Developer Diary - 1.34 Monuments
As already mentioned in some of the previous DDs, we decided to introduce a few more monuments. Overall, were happy with the monument density we got after the 1.32 update, so we just wanted to address one specific region that was lacking in love (Scandinavia, which fits in pretty well with the upcoming DLC), and a few gaps we wanted to cover here and there. Since we had few monuments to cover this time, we also tried to get creative with the attached modifiers (you may notice some new modifiers on them, also). Lets see: The Falun Copper Mine was already present in the game, as a local modifier to the province of Dalaskogen. As it was the main copper production site for Europe in the Modern Age, we decided to turn it into a monument (and for those not owning Leviathan, the local province modifier will stay as it is).
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +3 Local Goods Produced Area modifiers: 5% Local construction cost 5% Local construction time[/td] [td]Local modifiers: +6 Local Goods Produced Area modifiers: 10% Local construction cost 10% Local construction time Global modifiers: -10% Artillery cost[/td] [td]Local modifiers: +9 Local Goods Produced Area modifiers: 20% Local construction cost 20% Local construction time Global modifiers: -20% Artillery cost[/td] [/tr] [/table] Built by King Erik VII in the early 15th century, Kronborg Castle was established to enforce the Sound Toll, though it would later be transformed into a magnificent royal residence.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +15% Local defensiveness Global modifiers: +25% Navy tradition from protecting trade When upgraded: +1 Mercantilism[/td] [td]Local modifiers: +25% Local defensiveness +1 Naval combat local bonus off owned coast Global modifiers: +50% Navy tradition from protecting trade When upgraded: +3 Mercantilism[/td] [td]Local modifiers: +33% Local defensiveness +2 Naval combat local bonus off owned coast Global modifiers: +100% Navy tradition from protecting trade When upgraded: +6 Mercantilism[/td] [/tr] [/table] The city of Visby was one of the main ports on the Baltic trade routes, its walls protected it from its many enemies, making it the heart of an independent Gotland.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: -25% Local shipbuilding time +50% Hostile disembark time Global modifiers: +20% Privateer efficiency[/td] [td]Local modifiers: -33% Local shipbuilding time +100% Hostile disembark time Global modifiers: +33% Privateer efficiency +15% Domestic trade power[/td] [td]Local modifiers: -50% Local shipbuilding time +200% Hostile disembark time Global modifiers: +50% Privateer efficiency +25% Domestic trade power[/td] [/tr] [/table] Trakai Island Castle was completed in the early 15th century by Grand Duke Vytautas, first for a military purpose and later transformed into a royal residence.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +10% Local manpower modifier Global modifiers: +0.25 Yearly prestige +0.5 Monthly splendor +5% Reform progress growth[/td] [td]Local modifiers: +15% Local manpower modifier Global modifiers: +0.5 Yearly prestige +1 Monthly splendor +10% Reform progress growth +1 Possible advisors[/td] [td]Local modifiers: +25% Local manpower modifier Global modifiers: +1 Yearly prestige +2 Monthly splendor +20% Reform progress growth +2 Possible advisors[/td] [/tr] [/table] Salvador da Baha was one of the oldest cities established by the Portuguese in Brazil, becoming the capital of the colony for more than two centuries.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +10 Local trade power Global modifiers: +10% Global trade power +10 Global settler increase[/td] [td]Local modifiers: +15 Local trade power Global modifiers: +10% Global trade power +10 Global settler increase +0.25 Goods produced[/td] [td]Local modifiers: +25 Local trade power Global modifiers: +10% Global trade power +10 Global settler increase +0.5 Goods produced[/td] [/tr] [/table] M'banza-Kongo was the seat of Manikongo, the ruler of the Kingdom of Kongo, becoming the most important city in the region during the 15th and 16th centuries, as the power of its king prospered.
Requirements: Culture is in Kongo group and is accepted by its owner Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Global modifiers: +20% Institution spread in true faith provinces +10% Reform progress growth[/td] [td]Global modifiers: +33% Institution spread in true faith provinces +15% Reform progress growth +0.5 Yearly legitimacy[/td] [td]Global modifiers: +50% Institution spread in true faith provinces +20% Reform progress growth +1 Yearly legitimacy Allow Estate Privileges to be revoked regardless of loyalty and influence[/td] [/tr] [/table] The historic city of Harar Jugol was one of the main places of pilgrimage for Muslims, with dozens of mosques and shrines, and a tradition of scholars and holy men.
Requirements: Province has the state or syncretic religion, which is in Muslim group. Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +0.25 Institution Growth Global modifiers: +0.1 Prestige per development from missionary[/td] [td]Local modifiers: +0.25 Institution Growth Global modifiers: +0.2 Prestige per development from missionary -10% Stability cost modifier[/td] [td]Local modifiers: +0.5 Institution Growth Global modifiers: +0.3 Prestige per development from missionary -25% Stability cost modifier When upgraded: Unlocks decision which allow to embrace Legalism at below -50 Piety and Mysticism above 50 Piety[/td] [/tr] [/table] Dujiangyan is related to the ancient irrigation system developed around the city of the same name, and how it made the Sichuan region one of the most prosperous in China.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: -20% Province governing cost -5% Development efficiency Area modifiers: -0.05 Monthly devastation[/td] [td]Local modifiers: -10% Development efficiency +1 Possible number of buildings Area modifiers: -20% Province governing cost Region modifiers: -0.05 Monthly devastation[/td] [td]Area modifiers: -40% Province governing cost -10% Development efficiency +1 Possible number of buildings Global modifiers: -0.05 Monthly devastation[/td] [/tr] [/table] [hr][/hr]
We already talked in previous DDs about the new national ideas that we developed for some countries. Along with that, we decided to rebalance some of the existing idea groups. The general design behind this rebalance was to give again a bit of extra diversity to the different groups available, so choosing different possibilities between them might be more viable from this update. Getting into more detail, here are some of the reasoning behind specific changes:
You may know that it was commented by my colleagues PDX Big Boss and Ogele that we replaced the tax modifier from high crownland with Reform progress growth, but for those who dont follow as much in detail the DDs, here is a kind reminder of it:
We made an additional change to this: now each Crownland Level above 50% Crownland increases Reform Progress Growth (the modifier, not the flat value) by 20%, up from the current 10%, so the final amount of RPG you can get at 100% Crownlands is 100%. And weve also lowered the subsequent reform growth cost from 50 to 40. This makes for more consistent growth of RP, making it easier to progress through the expanded tiers of Government Reforms. [hr][/hr]
Along with the above change, we also decided that we could make Reform Progress Growth even more strategic, by adding a malus to Administrative Efficiency if being over the Government Capacity - which is something that can be countered either by the Centralize State mechanic or by getting more Gov. Cap. with buildings, monuments, reforms, etc. This will certainly curb growth speed, but we think that this also adds some more depth to the game because it presents the player with the choice of how to get extra Gov. Cap. from the different features from where it can be expanded, but also an additional How do I spend my precious Government Reform Progress because it can be used either on the Centralize State mechanic or in getting more Government Reforms. Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question.
To help adjust the Government Capacity, we made that Courthouses and Town Halls no longer require an open building slot to be constructed, similar to how Universities work, making them a more interesting type of building. Additionally, the State House building now no longer requires an open building slot, and now decreases local governing cost by a percentage of 25% and a flat -25. These governing modifiers are doubled when constructed on a Paper, Gems or Glass province. [hr][/hr]
Aside from that, we've implemented a few more changes here and there, which we're covering in this miscellaneous section, as we think they might be of interest:
[ 2022-07-26 18:11:33 CET ] [ Original post ]
Hello everyone! Today Ill introduce you to the new monuments weve designed for the next update. As before, this content will be free for all Leviathan DLC owners. Along with that, Ill also comment on some game balance changes weve implemented for free in the 1.34 update.
New Monuments
As already mentioned in some of the previous DDs, we decided to introduce a few more monuments. Overall, were happy with the monument density we got after the 1.32 update, so we just wanted to address one specific region that was lacking in love (Scandinavia, which fits in pretty well with the upcoming DLC), and a few gaps we wanted to cover here and there. Since we had few monuments to cover this time, we also tried to get creative with the attached modifiers (you may notice some new modifiers on them, also). Lets see: The Falun Copper Mine was already present in the game, as a local modifier to the province of Dalaskogen. As it was the main copper production site for Europe in the Modern Age, we decided to turn it into a monument (and for those not owning Leviathan, the local province modifier will stay as it is).
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +3 Local Goods Produced Area modifiers: 5% Local construction cost 5% Local construction time[/td] [td]Local modifiers: +6 Local Goods Produced Area modifiers: 10% Local construction cost 10% Local construction time Global modifiers: -10% Artillery cost[/td] [td]Local modifiers: +9 Local Goods Produced Area modifiers: 20% Local construction cost 20% Local construction time Global modifiers: -20% Artillery cost[/td] [/tr] [/table] Built by King Erik VII in the early 15th century, Kronborg Castle was established to enforce the Sound Toll, though it would later be transformed into a magnificent royal residence.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +15% Local defensiveness Global modifiers: +25% Navy tradition from protecting trade When upgraded: +1 Mercantilism[/td] [td]Local modifiers: +25% Local defensiveness +1 Naval combat local bonus off owned coast Global modifiers: +50% Navy tradition from protecting trade When upgraded: +3 Mercantilism[/td] [td]Local modifiers: +33% Local defensiveness +2 Naval combat local bonus off owned coast Global modifiers: +100% Navy tradition from protecting trade When upgraded: +6 Mercantilism[/td] [/tr] [/table] The city of Visby was one of the main ports on the Baltic trade routes, its walls protected it from its many enemies, making it the heart of an independent Gotland.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: -25% Local shipbuilding time +50% Hostile disembark time Global modifiers: +20% Privateer efficiency[/td] [td]Local modifiers: -33% Local shipbuilding time +100% Hostile disembark time Global modifiers: +33% Privateer efficiency +15% Domestic trade power[/td] [td]Local modifiers: -50% Local shipbuilding time +200% Hostile disembark time Global modifiers: +50% Privateer efficiency +25% Domestic trade power[/td] [/tr] [/table] Trakai Island Castle was completed in the early 15th century by Grand Duke Vytautas, first for a military purpose and later transformed into a royal residence.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +10% Local manpower modifier Global modifiers: +0.25 Yearly prestige +0.5 Monthly splendor +5% Reform progress growth[/td] [td]Local modifiers: +15% Local manpower modifier Global modifiers: +0.5 Yearly prestige +1 Monthly splendor +10% Reform progress growth +1 Possible advisors[/td] [td]Local modifiers: +25% Local manpower modifier Global modifiers: +1 Yearly prestige +2 Monthly splendor +20% Reform progress growth +2 Possible advisors[/td] [/tr] [/table] Salvador da Baha was one of the oldest cities established by the Portuguese in Brazil, becoming the capital of the colony for more than two centuries.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +10 Local trade power Global modifiers: +10% Global trade power +10 Global settler increase[/td] [td]Local modifiers: +15 Local trade power Global modifiers: +10% Global trade power +10 Global settler increase +0.25 Goods produced[/td] [td]Local modifiers: +25 Local trade power Global modifiers: +10% Global trade power +10 Global settler increase +0.5 Goods produced[/td] [/tr] [/table] M'banza-Kongo was the seat of Manikongo, the ruler of the Kingdom of Kongo, becoming the most important city in the region during the 15th and 16th centuries, as the power of its king prospered.
Requirements: Culture is in Kongo group and is accepted by its owner Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Global modifiers: +20% Institution spread in true faith provinces +10% Reform progress growth[/td] [td]Global modifiers: +33% Institution spread in true faith provinces +15% Reform progress growth +0.5 Yearly legitimacy[/td] [td]Global modifiers: +50% Institution spread in true faith provinces +20% Reform progress growth +1 Yearly legitimacy Allow Estate Privileges to be revoked regardless of loyalty and influence[/td] [/tr] [/table] The historic city of Harar Jugol was one of the main places of pilgrimage for Muslims, with dozens of mosques and shrines, and a tradition of scholars and holy men.
Requirements: Province has the state or syncretic religion, which is in Muslim group. Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: +0.25 Institution Growth Global modifiers: +0.1 Prestige per development from missionary[/td] [td]Local modifiers: +0.25 Institution Growth Global modifiers: +0.2 Prestige per development from missionary -10% Stability cost modifier[/td] [td]Local modifiers: +0.5 Institution Growth Global modifiers: +0.3 Prestige per development from missionary -25% Stability cost modifier When upgraded: Unlocks decision which allow to embrace Legalism at below -50 Piety and Mysticism above 50 Piety[/td] [/tr] [/table] Dujiangyan is related to the ancient irrigation system developed around the city of the same name, and how it made the Sichuan region one of the most prosperous in China.
Modifiers: [table] [tr] [td]Tier 1[/td] [td]Tier 2[/td] [td]Tier 3[/td] [/tr] [tr] [td]Local modifiers: -20% Province governing cost -5% Development efficiency Area modifiers: -0.05 Monthly devastation[/td] [td]Local modifiers: -10% Development efficiency +1 Possible number of buildings Area modifiers: -20% Province governing cost Region modifiers: -0.05 Monthly devastation[/td] [td]Area modifiers: -40% Province governing cost -10% Development efficiency +1 Possible number of buildings Global modifiers: -0.05 Monthly devastation[/td] [/tr] [/table] [hr][/hr]
Idea groups & Policies rebalance
We already talked in previous DDs about the new national ideas that we developed for some countries. Along with that, we decided to rebalance some of the existing idea groups. The general design behind this rebalance was to give again a bit of extra diversity to the different groups available, so choosing different possibilities between them might be more viable from this update. Getting into more detail, here are some of the reasoning behind specific changes:
- Ideas giving National Manpower and Land Force limit are nerfed, to combine them with the new changes in the combat system. We felt that there were already many different sources of Manpower and Land Force available to the player and that also some ideas (e.g. Quantity) were heavily favored over others.
- Were also nerfing both the Economic Ideas and the Economic-Quality Policy Development Cost reduction, as we felt that we already introduced a fair amount of Development Cost elsewhere, so we saw it right to reduce it considerably here, effectively rebalancing the total amount you get from these sources.
- We wanted to buff some of the underdogs in the Idea Groups, such as Espionage, Trade and Naval, to make them more viable compared to others in their groups.
- Innovative Ideas:
- Optimism gives now also gives +1 Leaders without Upkeep.
- 'Formalized Officer Corps' replaced by Expanded Policies, now granting +1 Free Policies.
- Economic Ideas:
- Bonus now gives -10% Development Cost instead of -20%.
- Espionage Ideas:
- State Propaganda now also reduces Covert Action Relation Impact by -50%.
- Vetting now also grants -0.1 Yearly Corruption.
- Audit Checks replaced by Blackmailing, now granting:
- Reasons to Accept Vassalization +15.
- Monthly Favors Modifier +33%.
- Bonus gives now Rebel Support Efficiency of 100% instead of just 50%, and reduces Covert Action Relation Impact by -50%.
- Trade Ideas
- Shrewd Commerce Practice now also decreases Promote Mercantilism Cost by 25%.
- Free Trade now also gives +2 Merchant Trade Power.
- Overseas Merchants now also decreases Trade Company Investment Cost by 25%.
- Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
- Exploration Ideas:
- Free Colonies now gives +10% Settler Chance.
- Global Empire now also gives +25% Treasure Fleet Income.
- Aristocratic Ideas:
- Noble Knights gives now -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
- Serfdom now gives +20% National Manpower Modifier instead of +33%.
- Noble Connections now increases mercenary manpower by 25% instead of 20%.
- Divine Ideas:
- Martyrs gives now +25% Manpower in True Faith provinces instead of +15% Global Manpower modifier.
- Horde Ideas:
- Bonus now also gives +10% Tribes Loyalty Equilibrium.
- Indigenous Ideas:
- Controlled Burns from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
- Offensive Ideas:
- Grand Army now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
- Quality Ideas:
- Quality Education now also gives +0.5 Navy Tradition.
- Quantity Ideas:
- Leve en Masse now gives +33% National Manpower Modifier instead of 50%.
- Bonus now gives +33% Land Force Limit Modifier instead of +50%.
- Naval Ideas:
- Naval Glory now also gives +1 Impact on Siege.
- Oak Forests for Ships now also gives +10% Ship Durability.
- Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
- Economic - Quantity:
- No longer gives -10% Development Cost, instead it gives -5% Land Maintenance Modifier.
- Innovative - Quality:
- Now gives Infantry Combat Ability +15% instead of +10%.
- Aristocratic - Espionage:
- Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.
Crownland & Government Reform Progress
You may know that it was commented by my colleagues PDX Big Boss and Ogele that we replaced the tax modifier from high crownland with Reform progress growth, but for those who dont follow as much in detail the DDs, here is a kind reminder of it:
We made an additional change to this: now each Crownland Level above 50% Crownland increases Reform Progress Growth (the modifier, not the flat value) by 20%, up from the current 10%, so the final amount of RPG you can get at 100% Crownlands is 100%. And weve also lowered the subsequent reform growth cost from 50 to 40. This makes for more consistent growth of RP, making it easier to progress through the expanded tiers of Government Reforms. [hr][/hr]
Government Capacity
Along with the above change, we also decided that we could make Reform Progress Growth even more strategic, by adding a malus to Administrative Efficiency if being over the Government Capacity - which is something that can be countered either by the Centralize State mechanic or by getting more Gov. Cap. with buildings, monuments, reforms, etc. This will certainly curb growth speed, but we think that this also adds some more depth to the game because it presents the player with the choice of how to get extra Gov. Cap. from the different features from where it can be expanded, but also an additional How do I spend my precious Government Reform Progress because it can be used either on the Centralize State mechanic or in getting more Government Reforms. Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question.
To help adjust the Government Capacity, we made that Courthouses and Town Halls no longer require an open building slot to be constructed, similar to how Universities work, making them a more interesting type of building. Additionally, the State House building now no longer requires an open building slot, and now decreases local governing cost by a percentage of 25% and a flat -25. These governing modifiers are doubled when constructed on a Paper, Gems or Glass province. [hr][/hr]
Other Miscellaneous Changes
Aside from that, we've implemented a few more changes here and there, which we're covering in this miscellaneous section, as we think they might be of interest:
- Expanding the Infrastructure of a province now increases local development cost by -25% instead of -5%. We decided against using Development Efficiency because it could end up at 0 Dev Cost for a province
- Ramparts give 1 Combat Roll Bonus for the defender.
- Pagan religious rebels can now force you to convert to their religion if the majority of your country has this religion. Nahuatl, Mayan and Ican are excluded from it due to their "primitive" status in the game.
- If you have Mare Nostrum then the Spy Network in a foreign country will decrease AE Impact in that nation by -30% instead of -10%
- Support Rebels now costs 30% Spy Network instead of 60%
- Scorched Earth now causes +0.25 Local Monthly Devastation alongside the -50% Hostile Movement Speed for 5 years
- Devotion now gives +25% Church Power, 25% Harmonization Speed, 0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to the Papal Influence, Prestige and Global Tax modifiers Note: this change has been added to make Theocracies more fitting for other religions too.
- Crimea now becomes a Tributary State of the Ottomans instead of a March when they seek Ottoman protection during the "Fate of the Crimean Khanate" event
Europa Universalis IV
Paradox Development Studio
Paradox Interactive
2013-08-13
Strategy Simulation Singleplayer Multiplayer
GameBillet
5.09 /
€
Game News Posts 498
🎹🖱️Keyboard + Mouse
Very Positive
(86987 reviews)
http://www.europauniversalis4.com
https://store.steampowered.com/app/236850 
The Game includes VR Support
EU4 LINUX [50.69 M]
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 - Kairi 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: Kairi 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
Fulfill Your Quest For Global Domination
Paradox Development Studio is back with the fourth installment of the award-winning Europa Universalis series. The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy. True exploration, trade, warfare and diplomacy will be brought to life in this epic title rife with rich strategic and tactical depth.
Paradox Development Studio is back with the fourth installment of the award-winning Europa Universalis series. The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy. True exploration, trade, warfare and diplomacy will be brought to life in this epic title rife with rich strategic and tactical depth.
Main Features
- Make your own decisions: Nation building is completely flexible and the possibilities are endless.
- Use your Monarch Power: Experience the new system of monarch power where your choices are influenced by the caliber of the man or woman you have at the top and will direct the ebb and flow of gameplay.
- Experience history coming to life: The great personalities of the past are on hand to support you as you make your mark on thousands of historical events.
- Turn the world into your playground: Enjoy hundreds of years of gameplay in a lush topographical map complete with dynamic seasonal effects.
- Experience the all new trade system: The trade system adds a new dimension to the great trade empires of the period. Gain control of vital trade routes and make the wealth of the world flow to your coffers.
- Bring out your negotiating skills in a deeper diplomatic system: Use coalitions, royal marriages and support for rebels and explore the possibilities of the new unilateral opinion system.
- Engage in Cross-platform Multiplayer: Battle against your friends or try the co-operative multiplayer mode that allows several players to work together to control a single nation with up to 32 players. Featuring improved chat and new matchmaking servers.
- Create your own history & customize your game: Europa Universalis IV gives you the chance to customize and mod practically anything your heart may desire and uses Steam Workshop.
MINIMAL SETUP
- Processor: Intel Core i3-2105 / AMD FX 4300Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 / AMD Radeon HD 5850Video Memory: 1 GB RAMIDIA GeForce 9600 or higher. 1024MB graphics memory requiredHard Drive:6 GB HD spaceOther Requirements:Broadband Internet connectionAdditional:GLSL 1.3. OpenGL 2.1. Controller support: 3-button mouse. keyboard and speakers. Internet Connection or LAN for multiplayer
- Processor: Intel Core i3 3240 / AMD FX 8120Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 560 TiVideo Memory: 1 GB RAMHard Drive:6 GB HD spaceOther Requirements:Broadband Internet connectionAdditional:GLSL 1.3. OpenGL 2.1. Controller support: 3-button mouse. keyboard and speakers. Internet Connection or LAN for multiplayer
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