Europa Universalis V

Europa Universalis V

Rise Of The Aztecs
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更新于:11 月 13 日 上午 4:14
作者:hansthedude

Simplify the files to avoid conflicts where possible

更新于:11 月 13 日 上午 2:50
作者:hansthedude

I had to reupload the mod (this version - so don't worry if you didn't see the previous one) because it turns out you can't change/add thumbnails unless they exist the first moment you upload the mod...


- Fix annexing subjects
- Fix spawning slaves disaster option
- Allow subjugate neighbor native even when reformed
- "Reflection of the Stars" reform diaster first option now affects all subjects, not just Altepetl (only fair)
- Remove doom mechanic with new reform AND lock reform (alike original)
- Fix doom so it lowers your subjects loyalty as per your doom (not from theirs to you, since you have no control over their doom)
- Update form Aztec empire so that you don't need to own so much (changed from 75% to 50% - although there's no ingame tooltip to suggest that you don't actually need all the land, so this may be broken in general)
- Add new aztec slave market so that we can actually produce Slave goods (like bruh, this is a resource sink otherwise...) for Aztec specific locked reforms
- Add a handful more tin tiles and a few extra copper (more so in the colonisable north) - tried to make it realistic and at the cost of good resources which you don't really need and usually have a massive surplus late game anyways (it's not like the Europeans will be around to trade with...)
Main tile changes:
-- Tetellan from Chili to Copper
-- Yuririapundaro from Fiber Crops to Copper
-- Xochipillan from Lumber to Tin
-- Tlazcozauhtitlan from Wild Game to Tin
-- Ozumacin from Tobacco to Tin
-- Kerhiretarhu from Sand to Tin
Nearby colonisable tile changes:
-- O'dam from Gems to Copper
-- Cuauchichil (/guachichil in files) from Silver to Copper
-- Galeana from Beeswax to Tin
-- Chisos from Coal to Tin
-- Jocome from Gems to Tin

- Attempt to fix wood/stone insane overuse (perhaps a new production method for sawmill and stone quarry that makes a non-infinite loop of resource waste)
-- Only applicable for relevant locked reforms (aka Mexicans)

Atm the cycle is:
Stone Quarry
- 0.1 tool + 0.12 lumber + 0.1 leather === 1 stone
- 0.28 lumber === 0.5 stone
--- 1 lumber === ~1.785 stone
Lumber Mill
- 0.4 tool === 1 lumber
--- 1 tool === 2.5 lumber
Tool Workshop
- 0.7 stone === 0.25 tool
--- 1 stone === ~0.357 tool

Hence in worse case the cycle of
1 stone === 0.357 tool === 0.8925 lumber === 1.59375 stone ???
1 lumber === 1.785 stone === 0.6375 tool === 1.59375 lumber ???
1 tool === 2.5 lumber === 4.4625 stone === 1.59311 tool ???

So in theory, these cycles should (somehow) create more resources than we started with; But in practice it has been a common problem that this doesn't happen and these resources endlessly death spiral from AI spamming buildings
I was going to add some unique Aztec production methods for Stone Quarry and Lumber Mill - but after doing the math (assuming it's correct); hopefully simply adding the extra access to tin and copper makes this cycle not death spiral since Stone will no longer be required for all tools


Idea I had to add extra player control/action, but not neccessarily needed to be playable (let me know if you would like this added too):
- Add noble building to help with Proximity that only applies to countries with Mexican locked reforms