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Europa Universalis IV

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,454
Location
Space Hell
DLC name: Res Publica
Humanism is a new Admin idea group, and it adds more religious tolerance and culture tolerance bonuses.
Religious ideas no longer has tolerance and is instead just focused on conversion and possibly culture conversion.
Elective Monarchies (ie Poland) will get a way to invite existing dynasties to take their throne, giving out bonuses although it's not clear exactly what this entailed
More Republican events generally, including factions
Dutch Republics in particular focus on factions although it wasn't clear if other republics get factions too. But Dutch Republics are now an interesting mix between monarchies and elections.
If your republican tradition gets too low in a normal republic, you don't go straight to monarchy. You become a republican dictatorship where your ruler rules for life. If you keep your RT high, you'll stay dictatorship (or republic?) but if your RT is low when you're a dictatorship, then you slip back to monarchy.
Manpower is now based on tech, not basetax.
 

Pawkle

Barely Literate
Joined
Jun 20, 2014
Messages
2
Helllo I'm new here (I'm a newbie). I installed EUIV Wealth of Nations and then I installed Extended Timeline mod. But in the launcher I can't see mods, the list is clear. HELP!
 
Joined
Mar 3, 2010
Messages
9,495
Location
Italy
launch the game, reach the main menu, wait some seconds, quit.
only then the workshop mods will be downloaded.
it works like this for all the workshop mods.
 

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,653
Location
Mazovia
Helllo I'm new here (I'm a newbie). I installed EUIV Wealth of Nations and then I installed Extended Timeline mod. But in the launcher I can't see mods, the list is clear. HELP!

Register your game on the Paradox Forums and ask for help there.
 

Grinolf

Arcane
Joined
Mar 6, 2013
Messages
1,297
Helllo I'm new here (I'm a newbie). I installed EUIV Wealth of Nations and then I installed Extended Timeline mod. But in the launcher I can't see mods, the list is clear. HELP!
Well, I tried that mod and it worked fine. Just don't use Sream Worksh, if you used one, and download the mod manually from Paradox forum. And then put it in "Users\Name\Documents\Paradox Interactive\Europa Universalis IV\mod" directory and not in dirictory in the of the game main folder with the same name. In the "mod" you should have 2 files:
"ExtendedTimeline" folder and "ExtendedTimeline.mod".

Also mods that simply extend time may look interesting at first, but aren't really good. Game timeline could look limiting at first, but it actually more time than you need. So there wouldn't be any thing to do after a few hundreds years. And this mods lack a proper content, that make these extended timelines even more boring and eventless. I loaded a 2014 game and started getting 18 century events and lose stability because of noble plots... If you really want Medieval or industrial stuff, it better to play another Paradox games and not extend EU on the times were it can't properly descript anything.
 

Space Satan

Arcane
Vatnik
Joined
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Messages
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Location
Space Hell
Changes to ideas in upcoming Res Publica mini-DLC

ADMINISTRATIVE IDEAS

Administrative
-10% adm tech cost instead of -10% inflation reduction cost

Religious
cheaper culture converting instead of tolerance

Innovative
- % infaltion reduction cost instead of religious unity

Humanist new idea group
+25% religious unity
-2 revolt risk
+3 tolerance to heretics
-10 years of nationalism
-50% accepted culture threshold
+33% better relation over time
+3 tolerance to heathens
-10% idea cost

DIPLOMATIC IDEAS

Diplomatic
-10% dip tech cost instead of claim time

Influence new idea group
+25% income from vassal
-33% claim fabrication time moved from diplomatic
-25% diplomatic annextion cost
-10% aggresive expansion
+5 dip rep
-25% envoy travel time, +10% imperial authority
+33% subejct forcelimits
+1 dip slot

Maritime new idea group
+1 naval tradition
+10% light ship combat ability
unknown
+50% naval forcelimit
-20% ship cost
+1 naval leader manuveur
+50% blokade efficiency
ships can be repaired in sea zone

MILITARY IDEAS

Naval ideas moved from diplomatic
+1 naval leader shock
+10% galley combat ability
+1 naval leader fire
+100% prestige from naval battles
-10% naval maintenence
+10% heavy ship combat ability
+15% morale to navies
+10% ship durability

Quality
+10% naval morale instead of light ship combat ability
-10% naval attrition instead of heavy ship combat ability


Offensive

-10% regiment recruitment time instead of manpower bonsu

Quantity
+50% global manpower
+20% manpower recovery speed
-10% regiment cost
-10% land maintenance
+25% naval forcelimit
-20% building power cost
-10% land attrition
+33% land forcelimit
 

MoLAoS

Guest
For world conquest Humanism and Influence are so massively overpowered. I'm going to do a non-gamey Burgundy world conquest attempt when the new DLC is out including not becoming emperor of the HRE. Its going to be incredible. I also won't be taking a single military idea.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
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Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
With Humanist it might be possible to be able to simply never convert anyone. Quantity will also be crazy powerful for any country with innate military bonuses.
 

Space Satan

Arcane
Vatnik
Joined
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Messages
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Location
Space Hell
Elective Monarchy
We added in the government form for Elective Monarchy in the 1.6 update, but we did not add any special or unique mechanics for it there. These come with the Res Publica expansion, and creates a unique experience. If you don’t have the expansion, they work like before, just as a flavor name.

In an elective monarchy, you always have at least 1 heir. When your current monarch dies, you automatically get a new heir with 2+d4 in all stats, that is between 25-40 years old, from a local noble dynasty. He starts with low support, but is the preferred heir unless a foreign nation intervenes.

All other monarchies of the same religion group, that are not elective themselves, gets a new diplomatic action called “Support Heir”. That creates a foreign heir in the elective monarchy with 1+d4 stats and the same dynasty as that nation has. Every month your diplomat is present you have a chance, depending on your diplomatic reputation and their opinion of you to get +1 support for that candidate.

If your candidate wins the election in that elective monarchy, you get a nice boost of power, as well as prestige and legitimacy, while boosting the relations between your nations.

If any heir happens to die, a new one is spawned, inheriting the support from the previous one of the same dynasty and backer.

As a player in an elective monarchy, you sometimes really want your own local noble, as they tend to have better stats. You have a new button where you can spend l5 egitimacy for 5 backing on your local noble.

There are also events that happen when you have a foreign heir as top candidate, and events that trigger when you have a foreign monarch on the throne.

New Decisions
If you are a country below ten provinces, and are western, easter, ottoman or muslim, you can now become a merchant republic if you have a weak heir, and are very trade focused.
There are also decisions to move away from merchant republics to other type of republics.


Poland
  1. Poland can now turn elective monarchy as soon as they are out of their regency, by event, as they start as a normal monarchy.
  2. Pacifying the Sejm will change the government away from Elective to Absolute Monarchy.
  3. Sejm complying to your policies will now happen 50% of the time instead of 5% of the time.
Rival Changes
  1. Countries that are 50% or more apart in tech speed can no longer set each other as rivals.
  2. Countries that have chosen you as a rival are now always available to be set as a rival.
  3. You can no longer buy provinces from or sell provinces to rivals.
  4. Powerprojection added when vassalising rivals, or fully annexing them.
Misc Fun Stuff
  1. Rebalanced and added decisions across religions to make sure they have similar chances to get high missionary strength. (AKA, Rejoice ROTW)
  2. Elections now use scaled republican tradition, so all republic forms are balanced against each other.
  3. Removed manpower impact from productionsize, to be tied to increased by 5% from each military tech, scaling basically the same as 1.5 and earlier.
 
Joined
Mar 3, 2010
Messages
9,495
Location
Italy
oh, yes, now i recall, it happened to me once. just once in all the hundred of hours i sank in this game.
i misunderstood, thought the "buy province" had been added.
 

MoLAoS

Guest
After the new 15 year truce change, I have secured my permaban form ParadoxPlaza:
You have been banned for the following reason:
Foulmouth
Date the ban will be lifted: Never

Fuck Johan and his stupid in house multiplayer based balance change bullshit.
 
Joined
Jan 7, 2012
Messages
15,511
Wait, 15 years truces?! For realz?

Johan assures us that he has personally tested it for 100 hours of gameplay and that its a great change. :hearnoevil:

Its a 5 year truce if you take 0% WS in a war, scaling to 15 years if you take 100% WS. Which basically guarantees that any war you win you'll suffer at least a 12+ year truce.
 

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