Europa Universalis IV

Europa Universalis IV

Homebrew: An Anbennar Submod
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Aggiornamento: 7 giu 2022, 10:42

Did some bugfixes. Farm Estate owners now have a license to grow Serpentbloom, and you're no longer exiled from the racial menu if you can't afford to commit genocide.

Aggiornamento: 6 giu 2022, 16:35

Small tweak that fixes the opening event localisation to account for Metropolis Planning no longer being bound to a decision.

Aggiornamento: 6 giu 2022, 15:42

After countless delays, Haless has come to Steam, and so has 1.33. This update brings Homebrew to 1.33 as well, and with it more mechanics to mess around with.

The biggest change is the addition of the Dominion subject type. Dominions are gained by converting either a vassal or client state, through an action that is unlocked by either Imperialism or Influence Ideas. Dominions gain less LD from dev than normal vassals, as well as a flat -5%. Dominions also have access to more subject interactions, even contradictory ones like scutage and subsidizing armies. A pleasant side effect of this is that Dominions are viewed as colonies, inheriting their overlord's map color and granting their overlord artifice capacity from resources. The main limitation on Dominions besides their idea investment is that you can only have so many: 1 for every 5 levels of diplo tech. If you have taken both Imperialism and Influence Ideas, that cap is raised by one more. Furthermore, Dominions cannot be directly integrated, you must first convert them back into a vassal at the cost of stability and liberty desire.

Dominions also have access to "colony" interactions, but not by default. Instead, there's two batches of interactions that are separately locked behind Imperialism and Decentralization Ideas. The former lets you exploit Dominions in exchange for increasing ther LD, while the latter lets you invest into them in a way that's useful to you (while also lowering LD).

On that note, many idea sets were rebalanced. Imperialism has already been covered, with their near-useless IA and mandate modifier replaced with unlocking Dominions. Influence has lost their PWC modifier and vassal income for Dominions and a bonus to favor generation. Propaganda has replaced Influence for being your choice for PWC, losing their middling reelection cost modifier in the process. Decentralization Ideas have traded global trade power for vassal income and unlocking Dominion interactions, and admin efficiency has been replaced with PWC in exchange for losing the absolutism penalty. Infrastructure has received a minor nerf by pushing back Rural Industry and removing its local build cost modifier. Standing Army has also received a slight nerf by only granting 5% artifice FL.

The Liquidation idea has received a small buff, mostly because I've been getting the hang of things. Before their limitation of just a 20% refund was made out of not wanting people to cheese build costs and recycle buildings at a net profit. Now, with the power of math (and scripted effects) I have set a limit adjusting to your build cost, which means Liquidation can be safely buffed to a 33% refund. A pleasant side effect of this change was that I got around to cleaning up the buildings file.

Centralism has received a lot of attention. Metropolis Planning was nerfed to a flat modifier, and their free policies have been reduced to just a free admin and dip policy in exchange for the ccr penalty becoming an expand admin penalty. Furthermore, their build cost modifier has been replaced with a new mechanic that increases the positive effects of Expanded Infrastructure by 50%. Level one makes things ~2.5% better, level 2 makes it ~5%, etc. Since expanding infrastructure costs admin, and you already spent admin to get this idea, you also receive a refund when expanding in your capital state. While I like the concept enough to keep it in, it's unfortunately flawed in a way I can't easily fix it.There's no way of keeping track of EI's level and if it decreases afaik, meaning a savvy player can expand in a province and immediately remove it to keep the benefit of Central Planning without dealing with EI's extra governing cost. I believe that the sunk cost of extra admin and potentially devving to expand again coupled with the modifier being relatively tame is enough to offset this loophole, but it would be better if such a problem didn't exist in the first place.

On a similar note, State Affairs has received a small rework. Minimum autonomy makes little sense when paired with gov cap, so it has been replaced with autonomy reduction and autonomy change cd. Their goods produced modifier has been changed to a mechanic that interacts with centralizing states, on completion provinces get a random point of development, and if the state is prosperous you are refunded 10 reform progress. I'll be keeping tabs on this mechanic, if it's easily exploitable expect me to remove the extra reform progress refund.

Moving on, the economy has also received some tweaks. State edicts's multiplier has been reduced, making states with edicts have the same base cost as vanilla. This way, edicts don't nuke your earlygame economy. But state maintenance also gets some extra ways of scaling, with manufactories now giving a 50% penalty and ideas giving slightly lesser reductions, so state maintenance remains a relevant expense as you scale.

I've also done a rework of tax buildings. Instead of giving a passive buff to missionary strength, building temples and cathedrals give a 50-year buff to missionary strength that goes away when changing owners. This way, you have to actually spend money to get the extra strength, and not take advantage of the AI spamming them everywhere.

In addition, I've done some tinkering behind the scenes and revisited some of my older code. The mess that was the decisions file has been cleaned up, there was an error that amazingly nobody noticed. I also updated the cleanup events so that they don't scan provinces, making them much more friendly to potato pcs.

And most importantly of all, the burgher loan tooltip was updated to say its loans are fixed to 2%.

Aggiornamento: 27 mag 2022, 6:45

Small change that adds the extra leader pool from FL.

Aggiornamento: 18 mag 2022, 12:53

Made a small fix to the religious cb, you should be able to take land with it again.

Aggiornamento: 29 apr 2022, 11:38

Quick fix to a problem I encountered, fingers crossed nobody else noticed it.

Aggiornamento: 27 apr 2022, 13:54

Due to concerns of screen clutter, I've decided to make the effects of the Melting Pot idea hidden. The bonuses still exist, you can confirm them in province tooltips, but now they won't be taking space in your province view or trade screen.

Aggiornamento: 27 apr 2022, 13:35

Fixed a major bug that was breaking the decision file, my apologies for not being able to address this problem for so long.

There is now only one "Cultural Unity" policy, and one event has been given a minor tweak.

Aggiornamento: 13 mar 2022, 13:44

Made another quick fix for Aelnar's MT by replacing one vanilla id with another, the exact reasoning being that their localisations are close enough that they should still line up with the effect. Fingers crossed that this doesn't backfire on me.

Aggiornamento: 13 mar 2022, 10:33

Quick fix that added in a vanilla policy for Mithradhum's MT.