Name | Europa Universalis IV | ||
Developer | Paradox Development Studio | ||
Publisher | Paradox Interactive | ||
Tags | |||
Release | 2013-08-13 | ||
GameBillet | 32.79 / € | ||
Steam | 9,99€ 8,74£ 9,99$ / 75 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  13330  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  1,000,000 .. 2,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 9391 | ||
Average playtime (last 2 weeks) | 1459 | ||
Median playtime (forever) | 3897 | ||
Median playtime (last 2 weeks) | 1459 | ||
Public Linux depots | EU4 LINUX [50.69 M] | ||
DLC | Europa Universalis IV: American Dream DLC Europa Universalis IV: National Monuments II Europa Universalis IV: Conquest of Paradise Europa Universalis IV: Conquistadors Unit pack Europa Universalis IV: Native Americans Unit Pack Europa Universalis IV: Songs of the New World Europa Universalis IV: Songs of Yuletide Europa Universalis IV: Native Americans II Unit Pack Europa Universalis IV: Colonial British and French Unit Pack Europa Universalis IV: Muslim Advisor Portraits Europa Universalis IV: Wealth of Nations Europa Universalis IV: Muslim Ships Unit Pack Europa Universalis IV: Trade Nations Unit Pack Europa Universalis IV: Res Publica Europa Universalis IV: Anthology of Alternate History Europa Universalis IV: Indian Subcontinent Unit Pack Europa Universalis IV: Indian Ships Unit Pack Europa Universalis IV: Wealth of Nations E-book Europa Universalis IV: Republican Music Pack (Skopje Sessions) Europa Universalis IV: Art of War Europa Universalis IV: Evangelical Union Unit Pack Europa Universalis IV: Catholic League Unit Pack Europa Universalis IV: Songs of War Music Pack Europa Universalis IV: Guns, Drums and Steel Music Pack Europa Universalis IV: Art of War Ebook Europa Universalis IV: El Dorado Europa Universalis IV: El Dorado Content Pack Europa Universalis IV: Guns, Drums and Steel Volume 2 Europa Universalis IV: Common Sense Europa Universalis IV: Common Sense Content Pack Europa Universalis IV: Common Sense E-Book Europa Universalis IV: The Cossacks Europa Universalis IV: The Cossacks Content Pack Europa Universalis IV: Sounds from the community - Kairis Soundtrack Europa Universalis IV: Catholic Majors Unit Pack Europa Universalis IV: Sabaton Soundtrack Europa Universalis IV: Mare Nostrum Europa Universalis IV: Mare Nostrum Content Pack Europa Universalis IV: Kairis Soundtrack Part II Europa Universalis IV: Rights of Man Europa Universalis IV: Rights of Man Content Pack Europa Universalis IV: Fredman's Midsummer Epistles Europa Universalis IV: Songs of Regency Europa Universalis IV: Mandate of Heaven Europa Universalis IV: Mandate of Heaven Content Pack Europa Universalis IV: Evangelical Majors Unit Pack Europa Universalis IV: Ultimate Music Pack Europa Universalis IV: Ultimate E-book Pack Europa Universalis IV: Early Upgrade Pack Europa Universalis IV: Third Rome Europa Universalis IV: The Rus Awakening |
An area is:
Zone of Control blocks an army to move between two adjacent provinces if they belong to different areas, one of which is hostile and the other being either hostile or contested. (Note that movement within areas is never blocked by Zone of Control) An occupied province without a fort will flip back to its owner's control if there is in the area at least one non-besieged fort controlled by him but no hostile forts. To ensure an army can always reach the fort that is blocking it from moving and then come back after sieging it down, all armies can ignore Military Access in all non-neutral areas Rebels never impact hostile rules, and yes, Capital Forts now work like all other forts. In order to stop the enemy from reaching the interior of your country, you will often need to have one fort in every area.. Even without that though, forts can force the enemy to make detours unless they first siege down some forts. While doing this, an average country ends up with more forts than before, so maintenance have been halved. While doing these changes, we have tweaked the map dramatically, adding in lots of wastelands to give natural borders, and also made a big revision to the area setup, so now areas are pretty much all between 3-5 provinces, giving a more even balance. We have added a new peace treaty as well in 1.19, called “End Rivalry”. This peace option force the enemy to remove one of their Rivals. The removed Rival cannot be added again until 15 years after removed. We play the game quite a lot every week, and read far more on what issues you as players have. So we keep balancing and changing things to make for a greater player experience. In 1.19 we have some rather important changes to how you play the game. Combat has been changed a bit as well in this patch, as we removed the combat width penalties from terrain, as it made battles last way too long, and was a double defensive bonus combined with diceroll penalties. Sieging units will no longer get a rivercrossing penalty if a relieving force engages them, even if they did cross a river a few days, months or years earlier. We have changed the chance to increase colonysize from colonist being placed to instead being a lower the bigger the colony becomes. Previously it was pretty much a no-brainer to keep it as long as possible, as it became better the bigger the colony is. Now íts more of a choice.. Another complaint was the fixed levels of liberty desire that got applied to vassals and marches as they grew past certain arbitrary limits. Now it is scaling by development of the subject so you can always judge impact of their growth. For those of you that care about score, Great Powers are now likelier to be getting score each month, as they have a default +5 rating in each category. Also maintaining enough forts is now an impact on your military score gain. Corruption is now not entirely 100% bad, as a country with 100 corruption will now get -20 unrest in their realm. Courthouse & Town Halls no longer affect unrest but instead reduce state maintainance by 25% and 50% respectively, while their building costs have been halved. The Casus Belli from Expansion and Exploration Ideagroups did not really work as great as before with the new technology system, so in 1.19 they are getting changed. The Casus Belli themselves are gone.. Exploration Finisher now allows you to fabricate claim on another continent that is in your capital in a colonial region. (Colonial Subjects can do it everywhere in a colonial region.) Expansion Finisher now allows you to fabricate claims inside any trade company region that is on another continent than your capital. (Without Wealth of Nations, it is any overseas port not in a colonial region, and not in europe.) At the same time, distance impact on building spy networks have been dropped to 1/10th of before. For those of you that have Rights of Man, we are now adding even more things. In 1.19, Trade Goods will have a local impact. A Grain Province gives +0.5 Land Force Limit, Iron gives 20% Faster Building Construction & Ivory gives 20% cheaper state maintenance. We have also improved the “trading in good” - bonus, where some are almost twice as powerful as before, and some have changed completely. Next week we'll be back talking about all interface improvements for 1.19. Read the original post [quote]Useful links |