansion Level: ' to the 'Tribe', 'Society', 'Culture', etc. modifiers
The AI now uses Great Power actions against the player like they would against another AI
The AI now considers using condottieri regardless of the ruler personality
The AI is less likely to declare stupid wars, but more aggressive towards less powerful nations and rivals
The AI saves up more money for bad times
The AI is more cautious when doing naval invasions
The AI takes more land for themselves if they didn't promise land to their allies
The AI now avoids being over 99% overextension like the plague

更新:2017 年 10 月 16 日 @ 上午 6:47