Nova Universalis
Total Overhaul for my pleasure, and yours.
Ideas, comments, collaborators (especially on art) are welcome!
Advisors:
All advisors’bonuses now scale with skill!
– New Naval advisors parallel to army ones.
– Some advisors have their bonuses changed.
Ages:
1. You can now start as many golden ages as you want, so long as you have 3 fulfilled objectives.
2. all tag-specific abilities are now available for everyone. [redo?]
3. Abilities unlocked becomes country permanent modifiers, not disappearing when the age changes.
4. All state Edicts are now independent of age, access to them does not disappear based on age.
5. Religious Conflicts and Absolutism appear in every age.
Age of Discovery:
1. New objective: Discover Euroafrisia: countries in america/RNW need to discover "the old world"
2. "Developed Nation" is now available for everyone. You need not only reach 100 development, but have had developed by +50. This makes it harder for "old world" countries.
3. "Hold Three Thrones" available for non-Christians
4. "Feudal Society" is available for everyone.
Both of these missions now correctly count "special" PU/Vassal types.
5. "Humiliate Rival" renamed "Deal with Rivalry", and will also trigger if you have no rivals and no one rivals you.
Age of Reformation:
1. Starts with the Colonialism institution, regardless of reformation.
2. New objective: "Resist the Reformation": Remain Catholic, have the counter-reformation modifier, and reformation have began at least 15 years ago.
Buildings:
First level of each category, including university and manufactories, are available at Tech level 4.
11. Manufactories:
1. Soldier’s households, State house, Impressment offices and Ramparts each also grant +1 maximum manufactory, so they are in esence not a "manufactory"
2. Soldier’s House gives reduced regiment recruit speed and local regiment cost, similar to Impressment Offices for ships.
Colonial Regions: Now follow the regional lines.
Estates:
1. You gain access to the Cossack estate if you own:
any steppes-terrain province
any province with Slavic culture
any province in the Tartary super-region
2. Cossack gain influence based on percentage of development in said provinces. 100% from steppes, 25% from others.
3. Cossack privileges do not grant land share. Instead a "maintenance" event will grant them land from other estates based on typed provinces.
Estate Agendas:
1. Build building of type X in province Y is now available from Tech 0, due to buildings have a Tech 0 option.
Holy Orders:
1. Available to all corresponding religious group regardless of culture.
Ideas:
1. all government-specific ideas [theology, horde, etc.] are open for everyone
2. Adm tech 4 unlocks 25 idea group slots, so you can balance idea groups to tech yourself.
3. All colony-specific ideas moved to expansion ideas, switched with exploration:
Colonial Ventures <-> Additional Merchants
Land of Opportunity <-> Viceroys
Free Colonies <-> Competitive Merchants
Institutions:
Colonization now available for every country with a colonists even if they have no "exploration" capabilities.
Parliament Issues:
– decision-only issues now also have chance to appear randomly
– many English-only decisions were opened up to others
– acts of union no longer automatically change tags, allowing you to continue with the tag you like
– AVE to GBR and GBR to AVE paths available through acts of unions.
Policies:
1. Policies have been turned into triggered modifiers, turning on once both idea groups are full.
2. New policies are WIP
Religions:
1. All religions have Defender of Faith and can form Personal Unions.
2. Unlocked many CoR limits [e.g. Anglican CoR will convert non-catholic Christians].
3. many conversions between abrahamic religions were enabled.
State Edicts:
1. All four age-specific associated edicts are now simply always available, not requiring "Regional Councils"
2. Age ability edicts now simply always available. Relevant ability ages gives those bonuses as global.
Static Modifiers:
1. Absolutism: A ruthless and efficient a government are also hated governments.
At 100 absolutism you also gain:
+2 National unrest
-25% Religious harmonization speed
+10 Years of separatism
-2 Tolerance of heretics
-2 Tolerance of heathens
In addition, since cores never expire, instead of Foreign core duration, you get:
−25% Stability cost modifier
−0.05 Global monthly autonomy
2. Land provinces have no maximum attrition.
MISC:
1. Maximum Attrition is now 100. This will balance the game away from giant armies marching about.
2. Coring time is between 1 to 12 months.
3. A monarch may have up to 10 extra personalities, a new one will be gained every 5 years.
4. Cores are never lost by time, only events/peace terms.
5. Rivals can be changed with no time limit, and you can have as many as you want (up to 99)
Events:
1. "Inter-colonial Disputes", aka "pretty colonial borders", now have an MTTH of 1 day and will fire as many times as needed. Liberty desire impact is minimal (+-1 respectively) for respecting borders, but remains +-15 for ignoring border gore.
Map:
1. Greenland moved to Scandinavia Region.
2. To make colonial regions match regions Oceania was split to two: Oceania (colonial Australia) and "Pacific Islands" region (pacific charter)