Europa Universalis IV

Europa Universalis IV

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Balance Ethiopia
   
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2013 年 8 月 13 日 下午 7:40
2013 年 11 月 19 日 下午 9:10
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Balance Ethiopia

描述
Version .55 of a East AFRICAN Balance mod. Updated to fix reported bug and roll in 1.31 patch.

*Creates a East_African tech group with units corresponding with the Muslim units but the defensive and offensive stats swapped. Uses a 65% tech penalty to reflect contact with Muslim group but isolated nature. Newly created Icon for group.

*Creates a Saharan tech group for Mali, Songhai, and Kanem Bornu that uses Muslim units. It has a tech penalty of 55% instead of 65% to reflect closer and more open contact with the Muslim techgroup. However it uses a cav ratio of 33% instead of 80%. What information I've found about the historic army compositions for this area indicate they used 10% Cav but I have increased it for game play purposes.

*Expanded Ethiopian map to include Yemen, Oma, Hadjz, and the Mamluk provinces around the Red Sea along with enough sea squares to see the Indus trade route. There is much historical data showing trade along that route in the period before Ethiopia lost its sea access. Much of this has been rolled out as they have included it in the base game with 1.2 patch.

*East African Tech group stats:
165% tech speed mod (just a little above Nomad group)
-1 monarch power (equal to Muslim)
Start level 3 at 1444 start (equal to Muslim)
1/3 cav to infatry ratio (custom units including horses that have fliped defense and offensive stats from muslim)

*Saharan Tech group stats:
155% tech speed mod (just a little below Indian group)
-1 monarch power (equal to Muslim)
Start level 3 at 1444 start (equal to Muslim)
1/3 cav to infatry ratio (using Muslim group units but lower then 80% ratio to reflect low historical usage)


As requested integrated mods:

*Earlier start date from 1399 - An EUIV Timeline Extension Mini-Mod" by DanJonMin so that you have the choice of starting earlier. I do not recommend this personally as Paradox has not balanced for such a start but it will give you extra time to realize your what if goals.

*New African Union decision based upon the work of the African Union mod by Spectre. Creates an African Empire or Republic. It will maintain your current National Ideas unless you guys comment that you would like custom ones created based upon my supposition of what they should be.

*Inspired by and borrowed from GaGa's "From Darkness" Mod:
Added trade power for Galley and Transport Units. Much less then Light Ships but reflecting the usage.
WESTERNISATION_THRESHOLD = 6 was 8 *Smaller Tech Gap needed
OVEREXTENSION_THRESHOLD = 1.3 was 1.0 *Removed Nerf
MINIMUM_ADVISOR_DURATION = 15 was 10 years *Increased advisor life span
ADVISOR_CUT_OFF_AGE = 40 was 30 *Increased Advisor Life Span
CULTURE_LOSS_THRESHOLD = 0.05 was .1 *Harder to lose accepted culture. Closer to EU3 levels
WARGOAL_MAX_BONUS = 33 was 20 *Increased earned war % for goal capture
PS_MAKE_PROVINCE_CORE = 15 was 20 *decreased MP cost for core creation
MONTHS_TO_CHANGE_CULTURE = 60, was 12 *increased base time for culture change
CORE_TIME_SIZE_MODIFIER = 0.01 was .05 *reduced prov # modifier to MP and time to core. Increases time by given percentage per prov. Example. 50 prov empire gets 150% longer core times instead of 250% longer.
LOOTED_DAYS = 365 was 180 *made looted modifier last 1 year

*Navigator Advisor given +20% Trade Range bonus to go with Colonial Range bonus.

*Balance Changes since .4
SIEGE_ATTRITION = 0.5, was 1% *reduced to deal with manpower sapping issues when stacked with defender ideas.
CORE_LOSE_PRIMARY_CULTURE_TAG = 300, was 250 *Increased time before core tags of the state defined in 00_cultures.txt as primary for that provinces culture is lost.
CORE_LOSE_CULTURE_GROUP = 200, was 150 *Increased time before core tags of a state that has this provinces culture as primary is lost.
NEIGHBOURBONUS_CAP = -0.80 was -.25 *Increased maximum bonus for being behind in tech levels.
NEIGHBOURBONUS = -0.1, was -0.05 *Increased bonus per tech level behind neighbour.

Partial Disc as I learn how to do them. If you have any text to contribute for unit names and descriptions please provide feedback. I have yet to find a way to set starting tech levels to anything but all the same for a given country and am unable to provide a higher starting adm level with a lower mil level.
40 条留言
Datguy47 2021 年 5 月 14 日 下午 6:02 
pls update
[Ars]Baen  [作者] 2018 年 4 月 14 日 上午 10:49 
Yes, you are free to fork it provided you give credit per CC BY-NC-SA 2.0 (aka make no money and give credit for what ever portion you use).

When our youngest kid gets into school I hope to return to this project but that will not be for another year.

If you want to fix things but keep it under this name, I'm willing to accept fixes and expansions from someone who has time currently. Give me a PM and we can figure out how.
AliceInDystopialand 2018 年 2 月 15 日 下午 1:18 
I guess this is abandoned?
Askia *AK* 2016 年 11 月 27 日 下午 1:45 
wasnt saharan more advanced than ethiopia?
Nubytuesdays 2015 年 8 月 14 日 上午 8:38 
You should give Ethiopia bonus Events when Westernizing to reflect they're openness and interaction with western christian countries
MEALTeamSix 2014 年 2 月 5 日 上午 10:02 
The game crashes when the mod is run
asar_sema 2013 年 11 月 22 日 上午 11:36 
Cool, this is one of the best mods in Europa however after being a way for a while and getting back into Europa I noticed the update and the previously mentioned issue. But there is another. During game play at a certain date the game crashes. To get around it I started new games but the same thing. Gameplay is fine and suddenly it just crashes an a particular date. Each game the date changes but it still crashes, its like hitting a wall. It first happened while playing as Songhai, the event about Musa Mansa or another famous person building a famous place and then it would crash instantly after that.
asar_sema 2013 年 11 月 22 日 上午 11:36 
I got around it by playing as another nation until the event passed and then going back to Songhai but then it crashed again, way into the game. But changing nation or starting all the way from scratch again with a new game or nation makes no difference sooner or later the “wall” attacks. As this has never happened before im thinking that an update from this mod may be clashing. Is anyone else having this problem? Is their a way to download previous versions of this mood or to solve any compatibility issues with other mods? In relation to the Muslim units, it might be better to use units closer to or the same as in the east African tech group. Think the cav units are fine the way they are.
[Ars]Baen  [作者] 2013 年 11 月 19 日 下午 9:16 
Latest update includes patch 1.3.1 and Muslim descriptions for the Saharan shared units. This was done by duplicating the Muslim units but changing the game id names but keeping the display names the same. This results in the game keeping track of them seperately but from the player's perspective they look the same.

One thing I'm not sure about with the patch 1.3.1 changes that I'd like to get some feedback on is the new Sub-Saharan cav units. I'm tempted to remove them as with the new groups the Sub-Saharan states remaining in the game are ones that inhabit the Tsetse fly region and did not have horse armies.
[Ars]Baen  [作者] 2013 年 11 月 18 日 下午 10:21 
Thank you for the bug report. I had my first chance to game today since i started my new job and I saw your comment. This bug was not showing up prior to this but I did verify that although the Muslim group troops seem to work for the AI they do not for the player.

I hope to have an update out in the next day or so that will resolve the issue. I've done an emergency patch for now that doubles the units but the names are just a few extra characters for the Saharan units.