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#61
17-05-2015, 18h56
Comme d'habitude, changelog impressionnant pour la version 1.19.05 de MEIOU
https://forum.paradoxplaza.com/forum...ks-here.759958
Minor tweaks to idea-group related events.
Fixed peace marriage events.
Fixed event removing blessing_of_god.
The Papal States now gets a 50% discount on its Court system, the same as 8-year-term republics.
Added a rule so the AI won't go bankrupt trying to gain a cardinal.
Adds a decision to allow Catholic countries to recommend a cardinal-candidate to the pope.
Localisation for the ship-building decision.
Fixes the auto-DOW crusade feature.
Added in Hindustani unification CB for muslims.
Changed Adal to Muslim tech (were only state in region with Soudon tech).
Added more Sunni Muslims to Eastern Africa.
Redid Burgundy for 1444 start.
Redid the government ranks for Somali states.
Redid forcelimit modifier.
The emperor should now be able to start a league war.
In its fantasy scenario, Granada now becomes independent.
Adjusted most religious morale modifiers down.
Looks like disloyal vassal triggers at 50% liberty desire.
Vassal force limit from the Pdox forum, 50% reduction if vassal has less than 75% liberty desire, will need to be tested to see if those two numbers are good or need adjustment.
Adds a decision to allow Mesoamericans and Andeans to build transport ships.
Redid some Indian province history.
Repurposed the Patiala tag to make it a more realistic tag for longer in the game.
Added East African and Iranian idea group.
Added MIL tech boost to Indian Muslims.
Temporary fixes to the Wars of Lombardy in 1444; establishes truce between Venice and Milan in 1444.
Changed the MTTH of the Troublesome Sister somewhat to help the AI form Spain more often.
Fixed Patiala to be the correct culture and use Panjabi ideas.
No more chiefs for Persian Group tribal nations.
No more "High Chiefs" of Kongo.
Now Bengal has proper monarch in 1356.
Yuan ruler name.
Gazikumukh flag now has grunge filter.
Yuan flag changed to more Mongol-like one.
New alternate flag for Ming.
Redid some Idea groups.
Added in some of the group ideas from vanilla (Kuridsh, West African, and Sumatran).
Adds the Scottish Schiltron unique unit to the game.
Added "natural_harbour" province modifiers to several important provinces in the history file, 85 in total.
Adds three ships to the game: Mayan and Incan transport ships and the Ironclad Battleship (tech 57).
Intermarriage requests should no longer be sent twice while a player is thinking about it.
Choosing to support a crusade via money is now acknowledged properly by the game.
Made some changes to the India setup, gave Delhi its historical rulers from 1356.
Orders don't need that bonus.
More position fixes in Eastern Anatolia and the Levant, Egypt, and North Sudan.
Change to troublesome sister per the forums.
Unit positions in Mongolia, Khmer, Anatolian coast fixed.
Added in new ideas from the Pdox thread, fixed localization errors.
Rebalanced Idea groups per the Pdox thread.
Fixed a bug in Swabia with unit positions.
Added some new ideas from the Pdox thread.
Gave the Baltic crusaders and the successors Western tech.
Finishes the 'Republic to Monarchy' (Coup D'Etat) Disaster series.
Added some new cultures in Eastern India, Tibet, and Burma.
Made Assam a formable nation.
Gave Ladakh and the other Tibetan minors the ability to unite Tibet
Fixed the St. Petersburg decision.
Some colliding names and single letter names fixed.
Fixed event removing blessing_of_god.
Fixed Yarkand flag to avoid confusion with Transoxiana.
Fixed the decision to move the capital to St. Petersburg to be more restrictive and to use the correct province.
Rebalanced Jaunpur and Mughal ideas.
Added NI's for Jaunpur from vanilla.
Changed around the Mughal ideas.
Gave Awadh the correct government type.
Changed Gujarat's flag to its historical red and white stripped one.
Changed the flag of Sindh to the Victoria II triple crescent and the Malwa one
Fixed Kabulistan flag.
Fixed my flags so that they used the correct filter.
Fixed bug where Provencal is the primary nation for Angevin.
An early version of the "Coup d'Etat" system to turn a Republic with a strong leader into a monarchy.
Added Polabian in Lubuz and Neumark until the protestant reformation.
Added ideas for the Somali minors.
Further revised the Punjabi NI's.
Buffed the Punjabi ideas to match the other Indians and to better represent the advancements of the Sikhs.
Buffed Bengali and Bahmanid NI's to match other Indian Sultanates.
Corrected a localization error.
Safavids now use Persian NI's
Fixed peace marriage events.
Tweaked the force limit bonus for the Deccani states.
Fixed religion of Ahmadnagar and Berar.
Yuan ruler title is now Khagan.
Minor tweaks to idea-group related events.
New Flags for Shun, Goguryeo, Aisin, Mogaung, Tamna, Lingnan, Zhou.
Korea and Southern Manchuria no longer are in Seismic areas.
Added few provinces in Sichuan to seismic area.
Demanding favors of the church during the Protestant Reformation now grants even more favors
The Divine Religion event is now more likely to result in apostasy
Changed Yarkand's color so that it didn't clash with the new Kabulistan color, made it so that Hindu Gujarati and Saurashtri could actually use their unique NI's
Added Gazikumukh, its culture, and idea group from vanilla.
Greek minors now use the Greek ideas if they lack unique ones.
Libyan nations now use Berber ideaa.
Added some of the missing vanilla ideas in India.
Made it so that Mashriqi countries default to the Arabian Idea group.
Expanded coverage of the Tibetan ideas to Ladakh if they're Buddhist
Changed Kurland's primary culture to Baltic German and made it the primary nation for the culture.
Decreased authority gain again for Inti as it was still far too fast.
Changes Hindu minorities in India to give Muslims more of a fighting chance.
Added the New Irish countries.
Some minor fixes in India
Ottomans no longer start with cores on Trebizond before 1444.
New 1356 setup for China.
Removes the three 'Captivity' events as they are mostly replaced by the CB for Rome added last month (and one event will be replaced with the new excommunication system, later)
Enacting religious reforms now causes the event to happen (and added a Paradox Inti event)
Expands the Obstacle system to include the Mamluks (their penalties are relatively mild in 1356, but as time goes on become more significant)
Expands the obstacle system to include Serbia as well (deliberately set to a very easy obstacle to overcome)
Added an event to partition Bavarian lands upon a succession.
Added a decision to decree Salic Primogeniture for Bavaria.
Added an event fot Bavarian duchies to be inherited by another one if the Wittelsbach dynasty dies out.
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Artiger05
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#62
18-05-2015, 18h58
Suis-je le seul a crash régulièrement depuis le nouveau patch du mod?
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Nijato
Napoléon IV
Stratège du dimanche
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#63
02-06-2015, 21h03
Bonjour, quelqu'un sait comment les vassaux font pour déclarer une guerre d'indépendance ? J'ai remarqué qu'ils n'avaient pas de cb indépendance donc comment ? Merci d'avance, j'aimerais bien faire exploser le timo
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Nijato
Napoléon IV
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#64
13-08-2015, 22h42
Nous avons une date de sortie (enfin deux) pour la mise à jour de MEIOU. Ce sera soit le Samedi 22 soit le Dimanche 30 Août. (
https://forum.paradoxplaza.com/forum...-v1-20.876290/
)
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Godwinsson
Banni en devenir
Expert tacticien
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#65
13-08-2015, 22h49
OUI ! Enfin !
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sorayo
Tireur d'élite aveugle
Capitaine à moustache
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#66
15-08-2015, 09h23
OUIIIIII *_*
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Ludwig Von Meck
Etudiant en Histoire
Militaire intermittent
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#67
15-08-2015, 10h17
Et le Mecklemburg règnera sur le monde
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Nijato
Napoléon IV
Stratège du dimanche
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#68
22-08-2015, 22h40
Après nous avoir tease toute la soirée Gigau a mis à jour les modules bonus... Ça arrive ! (J'étais sur qu'il allait le faire juste avant le 23
)
Il est là ! :
https://forum.paradoxplaza.com/forum...n-1-20.878143/
Changelog :
Over 4000 provinces, many new tags.
New trade nodes.
Missions overhaul.
WE reductions from ideas halved.
Coring redone: Base cost of 2ADM/development, takes 50 years. Coring events now fire only in provinces which are being manually cored.
Can't take democracy_ideas as absolute_monarchy or despotic_monarchy.
Army/navy tradition decay 5%->7.5%.
Added 50% Hostile coring cost on all HRE provinces.
Adapted government system to use ranks.
Removed colonial gold modifiers, as it is now handled by treasure fleets.
Added M&T units for the last two remaining techgroups: Indonesia and Sub-Saharan Africa. Every techgroup should now get access to units equal to Western Europe.
Centers of Reformation should appear more consistently.
Many minor religious events are ignored or automated if you have your religious news settings set to 'none' or 'only major'.
Completely rewritten the Dhimmi/Jizya/Millet system for Muslim countries.
Adds the Shinto religion to the game as a minority in Japan (or in a fantasy scenario), with the option to convert to Shinto in certain situations.
Mahayana countries now have the opportunity to convert to Confucianism over three generations by choosing Zen Buddhism and Neo-Confucianism.
Genoese crossbowmen properly get their bonus pip.
Added Condottieri cavalry to tech 7 and moved Mounted Arquebusiers and Ginete Cavalry further ahead.
Adds a third event to the Swiss Guard event chain for Switzerland only.
Adds 3 events for Orthodox/Miaphysite countries after a Patriarchate is restored.
Adds a new 'tolerated' icon for religious minorities.
Re-added the 'Exclusion from the League' event now that its command is working properly.
Religious minorities (but not provinces) can now have specific toleration levels assigned by event.
The Golden Temple and St. Peter's Basilica now use the Great Temple system.
Adds 8 new events to help Safavid Persia form.
Adds 5 new decisions for primitive religions that manage to westernize.
Fixes the Atua and Catholic religious bonuses.
'Religious' reforms are now available to primitive nations even if they convert away from paganism, as long as they remain primitives.
All religious idea groups should now be visible normally.
The Papal Controller can now properly get a concordat with the Vatican.
It is now more expensive to argue excommunication with a cardinal.
Scandinavia now gets access to all Danish and Swedish unique units.
New buildings and building lines adapting several of original M&T buildings into the new system.
Replaces vanilla artillery units with M&T ones (one set for most techgroups, one for Asians)
Adds 1 event for the Animist religion.
Countries that have obstacles related to autonomy now start with higher autonomy in their provinces (this will lower force limits at the end of the first month).
Expelling a heresy now adds ducats immediately instead of over time. Doing so can also reduce the base tax of provinces, but never by more than 1 below normal.
Accepting religious refugees can now add to the base tax of a province, but never more than 1 above normal.
Orthodox or Miaphysite nations that want a Patriarch must now go through an event chain in which they ask all Patriarchs to vote on it.
Changes the city charter system for Republics to use autonomy instead of other penalties.
Changes some Byzantine units to have more historical names.
All religious minority events should now be affected properly by tolerance policies.
The Caliph may now choose to leave a weak or impious country and seek his fortunes elsewhere.
Hindu centers of Pilgrimage are updated to the new map and now include the four drops, four seats and holy city of Varanasi.
Changes the way Hindu holy lands are handled. Instead of 3 triggered modifiers, there are now 3 events when conquering them.
Adds 5 events to simulate the largest religious festival on Earth (for Hindu countries owning one of four provinces).
Many tradegoods in PLC adjusted. Some outside of PLC.
Stettin now natural harbour.
Venice now major city.
Added back icons to trade mapmode, as they don't seem to cause lag anymore.
Adjusted Sound Toll to the new tradenode setup.
Add Saint-Malo province and events tied to it.
Add Manpower values for navies.
Minor MP bonus for some naval buildings and ideas.
Completely rewritten the rewards of missions. Add immediate bonus for some of them, and penalties too. Add new missions too.
Increase the privateers power.
Add missions for Portugal conquest of posts in Morroco.
Add Serennissima Italia's stuff : Medicis for Firenze, Italian Powers, and others.
Venice and Genoa now have special province modifier.
Exploration idea now can't be taken in 3rd idea group like before. It needs dip_tech = 14 and adm_tech = 16.
Portugal has specific events/missions in order to start exploration of African coast before having explo ideas.
Try to fix the exploration of India with events/missions of Vasco de Gama (until distance issue is fixed)
Add a France/Brittany Wedding event
Ah et petite précision de la part de Gigau :
khardinal said: ↑
Changelog is not representative of all the changes. There are much more things.
Gigau : Indeed, we have worked more on the mod than taking care of the changelogs, and i confess i overlooked that part before uploading. Things should go better with the patches.
Dernière modification par
Nijato
,
22-08-2015, 23h25
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#69
09-03-2017, 11h45
En attendant la V2 de M&T qui est Overteasée sur Youtube (
https://www.youtube.com/user/Technolopithicus/videos
) et dont l'équipe sera présente à la PDX CON 2017 à Stockholm, j'ai voulu tester le jeu...
Et si ya un truc que je pige pas sur ce mod, c'est comment équilibrer l'Unrest...
Concrètement, je démarre avec l'Autriche, mon Unrest est de +10 pour chacune de mes provinces... Ca promet.
J'ai un malus de +24 nommé "City", ou "Province civilisée" en français.
J'ai cru comprendre que le moyen de diminuer de manière permanente l'Unrest était de construire des réseaux routiers... Sauf qu'en début de partie la tech diplo est de 5 et qu'il faut qu'elle soit à 9 pour construire des routes. De plus, cette solution est sans doute impossible à mettre en oeuvre pour les provinces isolées de la capitale par la mer...
Bref les mécanismes de l'Unrest ont l'air difficiles à équilibrer, ou alors c'est que j'ai pas tout compris. D'autre part, les révoltes sont extrêmement violentes par rapport à la Vanilla... Dépasser sa limite de troupes coute très très cher et amène à terme à la ruine...
Par ailleurs le mod a très peu de documentation dispo ce qui n'aide pas à la comprenance...
Dernière modification par
ashwolf
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09-03-2017, 11h59
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sorayo
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#70
27-03-2017, 22h01
Envoyé par
ashwolf
Voir le message
En attendant la V2 de M&T qui est Overteasée sur Youtube (
https://www.youtube.com/user/Technolopithicus/videos
) et dont l'équipe sera présente à la PDX CON 2017 à Stockholm, j'ai voulu tester le jeu...
Et si ya un truc que je pige pas sur ce mod, c'est comment équilibrer l'Unrest...
Concrètement, je démarre avec l'Autriche, mon Unrest est de +10 pour chacune de mes provinces... Ca promet.
J'ai un malus de +24 nommé "City", ou "Province civilisée" en français.
J'ai cru comprendre que le moyen de diminuer de manière permanente l'Unrest était de construire des réseaux routiers... Sauf qu'en début de partie la tech diplo est de 5 et qu'il faut qu'elle soit à 9 pour construire des routes. De plus, cette solution est sans doute impossible à mettre en oeuvre pour les provinces isolées de la capitale par la mer...
Bref les mécanismes de l'Unrest ont l'air difficiles à équilibrer, ou alors c'est que j'ai pas tout compris. D'autre part, les révoltes sont extrêmement violentes par rapport à la Vanilla... Dépasser sa limite de troupes coute très très cher et amène à terme à la ruine...
Par ailleurs le mod a très peu de documentation dispo ce qui n'aide pas à la comprenance...
En gros pour reduire l'unrest deja faut construire des routes qui va reduire le malus de communication entre ta capitale et les provinces. Ne pas hesité a prendre des policy comme surveillance des routes qui reduisent aussi le malus.
Pour les revoltes ne pas hesiter a augmenter l'autonomie ça va les calmer direct
Apres tu veras que plus tu avances plus tu auras le controles sur ton pays (comme historiquement quoi)
Enfin si ta l'impression de rien gagner et que tu galeres autant avec l'unrest c'est pour eviter le blobbing a outrance
(je te parle meme pas de la colo c'est tellement mais tellement long)
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Stratège gamer
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#71
22-10-2017, 22h45
svp est ce que plus personne ne joue à ce mod ? car son topic est vide !!
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MegaMB
Corvéable
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#72
19-01-2018, 19h06
Alors, je me demandais... Comment fonctionne la guerre civile suédoise? Comment ets-ce qu'on reprend tout le territoire illégitime?
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ashwolf
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#73
19-04-2018, 09h31
Ce topic ayant quelques changelogs de retard, je me permet de mettre les MAJs majeures de la branche 2.0x de M&T (ce qui est très impressionnant, le boulot abattu en un peu plus d'un an !)
Version 2.00 - 2 Jul 2017
One or many entries - check the Feature List
Port to v1.22 (Russia) patch.
Tweaks to the map of Europe.
Changes to the map of the Caucasus.
Reworks the map of China.
Reworks the map of India.
Localisations Britishified.
Decisions to build kremlins no longer capital-specific, costs increased.
Removed country_level bonuses for kremlins, replaced with local_autonomy reduction.
Kremlins again map objects if own the National Monuments Pack II.
Tweaks and fixes to the Castillian Civil War.
Revised culture setup in Asia.
Pawn of Namur can no longer happen if it's at war.
Merchant Imperial free cities can now ally like regular Imperial free cities.
Burgundian culture (Low Frankish culture group) no longer exists.
Forming countries now no longer adds accepted cultures.
Adds a Roman Empire tag.
Correct ruler titles for HRE burgraviates and landgraviates.
Christian provinces in Mashriq region now set to Aramaic or Assyrian.
Adds an event for Aramaic culture group to shift to Shami or Kurdish after conversion to Islam.
Horde split up events now also check horde unity.
Adds a decision to a Turkish nation to establish a provincial system.
Replaces the last gaining_control modifiers with the addition of a territorial_core.
Dynastic events towards the Union of Kalmar will now take longer.
Uniting Scandinavia from the Kalmar Union is now requires 70 absolutism.
Event to kill Denmark Estrid heir no longer triggered by an event.
Adds some more possible lucky nations.
Decision to reform tribal governments now removes the primitive trait.
Changed set-up of Hohenzollern burgraviate - now starts out united until 1398.
Version 2.01 - 20 Aug 2017
Edit
Overhaul of the National Ideas.
Accepted culture no longer hard blocks culture conversion, instead has 75% penalty.
Added Decentralized Vassal and Rebellious Decentralized Vassal subject types complete with localization.
Added them to relevant Lithuanian subject relationships.
Reenabled Demand Unlawful territory for the emperor.
Made unlawful territory modifier regarding Italian power last 7300 days (20 years) up from 3650 days so it doesn't hit the same province twice.
Commented out the French penalty modifiers.
Tortosa recycled into Gronningen and Ommeladen.
New map of the Horn of Africa.
Cliffs of the Rift Valley set as wastelands.
New nation setup in and around Ethiopia.
Adds a mountain wasteland in Korea.
Cushitic culture group renamed to Abyssinian, with Gaburge as newly added culture.
New Gumur, Kenzi and Beja cultures in the Nilotic group.
Somalic culture group split of from the former Cushitic culture group, with Afar, Dir, Ishaak, Darod, Hawiya, Bimal and Raxaweyn cultures.
Suqutra is now of Soqotri culture in the Arabian group.
Indian Ocean islands should now be colonisable like the African trading post provinces.
Reorganised the tag options in the startup events.
Trade effic penalties made more consistant.
Unrest tweaked in several places, cancelling out some base penalties.
Effect of CE on unrest drastically increased.
Legitimacy, Devotion, Horde_Unity, and Republican Tradition.
Rescaled revolt sizes in several ways.
Pushed paved roads and highways further back in tech, should prevent clustering and overbuilding, also more historical.
Adds a diplomatic_action to change apanage subjects to regular vassal.
Native plagues are now automatically enabled from start.
Made Cilicia now properly Cilician culture.
AI no longer changes primary cultures.
The Miaphysite "heir plotting against father" event now checks the age of the heir.
Rescaled revolt sizes in several ways.
AI France now restricted in ability to declare offensive wars until the end of the Hundred Years' War.
Adds a failsafe during the chain to form the Kalmar Union so the nation becoming junior partner not be a subject.
Adds mining resources in Ethiopia.
Muscowy no longer gets the Russian unification casus belli.
Euboia island now in Thessalia area.
Eastern and Western Aegean areas now merged.
Serbia areas redrawn in two six province-areas.
Tweaked the Beograd province shape.
Tweaked the map of the Duchy of Sleswig-Holstein.
Adds a decision to reform the Kingdom of Armenia (if ARM is removed from the map).
Nabulus now set as hills terrain.
Adds a new subject type, mix between march and PU, used between England and Aquitaine.
Removed a loop in France and Lotharingia formation.
Adds a strait between Weser and Ditmarschen.
Colonial nations can now colonise without colonists.
Late Middle Japanese (before the monophtongisation) versions of province names and cities in Japan.
Peasant republic government for Friesland.
Broke loops of Latin Empire forming other nations.
Tweaks the estates panel.
Nation formation decisions setting historical rivals now makes it reciprocical.
Great Salt Lake (in the middel of a wastetland) recycled into Vättern and Varnen.
Adds the Oytuz Pass.
Tweaks the Moldavia setup.
Version 2.02 January 15th 2018
New map projection.
Reworked regions.
Remade West Africa, with new provinces, tags, setup, flags, cultures and terrain.
Adds a few trading ports in the Kongo and South Africa trade nodes.
Adds the Drakensberg wasteland.
Rework of the Vienam map.
Make it so that the size of the province effects its CE.
Make it so that a winning country can get war dynamism on all war participants.
Provinces with unaccepted culture will now assimilate into neighbouring accepting cultures.
Culture union cultures will now be considered accepted cultures by Culture Conversion mechanic.
Added a new subject type, Close tributary state (better name suggestions are welcome), which is protected by Overlord in defensive wars.
Cultural conversion progress is now visible in province's population data.
Population growth is now applied throughout the year, every 4 months.
Overhaul of the seas and oceans.
Overhaul food profitability system so as to implement a supply and demand system. Cities will buy the cheapest food while farmers will sell to most profitable buyer.
Add food profitability related informations in province interaction tab.
Change farm efficiency calculation. Farm efficiency = 120 / (1 + e^(-0.05*farm_efficiency_ducat_ticker*FE_rank/(12*rural_population))) - 60, where farm_efficiency_ducat_ticker is the amount of ducats invested into farm efficiency and FE_rank the province's aptitude for food production.
Changed how Great Predators make peace. Certain conditions must be met before they're willing to come out to a peace table, but they're no longer such a pain in the ass when they're losing.
Implement the concept of 'chunk' in Great Predator AI. Every prey will be consisted of 1 or more chunks, where chunks are aggregation of same owner provinces that are interconnected on land. Among those chunks, the prey will select the chunk with a highest value and set its value to be equal to that chunk. No matter how many chunks one country has, only the one with the best value will be used in AI calculation. This addition is to solve the issue with far away countries taking a small chunk of land in gps vicinity which then halts gps expansion into that area because the mainland of the country holding is so far away.
GN initialization now considers distance to the capital and other factors to improve distribution.
Prevent blockaded ports from being used in CE calculation.
CE can now traverse through subjects and overlords (tributary not included).
Some other Silk road modifiers in the western end of the silk road, and natural harbour in Canarias.
New burgher privilege 'Monopoly on Armaments' that decreases land moral and discipline because capitalism.
Make level 0 civilian ports to receive a runner from a proper port in same sea zone, albeit very inefficiently.
A multitude of provincial effects have been moved from fixed modifier based thresholds to a binary system, allowing 1:1 matching of their POP real values.
Reworked many tooltips to have consistent ordering and more aesthetic variable display.
More Empire of the Romans/Roman Empire flavor, including more decisions, multiple new CB's, reworked privileges and a more fitting starting idea.
New CB for Turkish beyliks, Anatolian Supremacy. 75% AE, 75% Cost.
Province's trade income is now derived directly and soley from state's trade income. Every province's trade income summed should be one third of state's trade income, and country trade income can be as low as 30% depending on the local autonomy in trade provinces, with rest going to the estates.
Reworked farm estates and plantations into a single building set, Rural Infrastructure. No longer acts as a gate to food export, instead effecting food profitability.
##Estates
New system for estate loyalty change. Whenever there's a change in some estate's income or influence, that estate's loyalty will change accordingly.
Estate taxation system. Estates will pay tax in wealth and manpower according to their loyalty and influence.
Reworked estate privileges. Now, it is directly integrated to estate's income and influence.
##Tribes
Tribal estate (beta) implemented, with a unique set of mechanics and special interaction with POP mechanics.
Tribal Levies aren't based on annual income, instead they are based on their total treasury. Rich tribal estates will use their wealth to fund a larger tribal host.
When tribal levies are called, they expect their expense of calling the host back as loot. Loyalty gains are based off whether their loot share matches this amount.
Settled nations call levies based on their loyalty, with a directly proportionate amount given in response.
Tribal settlement is tracked through three variables, Tribal Population, Settlement Gravity and Settlement Progress.
Settlement Gravity is calculated every year through an extensive calc, using a wide range of environmental and provincial factors.
Tribal Population is measured via a 1-100 percentage, changed either yearly by Settlement Gravity, or directly through province damage.
Provinces with tribals increase their historical settlement progress by diverting wealth from farming efficiency to settlement score. Both rural and urban wealth are included.
Tribes will become minorities when Burghers seize the province, or when the tribal population drops below 20%, remaining as a lower autonomy modifier and continuing to increase settlement score through FE ducats.
Tribes in Epirus and Anatolia will flip back and forth to Greek/Turkish culture based on whether tribals control the province.
Tribes have unique interactions, built around appeasement. The stats of a ruler are pivotal to better outcomes from tribal interactions.
Nomadic tribes have unique mechanics, including horde unity thats dependent on a rulers stats, a higher levy cavalry ratio, a speed boost in their own territory and a separate set of CBs they are restricted to (conquest, tribute and submission (of other hordes)).
New Tribal Governments, including Tribal Elective Monarchy, Tribal Confederation, Tribal Theocracy and Tribal Nomads (elective and hereditary).
Tribal Nomads have access to the Nomad CBs with more restrictive conditions, as well as Tribal Tribute.
Legalism's distribution is now based on tribal population initially. Nations with tribes will not gain Legalism until after POP initialisation.
Implemented backbone of super secret system for tribes. Sits in the background at the moment, unused in the code.
##HRE
HRE Defense System: Princes and Emperor corporate on the defense against empire. The amount of contribution is dependent on diplomatic factors and the comparison of strengths between attacker and defender (stronger enemy more contribution, weaker ones, less contribution).
Ostsiedlung culture conversion system: The Ostsiedlung decision now speeds up the progress of culture conversion in the Ostsiedlung area. All provinces that were historically part of the Ostsiedlung will convert to German cultures over time (as long as they are in the HRE). Added starting conversion progress data depending on historical situation.
Rebelanced bonuses from being the Holy Roman Emperor.
Voting pattern of electors for becoming Holy Roman Emperor have been changed in favor of larger and German nations.
Prevent AI Italian states, which are not part of the HRE from just joining it because of raised relations (Venice, Genoa, Pope).
Take Sardinia out of the necessary area to prevent the Shadow Kingdom event.
Being a member of the HRE now gives a -0.1 malice to yearly absolutism.
The emperor now has the same malice to claim fabrication cost as the other members of the HRE.
Having the required territory hold by a vassal of the emperor or a German HRE state now also prevents the shadow kingdom.
##Balance
Halved the base C
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19-04-2018, 09h37
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#74
21-05-2018, 00h52
Nouvelle mise à jour du mod, compatible ave la version 1.25 de EU4 et RB !
Changelog
Spoiler:
Compatibility with the 1.25 patch.
Many vanilla events have been refreshed with support for new mechanics, triggers, effects and modding features.
Estate loyalty hits from many events have been restored through this process, tied into the POP estate system.
A wide assortment of DG refactoring work has been completed, improving performance and reliability.
The English Civil War and French Revolution disasters have been reimplemented, and the War of the Roses refreshed.
Major trade rework, removing shortcuts and adding custom pathing.
Missions have been rebuilt using the new vanilla mission system.
# POP
The Rural, Urban and Upper Population numbers have been replaced with a dynamic development system, calculated after the startup events.
Dynamic development uses literal wealth output to calculate the development values, mapped to the source categories of Rural, Urban and Upper.
Population is now displayed via a modifier for the province, and in the State Estate within the 'Stability and National Quality' interaction.
Replaced all stats from the old population numbers with a 'real values' system, using binary modifiers to apply the effects of any 3 decimal POP value.
Population values are now stored in 1:1000 scale, instead of 1:10000 scale. All core POP statistics have accordingly been rescaled.
Urban Gravity as well is now 1:1000 scale, and all building localisation has been updated to reflect this. Actual effects are the same.
Art power's POP scaling has been reworked to actually be dependent on the literal urban upper class population, instead of the weighting for upper urban. Should result in less overkill art power from great cities.
More Minor Centers of Trade should appear in trade nodes, and a few have lower thresholds. Helps regions like the Silk Road have per-trade node centers.
Province AI should always obey the vast majority of building restrictions, ensuring construction doesnt occur unless all reqs are met.
Temples and Great Temples now provide an urban gravity effect, as well as an art power effect. Should improve their general utility.
Trade power output from buildings has seen some minor rebalancing, to prevent absolute snowballing due to crazy high trade power.
Rebalanced timber production, which should now add a relatively significant value to timber-heavy regions.
Ideal POP is now capped at 2x actual POP, and ideal POP has a floor of 1000 rural POP.
# Colonisation
Removed all old colonial scripts from the game, as a starting point.
Disabled razing colonies, and we politely ask players to not abandon them. Doing so wipes out all province variables, and breaks our systems.
Uncolonised provinces now have all values calculated at startup, to ensure all data is prepared for colonization.
Uncolonised provinces are no longer ignored by major POP systems such as food, ensuring general stability in colonial regions.
Native American removal/Central African removal no longer wipe out all province data, preventing major issues in the late game.
The Americas and Sub-saharan Africa now use density mapping and scripts to calculate the population of both continents. This new data replaces startup POP counts, and allows more realistic Innate Fertility values.
Fur, ivory, fish and pearls have been revived from the province history graveyard, and brought to 1356. North America and Siberia in particular have seen major improvements in trade value as a result.
Added a set of modifiers for the Atlantic Cod, improving trade value in Northeast America and far-north Europe.
Mines are also brought back from the dead, and are able to be discovered by nations using the deposit system. Also added historical silver mines to Mexico using this system.
Colonial Nations can now recieve subsidies from their overlord, inversely funded based on their need. AI should always take this option, and fund their colonies accordingly.
AI can now move their capital without needing infrastructure, allowing colonial nations to properly fix their CE.
Provinces in North/South America will now recieve less unrest when owned by a nation in a different continent. Should ensure new colonies don't revolt immediately before a colonial nation appears.
Tribal provinces in the America's owned by colonisers should now change culture to their overlord when they become lesser nobles (below 20%).
# Setup
Ireland now uses Tribes instead of the old Clan Land setup.
Forming China will no longer remove and readd cores.
Manchu, Korean, Japanese missions expanded.
Each nation forming decision now makes use of province highlight feature.
A new type of subject added to China: Military Commission, representing both early warlords in 1356 start, and territorial princes.
Any Chinese dynasty can now grant peerage to one of the princes, which releases them as a Military Commission in selected area.
Aristocratic, theocratic and Chinese hordes (Yuan) will now have a -4 malus to legitimacy. Each Military Commission give +0.5 legitimacy to offset this.
Countries with Mongol Xingsheng (removable by uniting China, or as Yuan losing) modifier won't be able to embrace institutions.
New Startup screens for Chinese tags.
Decreased the number of Chaldean minorities in Iraq.
Turfan, Hami, Lop provinces received Old Ughur culture to better represent the yet unassimilated remnants of Kingdom of Qocho.
Cores of fallen rebels/dynasties should be now properly removed.
Vietnamese can once again form China.
Expanded Chinese and Mongol namelists.
Reforms and decrees removed from Chinese Empire screen.
The 'Byzantine' part of the Turko-Byzantine group has been expanded to map to the CK2/HIP culture group setup
Persianised Turks (Qashqai, Turkmeni, Azeri, Turkomans) moved to a separate culture group.
Added Persian Azeri, and Udmurt (uncolonised provinces only) cultures. Added Ahom as a culture of Assam monarchs.
Bhutanese and Sikkimese replaced by Bhotiya culture.
Ruler of Ilkhanate is now called Ilkhan (duh).
If Shen is ruled by Wangs when Joseon dynasty is formed, then they get all provinces owned by Joseon as claims.
In case of Namgyal dynasty (supposedly of Xi Xia descend) forming China, they get an option to form Xia first.
If a tag has one of Min, Yue cultures or Jianghuai, then province names will reflect the dialect. (Province renaming can be turned off in game options for those who prefer Putonghua only).
All cultures in Yunnan and Guangxi except for Hani received a revolter tag. Kirgiz received alt-history Qara Qirgiz tag.
A new Chinese dynasty Nan (南) added. Will be preferably chosen by Dai Viet or Rau cultures.
Giedimnai rulers in Russia made Lithuanian culture.
Split off Kabardians from Circassians (tag was already present, so now it should actually appear).
Limited the spread of Circassian culture.
Zhuang get a decision to reform Sawndip, giving small bonus to tech cost in vein of other similar decisions.
Removed Woji tag. Turns out it is likely that they and Udege were the same.
Mandate of Heaven owners will now see Mandate mechanic in game. Mandate rises with stability and conquering provinces in China. It drops through province devastation. Empires which mandate drops below 50 will now start to experience the same debuffs as with Mongol Xingsheng modifier. The modifier remains for vassals and for players without the DLC.
# Plague
The plague system has been completely reworked, using a new province-to-province spread model based on province_event's instead of monthly timers.
A new 'province immunity' variable has been added, measuring how resistant a population is to plague. Immunity works on a -100 to 100 scale, and is added through plague death at 50%. 25% dead would mean 12.5% more immunity.
Native Plagues have been removed from the game, and replaced with some custom triggers and -100 immunity for the new world.
Australia and Oceania will now also have negative immunity
Trade center spread is now based on Trade Nodes, and the actual flow of trade from nation to nation.
Natural places are now also considered minor trade centers, and can experience plague spread.
Province trauma will now be half-applied when plague arrives, with the other half applied later.
Tribal Ratios will now decrease in the America's when plague hits and the owner isn't native.
# Script
Trade goods assignment has been cleaned up and modernised. Should ensure more valuable trade goods are assigned to colonies over time, and in a shorter time frame (~50 years)
Improved Horde breakup events to have more reliable triggers, more dynamism, better government setup, and more chance of occuring
The Estate Loyalty shift system has been repaired and restored, allowing negative shifts to occur again.
The setup scripts for released tags has been completely reworked, ensuring all variables are setup and the estates/state/AI is funded and equipped.
Fixes the event to give Malta to the Knights Hospitalliers, now as a March dependency.
Adds some feature regarding Anjou claims on Naples.
Brandenburg/Poland inheritance events now only fire for AI, instead of annexing players for no reason.
Religious Head Events have been adjusted for Theocratic Countries.
New Info Events that Break down the Calculations for Piety, Church Influence and Papal Authority.
A set of tweaks to the events surrounding the inheritances of Poland and Lithuania. Lithuania now also inherits Trakai when the Polish-Lithuanian Union happens.
Added more rules and limitations to Christian culture flipping in Egypt, the Levant and Iraq, creating a more plausible spread.
In case of Chinese ruler being taken prisoner there is a chance of an event firing which puts another prince on the throne. Once the former Emperor returns he might stage a coup to restore his rule. (based on Tumu Crisis)
If Song is defeated, Han Lin'er will move to a different tag allied with Song.
Unique decisions for Sakha (yes, they have a little bit of flavour) once again available to take.
When Tran Hao of Dai Viet dies and Nhat Kien succeeds an event will fire about the dynasty change to Duong.
Yuan successful event turned into a decision.
Jing'nan revolt events removed.
Chinese states will no longer defect to tag which forms China, but will surrender more easily if beaten in battle.
Forming a tribal marriage with an estate will grant a consort if there's none.
#Japan
Japan gameplay improved with the additions of new events and decision, along with updated historical setup.
Imperial Japan can adopt Chinese government if Confucian and embraced Meritocracy.
During Nanboku-cho period the tags on each side can every 5 years (provided there is no truce with overlord) switch sides to the opposing court.
Great and Lesser nobles instead demanding for privilege, can instead ask for a vassal to be released.
Ryukyu starts confined to Okinawa with a nasty autonomy increasing province modifier representing split into 3 kingdoms. The modifier can be removed by increasing centralisation.
Ryukyu can expand into other islands by decision to send military or diplomatic missions. Alternatively they can get Exploration/Expansion ideas. The decision is also available to an independent ruler of Satuma.
A Japanese state with high centralisation can enact a decision which allows for turning daimyo subjects into Domains, which cannot start wars with their neighbours.
Japanese tags cannot ally with non-Japanese powers during the periods of civil wars.
Added a peace option to turn enemy into a Daimyo instead of normal vassal. Can be targeted only against tags with Japanese Monarchy.
Subjects of Japan or Shogun can ask to be granted a title of Kanrei. While there can be multiple tags with the appointment, only one tag will be given Kanrei title. After the death of the holder it will pass to the next eligible tag.
Subjects of Japan or Shogun can ask to be granted a title of Tandai. There are Kyushu, Chugoku, Shikoku, Ou (merged O and U Tandai titles) Tandai to choose, depending on the capital location.
Shogun can try to usurp Emperorship by first making himself a retired Emperor. Vassals might rebels if this occurs. If successful then on the Shogun's death the successor will proclaim himself the new Emperor.
An independent Daimyo who controls Imperial Capital (Kyoto at the game start), can ask the Emperor to move capital to Daimyo's. (Ouchi tried this in RL)
Daimyo have very high base LD. Granting them Tandai or Kanrei title decreases it considerably.
Added Asakura and Koto tags.
If a dynasty change occurs, then the dynasty is changed to conform to the tag.
Any tag of Japanese culture which owns 60 provices in Japan can form Japan on embracement of Enlightenment.
If a regency occurs in uncentralised Shogunate Kanrei has an option to replace Shogun with his own candidate, which vassalizes the Shogun to Kanrei along with all Daimyo. Other Daimyo can contest this choice through war. If they win war, then Shogun is restored and vassalized by the winning Daimyo. (Onin war)
If the battle of Shoguns remains indecisive for 5 years then Sengoku Jidai begins. All tags vassal to Shogun can then declare independence without war. The period ends when a new Shogunate is proclaimed.
Sengoku Jidai period can also be triggered by warfare over Kanrei position.
Fellow Daimyo vassals can declare war on each other only when they have a core or claim on each other.
Daimyo can declare war on Daimyo subject to a different overlord without claim or core.
Overlord doesn't protect Daimyo in wars, but Daimyo join wars.
Non-Japanese tags cannot declare wars on Daimyo.
Some provinces get modifiers representing smaller clans or Kokujins. Those can be removed when a tag has 30 centralisation and has less than 30 autonomy in the province in question.
Kakizaki clan appears in 1356 as a modifier and care in Mutsu province. On modifier being removed, if Kakizaki clan doesn't exist and Osamanpet is empty, then Kakizaki clan appears as a subject of Shogunate/Emperor in Hokkaido.
If Kakizaki clan exists on the map, but Hokkaido is empty, then a random non-extant Japanese tag will appear in Osamanpet.
# HRE
Significantly improved AI of HRE defense system: AI will contribute more or less depending on military strength of the attacking vs. defending alliance.
Added Charles IV starting personalities to reflect his historical importance for Bohemia and the empire.
Added generic HRE missions for all HRE monarchies.
Added an event chain to simulate the threat of Luxembourg intervention in the Flemish-Brabantian war in 1356.
Added an event chain to simulate the rise of Sforza in Milano and the return of the monarchy from the ambrosian republic.
Minor rebalancing of voting pattern of electors to give more mali to smaller nations, but less boni to larger ones (should prevent OPM emperors, while enabling medium sized emperors)
# Low Countries
Low Countries gameplay improved with tweaks to Burgundian Inheritance, and addition of a new tag with many events and decisions. Dutch War of Independence also changed, with Netherlands being the defender in the war among other changes.
Changes to the Burgundian Inheritance outcome: France chooses between trying to get the inheritance or immediately getting the French provinces. Inheritor now obtains many subjects as 'Rebellious Subjugated Vassals'.
Added Seventeen Provinces (SVP) tag.
Added decision to create SVP, it can be taken by Inheritor or another country who has subjects in the Low Countries. Created as a 'Rebellious Subjugated Vassal', which require subjugations to be annexed.
SVP creator, Burgundy or another country with enough directly controlled provinces in the Low Countries can access new events and decisions related to the Estates-General of the Netherlands.
Added decisions for demanding tax and manpower from the Estates-General.
Added decision for creating inquisition in the Low Countries.
Estates-General of the Netherlands has three levels, each level decreases autonomy, increases tax and manpower recieved, and decreases the chance of rejecting subjugation.
Added decision to increase Estates-General level.
Added flavor events for overlord of SVP/Estates-General.
Added 'Beeldenstorm' disaster for the overlord of SVP.
Dutch Revolt completely rewamped. It now requires the creation of Estates-General of the Netherlands. Chances of revolt based on the actions of the overlord, e.g. demanding taxes, manpower, religious conversion, centralization attempts.
Netherlands is now the defender in the Dutch War or Independence and can call in allies.
# Papal State
The Roman Territories is now a unique subject type called "Roman Territorie".
Reconquer Papal State Decision now always cedes neighboring provinces if possible.
If a ceded province from the Reconquer Papal State decision has a core from the Papal Territorie, but not Papal State, then a core construction will be automatically started.
Added ruler cultures for all popes in the history file.
Popes now get a different culture. During the Avignon Papacy, they are mostly French, afterwards Italien.
Sanction Monopoly Curia Interaction has been deactivated.
# Miscellaneous
Uncolonised provinces in Turkmenistan and Russia will now properly receive trade goods.
Changed a lot of north german province and city names to Platt equivalents.
Adds two missing Bikaner oasis routes in the Thar desert.
Some farmalnds in China and Southern India turned in to floodplains.
Opened up Changthang and Karakoram passes.
Muslim nations can no longer form the Spanish Nation.
Dernière modification par
Stratège gamer
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21-05-2018, 00h53
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#75
21-05-2018, 16h55
Mais merde ! Ca serait bien qu'ils arrêtent de créer un nouveau jeu chaque fois qu'ils font une update. Je me suis remis à MEIOU il y a une semaine avec la 2.02, et j'ai à peine eu le temps de comprendre toutes les nouveautés qu'ils changent encore tout
Bon c'est pas grave. On y retourne
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