Europa Universalis IV

Europa Universalis IV

Code Geass
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Update: 14 Oct @ 10:16pm

-Changed High-fructose Corn Syrup event to require adm tech 41 instead of 43.
-Changed High-fructose Corn Syrup event to require grain instead of sugar.
-Added High-fructose Corn Syrup event requirement to have your captial be in North America.
-Added High-fructose Corn Syrup event effect to include a price increase for grain of +10%.
-Changed the price change for grain from the Pesticides and Synthetic Fertilizers event from -30% to -40%.
-Fixed the Geass Main Base monument not including the new Geasses in it's trigger and updated Absolute Command to Absolute Obedience. (Leviathan)
-Changed the Dallas Research Center monument institution growth from +1 for all tiers to +3 in tier one and +6 in tier two and three. (Leviathan)
-Changed the Eiffel Tower monument tiers 1-3 local tax modifier from +5%, +10%, +10% to +10%, +15%, and +15%. (Leviathan)
-Changed the Eiffel Tower monument tier 2 max promoted cultures modifier from +1 to +2. (Leviathan)
-Changed the Big Ben monument tiers 1-3 diplomatic reputation modifier from +0.10, +0.25, +0.5 to +0.5, +0.5, and +1. (Leviathan)
-Changed the Terracotta Army monument tiers 1-3 local manpower modifier from +5%, +10%, +20% to +15%, +25%, and +33%. (Leviathan)

Update: 2 Oct @ 1:58am

-Corrected the spelling of Maniplulation for the Memory Manipulation trait and it's mastered form. (Rights of Man)
-Increased Memory Manipulation spy_offence from 20% to 30%. (Rights of Man)
-Increased Memory Manipulation Mastered spy_offence from 40% to 60%. (Rights of Man)
-Added a spy_action_cost_modifier = -0.15 modifier to both Memory Manipulation and Mind Reading. (Rights of Man)
>Doubled for mastered versions.
-Corrected trama to trauma in the Code trait description. (Rights of Man)
-Grammatical correction for the Consumed by Geass trait description. (Rights of Man)
-Changed the nation designer cost of all non-Code Geass traits. (Rights of Man)
-Changed the ai behavioral weights caused by Geass traits. (Rights of Man)
-Added the Prophecy geass trait. (Rights of Man)
-Added the Absolute Submission geass trait. (Rights of Man)
-Added the Vitality Siphon geass trait. (Rights of Man)
-Changed the name of Absolute Command to Absolute Obedience. (Rights of Man)
-Added obituaries to all geass traits. (Rights of Man)
-Improved Geass mastered trait event recognizing the target has an average of 4/4/4 power. (Rights of Man)
-AI targets that are likely to be Consumed are half as likely to accept a contract. (Rights of Man)
-Fixed Absolute Obedience Mastered not being a valid trait to use the Use the Power of Kings decision. (Rights of Man)
-Added the Absolute Submission trait and its mastered version as a valid geass for the Use the Power of Kings decision. (Rights of Man)
-Massively improved overhead for geass trait events. (Rights of Man)
-Fixed Ruler Offered Contract event happening if your ruler already has three traits. (Rights of Man)
-Changed the Geass trait events from a MTTH to a monthly pulse. (Rights of Man)
-Cuiaba now counts as an inland trade node.
-Corrected the future technology descriptions for each category.
-Grammatical corrections for other technology descriptions.

Update: 7 Sep @ 2:14pm

-Added a negative local institution spread modifier to mountain, desert, coastal desert, and steppe.
-Changed provincial regiment recruit speed per point of admin to per point of military.
-Added a provincial ship repair speed modifier of 1% per point of production.
-Added the British Colony subject type.
-Added the Dutch Colony subject type.
-Added the Princely State subject type.
-Changed all EIC vassal subjects in India to the Princely State subject type.
-Removed the Forcefully Annex Lesser Subjects decision.
-Added the Suggest, Revoke, Request, and Annul Princely State Status diplomatic actions.
-Replaced the mod version of the EIC national ideas with the base game's.
-Removed the alliance between EIC and Portugal at game start.
-Removed EIC as a historical friend for the HBE.
>HBE is still a historical friend of EIC.
-Added the Vereenigde Oostindische Compagnie as a militarized zone subject of the EIC at game start.
-Renamed Vereenigde Oostindische Compagnie to Dutch East Indies.
-Added the Dutch East Indies event.
-Changed No State Sponsor triggered modifier Liberty Desire from Development modifier to a flat Reduced Liberty Desire modifier.
-Added several modifiers to the No State Sponsor triggered modifier.
-Changed the triggers for the No State Sponsor triggered modifier.
-Removed EIC ai buffs at game start.
-Changed the effects for the Question of Loyalty event.
-Fixed some ai acceptance values involving ai_attitudes for mod added diplomatic actions.
-Changed ai acceptance of the EU invitation if they are Outraged or Hostile with the EU from -100 to -1000.
-Changed ai acceptance of the CF invitation if they are Outraged or Hostile with the CF from -100 to -1000.
-Added the Princes estate.
>Includes 10 privileges.
>Includes 4 events.
>Is connected to the Princely States.
>Disappears when you have no Princely States.
>Is unique to the EIC.
-Fixed the Convert to Social Darwinism decision not appearing when it's supposed to.
-Removed most manufactories from EIC.
-Removed all marketplaces from EIC.
-Downgraded all Stock Exchanges and Trade Depots in EIC by one building tier excluding the capital.
-China should more reliably replace the Wei Suo system.
-Reduced the number of accepted cultures for EIC at game start from 6 to 3.
-Changed Cultural Administration to be unavailable if you have the Segregated Administration estate privilege or are Social Darwinist.
-Form India decision is now available to Secular countries and the EIC.
-Changed the add_permanent_claim effect for Form India from regions to super region.
-Added the Technocracy reform.
-Added the Request return of the Dutch East Indies decision.
-Added the Return to the [NED.GetName] decision.
-Added the [NED.GetName] Request event.
-Added the Dutch East Indies Return event.
-Added British and Dutch colonies as valid subject types for the Modern Colony reform.
-Fixed the localization of the Modern Colony reform.
-Changed the Militarized Zone subject type to be annexable diplomatically.
>Only applies to select countries.
-Changed the potential, allow, and effects of the Establish the Militarized Zone of India decision.
-Changed the potential, allow, and effects of the Establish the Militarized Zone of Liaodong decision.
-Changed the potential of the Militarized Zone province triggered modifier.

Update: 19 Jul @ 10:21pm

-Fixed the excessive manpower/sailors of several countries at game start caused by the previous patch.

Update: 18 Jul @ 2:21pm

-Fixed advisor requirement localization for the Legal Guardianship Transfers and [Root.Culture.GetName] Recognition Campaigns decisions.
-Reduced the British Heritage and German Heritage opinion modifiers from 35 to 25.
-Added the Broke Away opinion modifier for Britannia towards the EIC and Australia.
-Added the Origin of Species event.
-Changed the Social Darwinist Movement event description.
-Changed the Social Darwinist Movement event to a triggered only event.
-Reduced Social Darwinism Movement Center conversion speed from 25 to 22.
-Added the Question of Loyalty event.

Update: 15 Jul @ 12:22am

-Added the Modern Colony colony subtype. (Leviathan)
-Added trigger to the Form Westphalia decision to prevent the Rhine accessing it.
-Changed the Militarized Zone subject type to not be releasable in peace treaties.
-Removed the vassal relationship between Russia and Khazak at game start.
-Changed the years of income cost of the Missile Defense System decision from 2 to 0.8.
-Overhauled Trade Nodes.
>Added the Pendragon, Great Plains, Chili, Somalia, and Douala nodes.
>Genoa and Venice are no longer end nodes.
>>Now they generally flow towards the English Channel.
>Renamed the Hangzhou node to Shanghai and made it an end node.
>Shifted the borders of the Yumen, Louyang, and Beijing nodes.
>The Ivory Coast has been moved to primarily the western Saharra.
>The Douala node takes the old Ivory Coast territory on the Congolese Coast.
>Shifted around existing trade flow lane paths.
>The world's wealth now primarily moves towards the three end nodes of the English Channel, Pendragon, and Shanghai.
>>This makes Africa, the Indian Ocean, and Pacific the prime battle grounds for trade flow.
>>South America generally flows towards the Pendragon end node.
>>Asia generally flows towards the Shanghai or English Channel end nodes.
>>Africa generally flows towards the all end nodes.
-Moved the forbidden city ambient object to Louyang.
-Chinese Federation can now send invites to their tributaries and vice versa.
-Fixed several countries being tributaries to both Han and someone else at game start.
-Changed the initial invite event distribution when forming the Chinese Federation.
-Fixed Spain, Naples, and France hating each other at game start because they were at war previously.
-Fixed the localization of several tooltips that broke after the introduction of Healthcare Policies.
-Added the Social Darwinist: Inferior Culture province trigger modifier.
-Added the Asia CB for the Chinese Federation.
-Added the Reclaim Europe CB for Euro Britannia.
-Increased the missionary strength for the Eugenics in schools modifier from +1% to +2%.
-Added effects for the Eugenics in Schools decision.
-Changed the requirements for the Eugenics in Schools decision.
-Changed the description for the Eugenics in Schools decision and modifier.
-Changed the requirements for the Reform Darwinist Values decision.
-Removed the Increase Darwinist Pressure decision.
-Added the Science Fairs and Exhibitions decision.
-Added the Legal Guardianship Transfers decision.
-Added the [Culture.GetName] Recognition Campaigns decision.
-Added the Selective Reproduction Programs decision.
-Added the Mandatory Genetic Screening decision.
-Added the Genetic Elite Programs decision.
-Added the Subsidized Germline Editing decision.
-Added the Genetically Selective Service decision.
-Fixed the Build Pendragon Palace decision showing multiple sets of requirements and effects as the monument increased in level. (Leviathan)
-Changed the requirements of the Build Pendragon Palace decision.
>Changed the Build Pendragon Palace decision stability requirement to only appear if Leviathan is not active.
>Removed the adm power requirement and effect from the Build Pendragon Palace decision.
>Reduced the years_of_income requirement for the Build Pendragon Palace decision from 0.60 to 0.50.
-Added an effect to the Build Pendragon Palace decision.
-Fixed Area subjects only starting with three idea groups and no embraced institutions when created.

Update: 16 Jun @ 12:24am

-Updated to 1.37.2.
-Fixed the Pacify Xinjiang Mission not being achievable if your the Chinese Federation and Ili does not exist.
-Added effects to the Pacify Xinjiang Mission encase it's competed when Ili doesn't exist.
-Fixed the Subjugate the Vietnamese mission being unachievable if neither required country existed and you owned the province.
-Changed the Kingdom of Joseon mission trigger to be achievable if Korea doesn't exist.
-Changed the monetary cost of the Development Campaign decision from one year's income to 0.6.
-Reduced the chance of AI Russia and AI China going to war.
-Reduced the chance of AI Japan and AI China going to war.
-Increased the likelihood of Europia United conquering Europe and Africa.
-Increased the likelihood of Australia conquering Australia.
-Made Australia less likely to accept Charter Company requests. (Dharma)
-Fixed lucky modifier going to random countries when historical lucky is selected.
-Added several countries to be consistently lucky if historical is selected.
-Changed ai_will_do for the Send EU/CF Invite diplomatic options.
-Changed the requirements for several Han missions if Han is an AI to be more stupid AI friendly.
-AI China should be more likely to add factories and manufactories to required provinces for missions.
-Reduced the pre-Secular buff AI EIC gets to increase instability and likelihood of failing to adopt Secularism in time.

Update: 10 Jun @ 3:25am

-Overhauled Mercantilism
>Renamed to Trade Investment
>Added Trade Power Abroad as a modifier. (Maxes out at +100%)
>Added Cost to justify trade conflict as a modifier. (Maxes out at -20%)
>Added Transfer Trade Acceptance as a modifier. (Maxes out at 10)
-Added the Healthcare Policy event(s).
-Added the Change Healthcare Policy decision.
-Added the Veteran Healthcare modifier.
-Added the Socialized Healthcare modifier.
-Added the Subsidized Healthcare modifier.
-Added the Privatized Healthcare modifier.
-Overhauled Development Campaign monetary costs using scripted triggers and effects.
-Corrected Chinese Federation province group list.
-Added 3 provinces to the MEF province group list.
-Added several new province groups.
-Increase max camera zoom distance.
>Should now be able to see the whole map without rap around when zoomed all the way out on a 16:9 monitor.
-Added the Develop Hudson Bay development campaign decision.
-Renamed Develop Southern Cascadia to Develop Cascadia.
-Expanded the affected area for the Develop Cascadia decision to include the whole region.
-All Development Campaign decisions now change the trade goods of select provinces.
-Restored the Burghers estate for the Political Elite, Federal Republic, and Europia United tier one reforms.
-Added the custom estate name of Capitalists for the Burghers estate.
-Added the Mass Media triggered modifier.
-Added three parliament seats to Britannia by Napoleon's Death bookmark.
-Fixed the Industrialized triggered modifier not activating when conditions are met.
-Fixed the sailors modifier for the Armored Ships and Overseas Warfare triggered modifier.
-Reduced the CF Member icon size.
-Added the California Gold Rush event.
-Added effects to the Royalty Descendants and Privileged Elite events.
-Added primary culture Britannian to the potential for the Royal Marines reform. (Domination)
-Fixed the naval unit Inflexible not being accessible.

Update: 3 Jun @ 10:17am

-Fixed the Modern Colonies triggered modifier using a country flag instead of a global flag.
-Fixed the Steel Frame Buildings triggered modifier using a country flag instead of a global flag.
-Changed Mandate cost of Imperial Reforms from 70 to 60. (Mandate of Heaven)
-Restructured localization files.
-Changed the Federation reform Goods Produced modifier from +5% to +2.5%.
-Changed the Disaster Dampening Infrastructure building yearly global_tax_income of -0.20 (-0.01666 monthly) to yearly local tax_income of -6 (-0.5 monthly.)
-Changed the Disaster Dampening Infrastructure building Defensiveness modifier from +20% to +25%.
-Changed the Disaster Dampening Infrastructure building ai_will_do modifiers.
-Changed the Road building Institution Spread modifier from +10% to +5%.
-Changed the Railroad building Institution Spread modifier from +15% to +10%.
-Changed the Maglev building Institution Spread modifier from +30% to +20%.
-Changed the maximum number of techs from 51 to 50.
-Changed the year for tech(s) 49 from 2080 to 2060.
-Changed the year for tech(s) 50 from 2120 to 2080.
-Changed the End Date of the game from 9999 to 2080.
-Changed mil tech 50 effects from inf. cav. art. shock +0.25 to tactics +0.25.
-Changed total naval morale from 9 to 7. (Game Start from 6 to 4)
-Added 0.02 trade efficiency to dip tech 44 and 46.
-Moved 250 gov capacity from adm tech 48 to 47.
-Moved 0.02 production from adm tech 49 to 48.
-Moved 250 gov capacity from adm tech 51 to 49.
-Changed the name of dip tech 31 from Superior Ship Design & Railroad to Superior Ship Design.
-Changed the name of dip tech 32 from The Gold Standard to Railroad.
-Changed the name of dip tech 33 from Ironclad to Screw Propellers.
-Changed the name of dip tech 34 from Steam Powered Ships to Ironclad.
-Changed the name of dip tech 35 from Telephone to Telephone & Torpedo Boats
-Changed the name of dip tech 36 from Submarine & Radio to Radio.
-Changed the tech the Railroad building is unlocked from from dip 31 to 32.
-Changed the tech the Coal Power building is unlocked from from adm 33 to 34.
-Changed the name of adm tech 31 from Electricity to Gas Lighting.
-Changed the name of adm tech 32 from Secularism to Scientific Method.
-Overhauled naval units.
>Added the Late Arch. Frigate (29 - Galley), Late Three-Decker (31 - Heavy), Steam Frigate (31 - Light), Steam Corvette (32 - Galley), and Sakuradite Submarine (42 - Galley) ships.
>Removed the Early Submarine naval unit.
>Renamed the Gloire to Inflexible (Named after the HMS Inflexible laid down in 1874.)
>Renamed the Daring to Cruiser.
>Renamed the Lightning to Torpedo Boat.
>Renamed the Trooper to Himalaya (Named after the second screw propeller troopership SS Himalaya.)
>Renamed the Trooper 2 to Liberty (Named after the Liberty trooper/cargo ship using during WW2.)
>Renamed the Trooper 3 to Rotterdam (Named after the Rotterdam LPD.)
>Adjusted the crew sizes for mod added units to be more realistic to their actual capacities.
>Moved around when many ships are unlocked.
>Sweeping changes to stats across the board for rebalancing.
-Added descriptions for all mod added land and naval units.
-Changed the Armored Ships and Overseas Warfare triggered modifier required from dip tech 34 to 33.
-Replaced the end game screen Continue button tooltip.
-Fixed the end game screen Show Timeline button position.
-Removed the Game Settings Rule Britannia event.
-Britannia, Republic of Britannia, East India Company, and Australia now start as Anglican at game start. (Rule Britannia)
>Only applies if Rule Britannia is active. Otherwise they'll be Protestant like normal.
>Protestant provinces will be Anglican if Rule Britannia is active.
-Added the Viceroyalty subject type.
-Added the Show/Hide Development Campaigns decision.
-Reduced the additional cost for Development Campaign decisions when Social Darwinist to half a years income.
-Changed some effects in the Development decisions to a scripted effect and updated how it applies.
-Changed the Develop the Canada decision name to Develop Canada.
-Changed the color of the Development Campaign decisions.
-Added a generic Age of Industry Startup Screen.
-Added the Euro Britannia subject type.
-Added Euro Britannia.
-Added the Holy Order of Michael local organization.
-Added the Holy Order of Raphael local organization.
-Added the Holy Order of Gabriel local organization.
-Added the Holy Order of Uriel local organization.
-Added the Glinda Knights local organization.
-Added the Dysfunctional Institutions modifier to Mexico at game start.
-Added the Force Administrative Reforms decision.

Update: 12 May @ 4:27pm

-Overhauled military tech tree modifier balance.
>Cavalry should now be more important post-tanks.
>Changed total Infantry Fire from 8 to 6.
>Changed total Cavalry Fire from 5.5 to 4.
>Changed total Artillery Fire from 15.4 to 12.
>Changed total Infantry Shock from 5.1 to 4.25.
>Changed total Cavalry Shock from 10.25 to 9.75.
>Changed total morale from 9 to 7. (Game Start from 6 to 4)
>Changed total Flanking from 2.5 to 2. (Game Start from 1.5 to 1)
-Changed maneuver for the Early Tank unit from 2 to 3. (Tech 36)
-Changed maneuver for the Modern Tank and Heavy Piston Tank units from 2 to 3. (Tech 41)
-Changed maneuver for the Railgun Tank and SEHP Tank units from 2 to 3. (Tech 43)
-Changed maneuver for the 3rd G Anti-Knightmare unit from 2 to 3. (Tech 46)
-Changed modifiers for the Electrification institution.
>Renewable Power and Sakuradite power buildings now count towards spread.
>Changed the dev 40 + tech modifier factor from 1 to 0.4.
>Changed the dev 30 + tech modifier factor from 1 to 0.4.
>Changed the dev 30 + tech modifier from adm tech 33 to 34.
>Changed the factory modifier from scaling to static.
>Changed the factory modifier factor from 0.7 to 3. (Equals a static 0.25%)
-Overhauled spawn conditions for the Automation institution.
>Requires a province with dev 40 and manufactory or dev 30 with factory, and a power producing building.
>Institution requirements unchanged.
-Changed modifiers for the Automation institution.
>Changed the the dev 20 and adm tech 38 modifier to dev 30 and adm 39.
>Changed the dev 40 + tech modifier factor from 1 to 0.4.
>Changed the dev 30 + tech modifier factor from 1 to 0.4.
>Renewable Power and Sakuradite power buildings now count towards spread.
>Changed the power building modifier factor from 2 to 0.1.
>Added modifier for having a factory.
>Changed the Advanced Factory modifier factor from 5 to 2.
-Changed modifiers for The Internet institution.
-Changed the tech requirement for The Internet institution from adm 40 to dip 41.
-Changed the development requirement for The Internet institution from 35 to 40.
-Changed modifiers for The Internet institution.
>Removed the is_capital modifier.
>Merged the has telecom building and dip tech 42 modifiers.
>>Changed dip requirement from 42 to 41.
>>Removed electrification requirement.
>>Added neighboring province has telecom building potential.
>>Changed factor to 1.
>Added a dip tech 41 + development based modifier of 40 or 30 with a university.
>Added a university + 50 innovativeness modifier. (Rule Britannia)
-Changed Knightmares institution mil tech requirement from 46 to 45.
-Changed modifiers for the Knightmares institution.
>Changed the is_capital + mil tech 46 modifier tech requirement to 45.
>Changed the mil tech 46 + has embraced automation requirement to tech 45 + has an advanced factory.
>>Changed factor from 2 to 1.
>Changed the has Sakuradite Refinery modifier from 4 to 3.
>Added a any neighboring province has a Sakuradite Power or Sakuradite Refinery building modifier.
-Fixed the Oxford University monument icon. (Leviathan)