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time to update the "Converter" section :laugh:

And much more ;) But I'm not sure how long I'm going to update the thread and how useful it still will be with the video-content by quill18 and the upcoming Beta-AARs.

Hi,

I have been searching everywhere for whether or not the game will feature stand-alone dedicated servers. Aside from a few off-hand comments in the forums (things like "I think I remember...") this is the only thread that seems to confirm the feature. Could you please post or PM me the source of that? I would love to be completely certain. I have a spare PC sitting around and I'd love to use it to host some EU4 games.

Thank you,
Raptor

Of course, Developer Diary 32 Multiplayer

Standalone Server
As is the case with all serious multiplayer games, EU4 comes with the option for standalone servers. This program allows you to run an instance of EU4 that is simply a server of game-mechanics with no graphical interface, or player playing on it.

This server can, of course, be configured to be password protected and whether it should be visible to the matchmaking servers or not. What makes it more flexible is that you can define who can play certain countries or if only a set of countries is available or not. You can set the names for your saved games and the frequency of the autosave from this file.

You can also set your server to boot up the lobby at a certain time, and then start at another time, and finally end at a certain other set time. When it reaches its endtime, the game will also be saved to the set filename. This allows you to schedule games with precision.

You can also set the start date for the game and give it permission to pause if there are no human players currently active in the game.

Our goal is to have a few servers running constantly for people to join in, to play a country for an hour or two, to have the fun and crazy experiences that multiplayer veterans have become familiar with.
 
Update for Dev Diaries up to 42, no content from the quill18 videos, I'm currently have not time to watch and search for changes.

Converters
-There will be an Crusader Kings II to Europa Universalis IV Savegame-Converter
-It will be free for pre-order-buyers, otherwise cost 9,99 $/€
-It can convert savegames of any date and also any startdate of Crusader Kings II
-creates a dynamic modification for a converted savegame for created nations/religions and so on
-Pagans get converted to Shamanism or Animism, reformed Pagans become normal religions

Achievements
-50 different achievements
-only in Ironman Mode

Ironman Mode:
-There will be an Ironman Mode for Steam Achievements
-EU4 itself will save the game at various points
-no reloading, no console

Various
-Cloud Save will be available
-Diplomatic Action: Enforce Peace by threatening to join the war
-Missionaries: Converting a province is now a process taking time, not working by chance
-Two Kind of Fleet basing rights: Use of ports just for stationing or also for controlling trade nodes (costs rent)


Aragon
-starting bonus: 10% bonus to their galleys’ combat ability and a 10% boost to National Taxes
-National Ideas
  1. Mercenary Princes: Mercenary Cost -25%:
  2. Protection of the Coast Lines: Galley Cost -25%
  3. Mediterranean Trade: Trade Steering +20%
  4. Consolidation of the Estates: Stability Cost Modifier -20%
  5. Chartered Merchant Companies: Global Trade Power +20%
  6. Reforming the Administration: National Tax Modifier +10%
  7. Protect the Little Folk: Morale of Armies +0.25
-Unlock bonus: +2 bonus to Diplomatic Reputation

Naples
-starting bonus: 25% bonus to National Spy Defence and 5% faster recovery to Navy Morale.
-National Ideas
  1. Found the Academy of Naples: Yearly Prestige +1
  2. Consolidate the Royal Domain: National Tax Modifier +10%
  3. Encourage City Living: Stability Cost Modifier -20%
  4. Expand the Arsenal: Galley Cost -25%
  5. City of Artists: Yearly Legitimacy +1
  6. Suppress Banditry: Trade Efficiency +5%
  7. Refurbish the University of Royal Studies: Technology Cost -5%
-Unlock bonus: -1% reduction Naval Tradition decay

Korea
-starting bonus: 20% discount in the cost of buildings and a 25% bonus to the trade power from its domestic provinces
-National Ideas
  1. The Hangul Alphabet: Technology Cost -5%
  2. Grand Code for State Administration: Stability Cost Modifier -10%
  3. Hyang'yak System: Production Efficiency +10%
  4. Geobukseon: Heavy Ship Combat Ability +5%
  5. The Hopae System: National Manpower Modifier +10%
  6. The Kyujanggak: Idea Cost -10%
  7. Economic Reform: National Tax Modifier +10%
-unlock bonus: 10% bonus to Infantry Combat Ability

Ayutthaya
-starting bonus: 10% faster National Garrison Growth and a 20% bonus to Religious Unity.
-National Ideas:
  1. White Elephant: +10% National Tax Modifier
  2. The Corvee System: +10% National Manpower Modifier
  3. Foreign Mercenaries: -25% Mercenary Cost
  4. Embassies: +1 Diplomats
  5. Promotion of Trading Links: +20% Trade Range
  6. Personal Executions: -10% Stability Cost Modifier
  7. Phrai Luang: National Revolt Risk: -1
-unlock bonus: +25% Income from Vassals

Vijayanagar
-Hindu
-starting bonus: 1 extra possible advisor to choose from and a 20% bonus to Religious Unity
-National Ideas:
  • Promotion of Trade: Global Trade Power +10%
  • Arab Horses: Cavalry Combat Ability: +10%
  • Harsh Penal Code: Stability Cost Modifier: -10%
  • Tolerance: Tolerance of Heretics +1 and Tolerance of Heathens +1
  • Carnatic Music: Yearly Prestige +1
  • Adroit Diplomacy: Diplomats +1
  • An Army for the City of Victory: Discipline +10%
-unlock bonus: 100% more available mercenaries.

Indian Sultanates
-starting bonus: 50% bonus to Religious Unity and a 5% bonus to Infantry Power
-National Ideas
  • Tolerate Idol Worshippers: +2 Tolerate Heathen
  • Persian Court: -1 Global Revolt Risk
  • Comprehensive Land Survey: +10% Global Tax Modifier
  • Counting the People: +10% Global Manpower Modifier
  • Equality Under Law: +5% Global Trade Power
  • High Court Culture: Prestige +1
  • Sultanate Bureaucracy: Stability Cost Modifier -20%
-unlock bonus: +5% bonus to Missionary Strength

Theocracies
-starting bonus: 20% quicker manpower recovery and an additional missionary
-National Ideas:
  1. Holy Order: +10% Discipline
  2. Church Administration: -10% cheaper stability, -10% core cost
  3. True Defender of the Faith: 25% Defensiveness
  4. No Witches: +2% Missionary Strength
  5. Onward Christian Soldiers: +10% Garrison Growth
  6. Turn the other cheek: +1% Hostile Attrition
  7. Render unto Caesar: +10% Tax Income
-unlock bonus: 20% extra manpower.

Poland
-starts in a regency
-events for 'The Jesuit King' and the Sejm.
-starting bonus:-20% Cavalry Cost and +25% to Religious Unity
-National Ideas
  1. Folwark System: +10% Production Efficiency
  2. Nihil Novi: -10% Stability Cost
  3. Piechota Wybraniecka: +10% Infantry Power & +25% Manpower
  4. Winged Hussars: +33% Cavalry Power
  5. Wojsko Komputowe:-25% Cheaper Regiments
  6. Foreign Section: +10% Discipline
  7. Focus on Field Defence: +0.33 Land Morale
-unlock bonus: +3 to tolerance of heretics

Lithuania
-starting bonus: +20% Manpower Recovery Speed and +4 tolerance for heretics
-National Ideas
  1. Warlord Dukes: +1 Leader Shock
  2. Auksine Laisve: -10% Stability Cost
  3. Magdeburg Laws: +10% Tax Modifier
  4. Magnate Estates: +10% Production Efficiency
  5. Lithuanian Hussars: +20% Cavalry Power
  6. Statutes of Lithuanian: -2 Revolt Risk
  7. Lithuania Reniassance: -5% Technology Cost
-unlock bonus: +1 to manuever for generals

Hungary
-starting bonus: +200% cost of core creation on their territory and +5% morale recovery on armies
-National Ideas:
  1. Renaissane Knowledge: -1 Revolt Risk
  2. Bulwark of Christianity: +20% Manpower
  3. The Black Army: +10% Discipline
  4. Reformed Coinage: +10% Tax Modifier
  5. Curtailed Peasantry: +20% Production Efficiency
  6. Strengthened Towns: +25% Own Trade Power
  7. Estates General: No penalty from negative tolerance.
-unlock bonus: Can have 1 more leader without paying power upkeep
 
Hi,

Are there no confirmed data about national features of France or England ?

Thx in advance.
 
Hi,

Are there no confirmed data about national features of France or England ?

Thx in advance.


There should be, I'm surprised it's not in the list as the dev diaries regarding this to nations are quite old.

France
England

But as those are old, some things probablly changed, for England you could look into the videos by quill18
 
Administration Ideas: (Uses Administrative Points)

Innovative Ideas:
Patron of the Arts: Prestige Decay: -2.0%
Pragmatism: Mercenary Cost: -25.0%
Scientific Revolution: Technology Cost: -5.0%
Knowledge Transfer: Yearly Army Tradition Decay -2.00%, Yearly Navy Tradition Decay -2.00%
Organized Recruitment: Regiment Recruitment Time: -10.0%
Optimism: Monthly War Exhaustion: -0.05
Formalized Officer Corps: Leader(s) Without Upkeep: +1
Capstone: Advisor Costs: -25.0%

Religious Ideas:
Unam Sanctam: Permanent Casus Belli against all other religious groups.
Missionary Schools: Missionaries: +1
Church Attendance Duty: Stability Cost Modifier: -25.0%
Devoutness: Tolerance of the True Faith: +1.00
Religious Tradition: Yearly Prestige: +1.00
Ecumenism: Tolerance of Heretics: +2.00
Capstone: Better Relations Over Time: +50.0%

Espionage Ideas:
Privateers: Embargo Efficiency: +33.0%
Vetting: National Spy Defense: +25.0%
Rumormongering: -May Sabotage Relations
Efficient Spies: Spy Offense: +25.0%
Shady Recruitment: Covert Action Relation Impact: -33.0%
Destabilizing Efforts: -May Sow Discontent
Espionage: -May Infiltrate Administration
Capstone: Rebel Support Efficiency: +50.0%

Economic Ideas:
Bureaucracy: National Tax Modifier: +10.0%
Organized Construction: Build Cost: -20.0%
National Bank: Yearly Inflation Reduction: -0.10
Debt and Loans: Interest per annum: -1.00
Centralization: Possible Advisors: +1
Nationalistic Enthusiasm: Land Maintenance Modifier: +10.0%
Smithian Economics: Production Efficiency +20.0%
Capstone: -May reduce inflation with direct action

Administrative Ideas:
Organized Mercenary Payments: Mercenary Cost: -25.0%
Benefits for Mercenaries: Mercenary Maintenance Cost: -33.0%
Mercenary Recruitment: Additional Mercenaries Available: +50.0%
Bookkeeping: Interest per annum: -1.00
Administrative Efficiency: Possible Advisors: +1
Resilient State: National Spy Defense: +25.0%
War Cabinet: Cost of Reducing War Exhaustion: -33.0%
Capstone: Production Efficiency: +20.0%

Diplomatic Ideas: (Uses Diplomatic Points)

Diplomatic Ideas:
Foreign Embassies: Diplomats: +1
Claim Fabrication: Time to fabricate claims: -50.0%
Cabinet: Diplomatic Relations: +3
Adaptability: Core Creation Cost: +33.0%
Revolution and Counter-Revolution: Permanent Casus Belli versus other government types
Quill Skipped (Appears to be a diplomatic reputation increase)
Flexible Negotiation: Unjustified Demands: -33.0%
Capstone: -Lowered impact on stability from diplomatic actions.

Trade Ideas:
Shrewd Commerce Practice: Global Trade Power: +10.0%
Free Trade: Merchants: +1
Merchant Adventures: Trade Range: +25.0%
National Trade Policy: Trade Efficiency: +10.0%
Overseas Merchants: Merchants: +1
Trade Manipulation: Trade Steering: +25.0%
Fast Negotiations: National Trade Income Modifier: +10.0%
Capstone: +1 Merchant

Exploration Ideas:
Colonial Venture: Colonist: +1
Quest for the New World: -Allows recruitment of explorers and conquistadors.
Overseas Expansion: Colonial Trade Range: +50.0%
Land of Opportunity: Global Settler Increase: +33.0%
Viceroys: Global Tariffs: +33.0%
Free Colonies: Colonists: +1
Global Empire: Overseas Income: +10.0%
Capstone: Permanent Casus Belli against Pagans

Naval Ideas:
Superior Seamanship: Morale of Navies: +1.00
Naval Glory: Prestige from Naval battles: +100.0%
Grand Navy: Naval Forcelimits Modifier: +100.0%
Seahawks: Yearly Naval Tradition: +1.00
Excellent Shipwrights: Naval Leader Maneuver: +2.00
Naval Fighting Instruction: Blockade Efficiency: +50.0%
Press Gangs: Ship Costs: -33.0%
Capstone: Ships can repair when in coastal sea zones

Expansion Ideas:
Additional Colonists: Colonists: +1
Additional Merchants: Merchants: +1
Faster Colonists: Colonist Travel Time: -33.0%
Additional Diplomats: Diplomatic Relations: +2
Improved Shipyards: Ship Construction Time: -10.0%
Experienced Diplomats: Diplomatic Reputation: +3
Competitive Merchants: Global Trade Power: +20.0%
Capstone: Permanent Casus Belli against less advanced nations in Asia

Military Ideas: (Uses Military Points)

Aristocratic Ideas:
Noble Knights: Calvary Cost: -25.0%
Local Nobility: Hostile Core Creation Cost: +100.0%
Serfdom: National Manpower Modifier: +25.0%
Noble Officers: Leader Shock: +1.00
International Nobility: Diplomats: +1
Noble Resilience: Cost of Reducing War Exhaustion: -20.0%
Military Traditions: Military Technology Cost: -10.0%
Capstone: Calvary Combat Ability: +10.0%

Offensive Ideas:
Bayonet Leaders: Leader Shock: +1.00
National Conscripts: National Manpower Modifier: +25.0%
Superior Firepower: Leader Fire: +1.00
Glorious Arms: Prestige from Land battles: +100.0%
Improved Maneuver: Land Leader Maneuver: +1.00
Grand Army: Land Forcelimits Modifier: +25.0%
Espirit de Corps: Discipline: +10.0%
Capstone: Forced March (+150% movement speed to troops)

Defensive Ideas:
Battlefield Commission: Yearly Army Tradition: +1.00
Military Drill: Morale of Armies: +0.50
Engineer Corps: Leader Siege: +1.00
Regimental System: Land Maintenance Modifier: -10.0%
Defensive Mentality: Fort Defense: +33.0%
Supply Trains: Reinforce Speed: +33.0%
Improved Foraging: Land Attrition: -50.0%
Capstone: +1.00 Attrition

Quality Ideas:
Private to Marshal: Infantry Combat Ability: +10.0%
Quality Education: Recover army morale speed: +5.0%
Finest of Horses: Calvary Combat Ability: +10.0%
Oak Forests for Ships: Heavy Ship Combat Ability: +10.0%
Naval Drill: Recover navy morale speed: +5.0%
Merchant Marine: Light Ship Combat Ability: +10.0%
Massed Battery: Artillery Combat Ability: +10.0%
Capstone: Discipline: +15.0%

Quantity Ideas:
Benefits for Horse Owners: Calvary Cost: -10.0%
The Young can serve: Manpower Recovery Speed: +20.0%
Enforced Service: Infantry Cost: -10.0%
The Old and Infirm: Land Maintenance Modifier: -10.0%
Ship’s Penny: Ship Costs: -10.0%
Standardized Artillery: Artillery Cost: -10.0%
Levèe en Masse: National Manpower Modifier: +50.0%
Capstone: Land Forcelimits Modifier: +33.0%

Source:
http://www.youtube.com/watch?v=r_1F4BesSsE
http://www.youtube.com/watch?v=mRU2kTvzlMo
 
System requirements (from the manual):

Recommended System requirements:
Operating system:
XP/Vista/Windows 7/Windows 8
Processor:
Intel® Pentium® IV 2.4 GHz or AMD 3500+
Memory:
2 GB RAM
Hard disk space:
2 GB HD Space
Graphics:
NVIDIA® GeForce 8800 or ATI Radeon® X1900, 1024mb video memory
required
Sound Card:
Direct X-compatible soundcard
DirectX:
9. 0 c
Controller support:
3-button mouse, keyboard and speakers
Special multiplayer requirements:
Internet Connection or LAN
for multiplayer
Multiplayer:
Up to 32 other players in multiplayer mode

Minimum System requirements:
Operating system:
XP/Vista/Windows 7/Windows 8
Processor:
Intel® Pentium® IV 2.4 GHz eller AMD 3500+
Memory:
2 GB RAM
Hard disk space:
2 GB HD Space
Video:
NVIDIA® GeForce 8800 or ATI Radeon® X1900, 512mb video memory
required
Sound:
Direct X- compatible soundcard
DirectX®:
9. 0 c
Controller support:
3-button mouse, keyboard and speakers
Special multiplayer requirements:
Internet Connection or LAN
for multiplayer
Multiplayer:
Up to 32 other players in multiplayer mode
 
Thank you Blond_Knight and Dr. Dan, integrated incl. Dev Diary 43/44

GENERAL GAMEPLAY STUFF

AI Difficulty settings
-Easy: AI plays at reduced skill level, less aggressively towards player
-Normal: Full Skill level, normal aggressively towards player nations
-Hard: Full Skill level, more aggressively towards player nations

Handicap settings
-Player: All player nations get economic, diplomatic and military bonuses
-None: Nobody gets bonuses
-AI: All AI Nations get bonuses

Ledger
-With Index and following buttons: Country, Buildings, Military, Economy, Trade, Relations

Hints and Tutorial
-Hint mode with hints for different concepts and related topics for further information
-Tutorial in three parts, Basic, Advanced and Tutorial Campaign


On Warfare
-AI will attach small armies to allied forces
-Large AI nations will have Hunter-Killer armies only used for Army destruction, hunting and quick aid for allied armies, not sieging itself.

Diplomacy:
-There will be no more randomness in proposals, the AI says Yes or No and gave a detailed breakdown of reasons why and why not
-AI uses all diplomatic Interactions (like selling/buying provinces)

Attitudes (like Threatened, hostile, outraged)
-influenced by strategic goals
-dominate the AIs behavior (joining/starting coalitions, alliances, wars)

Coalitions
-Only one coalition against a nation at the same time
-Initially only for Catholic Countries by organization through the pope

War Declaration and Peace Offers
-No more War Capacity instead War Enthusiasm
-Modifies needed Warscore for a peace treaty
-AI has levels of importance on different wargoals like high for Core provinces and no possibility of accepting for lacklocked isolated provinces.



(Not-National) Ideas
Administration Ideas: (Uses Administrative Points)

Innovative Ideas:
Patron of the Arts: Prestige Decay: -2.0%
Pragmatism: Mercenary Cost: -25.0%
Scientific Revolution: Technology Cost: -5.0%
Knowledge Transfer: Yearly Army Tradition Decay -2.00%, Yearly Navy Tradition Decay -2.00%
Organized Recruitment: Regiment Recruitment Time: -10.0%
Optimism: Monthly War Exhaustion: -0.05
Formalized Officer Corps: Leader(s) Without Upkeep: +1
Capstone: Advisor Costs: -25.0%

Religious Ideas:
Unam Sanctam: Permanent Casus Belli against all other religious groups.
Missionary Schools: Missionaries: +1
Church Attendance Duty: Stability Cost Modifier: -25.0%
Devoutness: Tolerance of the True Faith: +1.00
Religious Tradition: Yearly Prestige: +1.00
Ecumenism: Tolerance of Heretics: +2.00
Capstone: Better Relations Over Time: +50.0%

Espionage Ideas:
Privateers: Embargo Efficiency: +33.0%
Vetting: National Spy Defense: +25.0%
Rumormongering: -May Sabotage Relations
Efficient Spies: Spy Offense: +25.0%
Shady Recruitment: Covert Action Relation Impact: -33.0%
Destabilizing Efforts: -May Sow Discontent
Espionage: -May Infiltrate Administration
Capstone: Rebel Support Efficiency: +50.0%

Economic Ideas:
Bureaucracy: National Tax Modifier: +10.0%
Organized Construction: Build Cost: -20.0%
National Bank: Yearly Inflation Reduction: -0.10
Debt and Loans: Interest per annum: -1.00
Centralization: Possible Advisors: +1
Nationalistic Enthusiasm: Land Maintenance Modifier: +10.0%
Smithian Economics: Production Efficiency +20.0%
Capstone: -May reduce inflation with direct action

Administrative Ideas:
Organized Mercenary Payments: Mercenary Cost: -25.0%
Benefits for Mercenaries: Mercenary Maintenance Cost: -33.0%
Mercenary Recruitment: Additional Mercenaries Available: +50.0%
Bookkeeping: Interest per annum: -1.00
Administrative Efficiency: Possible Advisors: +1
Resilient State: National Spy Defense: +25.0%
War Cabinet: Cost of Reducing War Exhaustion: -33.0%
Capstone: Production Efficiency: +20.0%

Diplomatic Ideas: (Uses Diplomatic Points)

Diplomatic Ideas:
Foreign Embassies: Diplomats: +1
Claim Fabrication: Time to fabricate claims: -50.0%
Cabinet: Diplomatic Relations: +3
Adaptability: Core Creation Cost: +33.0%
Revolution and Counter-Revolution: Permanent Casus Belli versus other government types
Quill Skipped (Appears to be a diplomatic reputation increase)
Flexible Negotiation: Unjustified Demands: -33.0%
Capstone: -Lowered impact on stability from diplomatic actions.

Trade Ideas:
Shrewd Commerce Practice: Global Trade Power: +10.0%
Free Trade: Merchants: +1
Merchant Adventures: Trade Range: +25.0%
National Trade Policy: Trade Efficiency: +10.0%
Overseas Merchants: Merchants: +1
Trade Manipulation: Trade Steering: +25.0%
Fast Negotiations: National Trade Income Modifier: +10.0%
Capstone: +1 Merchant

Exploration Ideas:
Colonial Venture: Colonist: +1
Quest for the New World: -Allows recruitment of explorers and conquistadors.
Overseas Expansion: Colonial Trade Range: +50.0%
Land of Opportunity: Global Settler Increase: +33.0%
Viceroys: Global Tariffs: +33.0%
Free Colonies: Colonists: +1
Global Empire: Overseas Income: +10.0%
Capstone: Permanent Casus Belli against Pagans

Naval Ideas:
Superior Seamanship: Morale of Navies: +1.00
Naval Glory: Prestige from Naval battles: +100.0%
Grand Navy: Naval Forcelimits Modifier: +100.0%
Seahawks: Yearly Naval Tradition: +1.00
Excellent Shipwrights: Naval Leader Maneuver: +2.00
Naval Fighting Instruction: Blockade Efficiency: +50.0%
Press Gangs: Ship Costs: -33.0%
Capstone: Ships can repair when in coastal sea zones

Expansion Ideas:
Additional Colonists: Colonists: +1
Additional Merchants: Merchants: +1
Faster Colonists: Colonist Travel Time: -33.0%
Additional Diplomats: Diplomatic Relations: +2
Improved Shipyards: Ship Construction Time: -10.0%
Experienced Diplomats: Diplomatic Reputation: +3
Competitive Merchants: Global Trade Power: +20.0%
Capstone: Permanent Casus Belli against less advanced nations in Asia

Military Ideas: (Uses Military Points)

Aristocratic Ideas:
Noble Knights: Calvary Cost: -25.0%
Local Nobility: Hostile Core Creation Cost: +100.0%
Serfdom: National Manpower Modifier: +25.0%
Noble Officers: Leader Shock: +1.00
International Nobility: Diplomats: +1
Noble Resilience: Cost of Reducing War Exhaustion: -20.0%
Military Traditions: Military Technology Cost: -10.0%
Capstone: Calvary Combat Ability: +10.0%

Offensive Ideas:
Bayonet Leaders: Leader Shock: +1.00
National Conscripts: National Manpower Modifier: +25.0%
Superior Firepower: Leader Fire: +1.00
Glorious Arms: Prestige from Land battles: +100.0%
Improved Maneuver: Land Leader Maneuver: +1.00
Grand Army: Land Forcelimits Modifier: +25.0%
Espirit de Corps: Discipline: +10.0%
Capstone: Forced March (+150% movement speed to troops)

Defensive Ideas:
Battlefield Commission: Yearly Army Tradition: +1.00
Military Drill: Morale of Armies: +0.50
Engineer Corps: Leader Siege: +1.00
Regimental System: Land Maintenance Modifier: -10.0%
Defensive Mentality: Fort Defense: +33.0%
Supply Trains: Reinforce Speed: +33.0%
Improved Foraging: Land Attrition: -50.0%
Capstone: +1.00 Attrition

Quality Ideas:
Private to Marshal: Infantry Combat Ability: +10.0%
Quality Education: Recover army morale speed: +5.0%
Finest of Horses: Calvary Combat Ability: +10.0%
Oak Forests for Ships: Heavy Ship Combat Ability: +10.0%
Naval Drill: Recover navy morale speed: +5.0%
Merchant Marine: Light Ship Combat Ability: +10.0%
Massed Battery: Artillery Combat Ability: +10.0%
Capstone: Discipline: +15.0%

Quantity Ideas:
Benefits for Horse Owners: Calvary Cost: -10.0%
The Young can serve: Manpower Recovery Speed: +20.0%
Enforced Service: Infantry Cost: -10.0%
The Old and Infirm: Land Maintenance Modifier: -10.0%
Ship’s Penny: Ship Costs: -10.0%
Standardized Artillery: Artillery Cost: -10.0%
Levèe en Masse: National Manpower Modifier: +50.0%
Capstone: Land Forcelimits Modifier: +33.0%

System requirements (from the manual):

Recommended System requirements:
Operating system: XP/Vista/Windows 7/Windows 8
Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+
Memory: 2 GB RAM
Hard disk space: 2 GB HD Space
Graphics: NVIDIA® GeForce 8800 or ATI Radeon® X1900, 1024mb video memory required
Sound Card: Direct X-compatible soundcard
DirectX: 9. 0 c
Controller support: 3-button mouse, keyboard and speakers
Special multiplayer requirements: Internet Connection or LAN for multiplayer
Multiplayer: Up to 32 other players in multiplayer mode

Minimum System requirements:
Operating system: XP/Vista/Windows 7/Windows 8
Processor: Intel® Pentium® IV 2.4 GHz eller AMD 3500+
Memory: 2 GB RAM
Hard disk space: 2 GB HD Space
Video: NVIDIA® GeForce 8800 or ATI Radeon® X1900, 512mb video memory required
Sound: Direct X- compatible soundcard
DirectX®: 9. 0 c
Controller support: 3-button mouse, keyboard and speakers
Special multiplayer requirements: Internet Connection or LAN for multiplayer
Multiplayer: Up to 32 other players in multiplayer mode


By the way, I removed the Nation-Specific section, the length of the post already had displaying problems and most of the info is alread integrated in the eu4 wiki, which is better suited for this kind of information.