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Installation instructions:
Go to the Releases page and download the latest release.
Go to %HOMEPATH%\Documents\Paradox Interactive\Europa Universalis IV\mod on your hard drive. The folder named "mod" might not exist. If so, create it.
Unpack the .zip into the mod folder.
Enable the mod in your game launcher and enjoy the game!
Mod has now been updated with the latest updates and works with 1.30 Austria version
Development Ideas MTTH modified:
MTTH is tied directly to dev cost modifiers
-50% dev cost is twice as likely to fire
+100% dev cost is half as likely to fire
Removed MTTH modifiers: prosperity and stability
Further minor tweaks to American trade map
Added a Pacific Islands Trade Node, rework of East Asia and Pacific trade nodes
All mission triggers now properly use the new mod buildings
Trade: Major historical rework of American Trade Nodes finished:
Nodes shifted, restructured and renamed.
Additional connection: Philippines -> Caribbean.
Additional connection: Great Lakes -> Mississippi.
Trade map reworked with path improvements.
AI: Hard Mode bonuses now scale with Current Age.
AI: Hard Mode bonuses redesigned slightly to be have an impact on more areas.
AI: Fierce Negotiators no longer get -10 impact on peace deals bonus.
Tech: Tech 30 and 31 grant a new idea group each.
Events: 'Sack of X' event no longer happens when unsieging your own cities.
Events: 'Sack of X' event now triggers only below 20% professionalism.
Features: Decision to grant new subjects the overlord's ideas added.
Balance: Raiding and looting impact on devastation lowered.
Other: A reasonable amount of other minor bug and glitch fixes.
Trade: Added historical trade node connections in the Americas:
st_lawrence to chesapeake
james_bay to north_sea
chesapeake to caribbean_trade
brazil to caribbean_trade
patagonia to lima
caribbean_trade to english_channel
(check changelog.txt for a link to a visualization)
Estates: The Interactions unlocked via ideas now give just flat 10 loyalty.
Ideas: Republican no longer gives max absolutism. Replaced with Diplomats +1.
AI: Will now take up to 5 loans to build regular troops if needed.
AI: Will now do all vanilla Estate Interactions if needed.
AI: Adjusted logic in building forts.
AI: Will evaluate Anglican Faith Aspects better.
UX: Streamlining of the start_of_game experience.
UI: Fixed Scrollbar for Macro Builder.
UI: You can now properly save Army Templates.
Flavor: New text for rebalanced idea groups. Now with 90% more alliteration.
Other: A reasonable amount of other minor bug and glitch fixes.
AI will now do the Clergy, Nobility, Burghers, Cossacks Estate clicks.
Estate Interactions colorcoded based on impact on loyalty and influence.
Estate interactions sorted by function.
Estate clicks normalized.
Recruit from Domain and Ask for Reform Support, will now ADD Influence.
Impose a Tax now scales with land held by estate, not influence.
Can no longer Pass a Law with all government reforms.
AI Hard Mode bonuses nerfed by about 40%.
AI less likely to abandon republicanism on a whim.
AI will have a better army composition based on budget and tech.
AI will be better at assigning tasks for its army.
AI more likely to hire mercenaries when needed.
AI will build forts if they can afford it. Not before. Like a dummy.
Removed the local autonomy increase for number owned provinces pending redesign.
Everyone now gets a Leader without Upkeep slot for 250 development.
Institutions screen in tech now has a BACK button.
New text for rebalanced idea groups. Now with 69% more alliteration.
Government buildings tooltips now explain the Empowered Edicts.
Galley Ideas now has a scaling force limit modifiers instead of static.
Substantially lowered the increase to cost of buildings caused by development.
Experimental AI build order implemented.
Revamp of the mission interface look.
Fixes for Elective Monarchies - monarch points from ideas apply correctly.
Fix linux/mac loading bug.
A reasonable amount of other minor fixes.
AI has a decision to dev a lowest cost province when at the monarch cap.
Arumba changes to the dev idea.
This pack and future versions are now available at github.com/TheDivexz/excelmakesbelhappypack/releases
also other improvements to ai and development ideas
Startup events now includes this readme.md file up to 30 lines. Github bot does that for us hopefully be nice to the bot
New nations get ideas from their releaser, whether by peace deal or by releasing them. Does not apply to nations created by missions.
Merged the on_actions they now have a unq file
in order to reduce size of the mod you need to copy the mod file contents to your .mod file
plugged in Theatrum Orbis Terrarum graphics pack
you can get the mod without graphics in the no-graphich branch
Arumba Changes
UI for Ideas
Idea Variation MP setting
fixed integrate Moneylenders not working
-1 stab on reform change removed
Arumba's changes
fixed the edict duplication bug, probably. I don't know dude, I'm tired I didn't test it. That's y'all's job
removes the scaling difficulty for IV hard mode
Fixed estates view for bigger UI
Fixed buildings macrobuilder view for bigger UI
UI fixes
fixed Arumba's Keyboard Shortcuts
added missing scripted effects
made ME missions more compatible with IV
buffed Display Legitimacy click for republics from -10 republican tradition to -4 republican tradition
fixed the loading screen
nerfed roads by 50%
removes Subjects Expanded
Threw in Subjects Expanded
Minor Arumba Changes
removes nobility estate for peasant republic
adivasi estate gives 0.15 local production happiness when province is happy
other minor bug fixes
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