1.36 Doge Shattered Europa

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Author: ComradDoge

Last revision: 17 Jan at 17:53 UTC (48)

File size: 405.12 MB

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Description:

Version: 1.36.2
Checksum: 4cf0

08/01/2024

User Interface
– Parliament screen made larger.
– Reworked Army/Navy Unit panels.
– Updated the estate screen visuals.
– Redid the Advisor selection screen.
– Made mapmode selection screen larger.
– Cleaned up the building screen in province view and now has latent goods as well.
– Cleaned up the Military Tab interface and move the scuttle doctrine there as a button.
– CoT Upgrading, construction steward, development ideas mechanic and hire advisor decision are now dedicated buttons.

Systems
– Max warscore gained from a wargoal increased 25>40.
– Subject penalties to base money/forcelimit amounts increased.
– Old World Region removal applies a modifier that prevents from colonizing or siberian-frontier’ing the provinces.
– Conqueror System: Normal Conqueror option has a limit of 10>15 that can be present. Mythical option now has 16>30 max (Great or Mythical).
– Tweaked AI building management logic, and should behave a bit more like a player. Expect to see more soldier households on proper provinces.

Flavour
– HAB flavor events are extended to AUB and SGF if you were HAB originally.
– Mughals upon formation can decide to stay Muslim tech/units or go Indian.
– Decentralisation of Britain decision making reworked so you can choose not to do it.
– Cleaned up Rhenish decisions and reworked Blast Furnace interaction into it’s own button.

Buildings
– Tweaked Road Infrastructure buildings.
– Shipyard buildings forcelimit increased 0.5/1 > 1/2.
– State Houses now also accept jewellery and sculptures.
– Production buildings nerfed 100/200/400 > 75/150/300.
– Coastal category buildings no longer give +1 local_num_of_buildings.
– Tweaked the government building effect on ship time/cost and development edict.
– Monuments have had a cleanup, with images changed and some monuments removed or integrated into others.
– Manufactories scaling mechanic changed +1GP per 10 total development > +1GP per 5 production development.
– Government buldings tweaked. Removed non-governing related modifiers and added +1 num_of_allowed_buildings so it’s less annoying to build.

Ideas
– Monarchy Ideas system values tweaked.
– Shock and Fire ideas lost 5% x_damage_received.
– Reworked Kingdom/Empire into Minor/Great Power ideas.
– Added Druidic religious ideas with a special mechanic.
– Mercenary Ideas and other values nerfed across the board.
– Trade Management: CoT Upgrade cost -15%>-50%, promote_mercantalism -10%>-25%
– Land and Discipline policies are back to older value setup with a unified cap.
– Hire Advisor event cleanedup internally and no longer costs during event choice.
– Expansion and Exploration cleaned up internally and reworked to be closer to vanilla.
– Development Ideas: State Investments start heavily decreasing after 40>20 development.
– Shuffled Centralization development modifiers, base_cost reduction is now part of the 25 development requirement instead.

Reforms
– Blood Tax now scales manpower_recovery_speed.
– Regional Councils tax modifier reduced +50% > +30%.
– Removed Church Council as it was a duplicate of other sources.
– Added T6 Merchants of the Monsoon reform for East Bantu group.
– Reforms that made mercs not cost professionalism now only reduce it 50%.
– Reforms that require subject/ally with 25 total development increased to 50.

Uncategorized
– Can now seize estate land while at war.
– Reduced/removed some bonuses that AI gets.
– Age fire and shock reductions decreased by 5%.
– War Exhaustion scaling is slightly more rough.
– Removed Civil Conscription privilege to reduce dev bloat.
– Prosperity goods_produced modifer replaced with production.
– Tweaked some Council of Trent Concessions to be more viable.
– Expand Infrastructure dev_cost -15%>-10%, flat governing_cost 15>10.
– Autonomy reduction/increase values have been changed across the board.
– Colonial benefits to overlord buffed generally from 5% to 15%, check wiki.
– Janissaries damage_received changed to damage and reinforce_cost increased by 50%.

The possible new formables, advisors, religions and bits of information are on this wiki [eu4.paradoxwikis.com].

– AI Improvements
– 50 New Trade Goods
– 50+ New Formables
– 30+ New Idea Groups
– 75+ New Monuments
– 2 New Ages
– 15 New Advisors
– 30 New Religions
– Upgradable State Edicts
– Policies reworked from ground up
– More Government Reforms and missions
– Quality of Life Improvements
– 30 Religion specific Idea groups
– Vastly expanded estate system
– Dynamic Age objectives
– Changeable trade goods
– Open/Close Canals

Join the Discord[discord.gg] to report bugs, participate in mod surveys or just lurk and see the changelogs posted.

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