Europa Universalis IV

Europa Universalis IV

Alternate Future Timeline for ET
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更新于:3 月 31 日 下午 11:25
作者:Danger Zone

Life has been very busy lately so I have only been able to commit a small amount of time to this update, also trying to figure out why the AI army isn't doing what its supposed to took a lot of bandwidth
but here we up updates for this mod and the complete map + submod also a re-rework for the army supplies submod after variables issues.
also please use SwordofGeddon's unit graphic submods, as mine is discontinued now.

alternate timeline update 1.20.8:
started addressing localisations issues
changed the way the satellite weapon works, so now it takes time for it to be actually constructed and launched, based on your nations innovation, and then the ammo for the weapon (tungsten rods) also have to be manufactured in the same way. Any nation that has 50 spy network can disrupt these processes and if enough do and bring your process back to 0% either project is cancelled, and you’ll have to start again from the beginning (of either project) I have changed it to this because now firing ODIN will cause massive damage to a random province in a targeted area (at war). Firing ODIN will wipe the development of that province to 3, this varies depending on the terrain. And a negative modifier is applied to that province for at least 5 years which increases cost, development and recruitment and reduces production and manpower. Which ever province is hit (10% chance it could hit neutral nation in that province area) will immediately have a -50 opinion of you. A satellite weapon can have up to 8 rods at one time. They can be taken down in a time of war if a nation has 100 spy network.
Changed the USA’s timeline. From 2052 the US splits into the patriot states and the freeland states. This ends with the climax for a second civil war in the 2080’s with 2088 being the end to the war- Mexico still has their war with now both factions of the USA.
Removed Trinidad’s alternate future conquest timeline

complete map + update 3.2.7:
started addressing localisations issues
added visuals for aerial power, tech points, number of pilots and naval command points.

army supplies update 2.0.0:
rework the whole mod. Food still works the same and so does Oil, but got rid of water and fishing zones and oil zones and they were causing crash issues. Electricity works still the same. But instead of a mild negative modifier and then and extreme negative modifier based on lack of resource, it goes straight to extreme. Removed civilian manpower. Primary, secondary and tertiary goods done. There is now no longer designated countries for each every country can produce all three. The level of good needed is based on total development divided by the leaders MIL skill – primary goods, ADM skill – Secondary goods and DIP skill – tertiary goods. Lacking the minimum amount needed in any of these will cause a 20% increase in tech cost of each category for a year. These goods can be bought/sold for 5 years between nations if there is an excess/deficit. Primary goods come from – trade good: coal, copper, iron, oil, spices, cotton, coffee, cocoa, wool, fur, gems, rubber, cement, dyes, composite, nanocarbon.
Secondary goods come from – trade good: glass, electronics, cars, steel, silicon, titanium, plastic, chemicals, military transport, graphene. They can also be produced from excess primary goods via a – factory, textile, mill, furnace, auto factory.
Tertiary goods come from – trade good: services, medicine, modern medicine, drones, transport, civilian machinery, telecoms, synthetic robots. They can also be produced from excess secondary goods via a – stock exchange, university, trade company, trade centre (building), super computer server.
Visuals have been added so show food, oil, power and ammunitions – ammunitions has not been altered, only increased the amount that is lost during a war.

更新于:2024 年 6 月 17 日 上午 12:01
作者:Danger Zone

alternate future update:
fixed disappearing govt reforms, fixed religion graphic

complete map+ update:
added custom gui button to owned provinces with an airfield for a shortcut to building planes and upgrading radar and defence missiles

更新于:2024 年 5 月 31 日 上午 8:13
作者:Danger Zone

Alternate future update:

made compatible with 1.37

completed map + update:

made compatible with 1.37
mini Jothoanian Pacific expansion from 2025 to 2150

更新于:2023 年 12 月 22 日 上午 2:29
作者:Danger Zone

alternate future update:
Saves are compatible fixed the Sassids Tag.
starting to fix errors in some events not firing properly.

Completed map + update:
started to fix errors in some events not firing properly.

Army supplies:
there is an found issue that after around 1500 years of continuous game play with this mod the game crashes, currently looking at possible reasons for this, assumption might be a variable issue. the current fix for this is, go back to a save that opens and disable this mod, then continue the play (I am currently doing this)

更新于:2023 年 11 月 7 日 上午 3:56
作者:Danger Zone

alternate future update 1.20.4:
updated to be compatible with 1.36
updated some gfx for ages and events
tidied up obsolete syntax

complete world + update 3.2.2:
updated to be compatible with 1.36
updated some gfx for ages and events
tidied up obsolete syntax

army supplies update 1.5.2:
updated to be compatible with 1.36
tidied up obsolete syntax
added flavour events for civilian manpower and added new multiplier based off them for each era-
Classical era - classical and late classical age
Dark era - migrations, dark and feudal age
Core (paradox era) - discovery, reformation and absolution age
industrial era - reformation, revolutions and industrual age
modern era - great war, information and social reform (alternate future timeline mod) age
Post-Modern era (for alternate future timeline submod) - energy, unity, machine and innovators age

更新于:2023 年 7 月 30 日 下午 1:29

update 1.20.3
Fixed the SNN Tag so it is once again a Germanic Tribe
Also fixed the Frankish Nations form decision that fires too early.
Included the latest Formable countries decisions from ET to the mode

更新于:2023 年 5 月 4 日 上午 11:48

Fixed the issue where game would crash on trying to get into the build tab, issue was to do with the game no longer liking the scripted trigger used to identify provinces with a river in it, for the construction of Aqueducts and Dams. until I can figure out why it no longer likes this I have not changes the requirements of where you can now build these two buildings (some modern day countries wont be able to build anything unless they expand, making the Amy supplies sub mod a little unbalanced - will be working on this)
for now Aqueducts can only be built in provinces which has the terrain: grasslands/ farmlands/ savannah/ forest/ woods/ jungle. and has a neighbouring provinces with a terrain of: hills/grassland/savannah. and ALSO does NOT have a neighbouring province with the terrain of: desert/drylands

Dams, for now, can only be built in provinces which has the terrain: hills/mountain/highlands. and has a neighbouring province with a terrain of: hills/mountain/highlands/steppe. and ALSO does NOT have a neighbouring provinces of: coastline or coastal desert.

complete map+ submod:
for now I have altered the colonial region for the Arctic so the game doesn't crash when trying to load Arctic AEU. Not sure why it is doing this but will be working on it, so for now the AEU fully controls Greenland and is not sharing it with Arctic AEU.

更新于:2023 年 4 月 26 日 下午 2:52

Update is an attempt to fix the issue with game crashing with Domination DLC

更新于:2023 年 4 月 21 日 上午 8:36

fixed GUI issue with age view, institutions and trade goods failing to show properly

更新于:2023 年 4 月 18 日 上午 9:38

Saved games will not work.
compatible with update 1.35
general:
Started addressing localisation issues
Revamped missions for the AEU, HRL, UNION, Earth Sphere Federation, any nation on Antarctica and the United states of Africa. These are split into three clusters of missions: internal missions- which include trade, power, transport and unrest. Defensive missions- which include land, sea, air, forts and underwater (Complete map+ submod) and the final cluster is domination, each above nation has a different route to becoming the Earth Sphere Federation but taking over the world, or if you are playing the ESF domination is how to completely take over the world and crush Celestial Being and Kathron.

Updates:
Climate reversal building now reduces devastation in the area slowly

Complete map+:
updated province air zones
fixed issues where event to kill enemy scientist pops up even if you have already killed or captured them.
Added events to give more aerial command power and submarine command power based on the advisors you have hired.

Army supplies:
new decision to lower nation wide devastation if you have enough free civilians to do so. This will give each province with over 1 devastation a 5 year modifier that slowly reduces it. This will impact global income slightly for 5 years.
Increased Oil reserves in land and offshore oil fields, so it should last from first use (1800s) to the mid 2100’s, all depending on your army and naval size – and how many fields you are extracting from.
Amended some diplomatic actions and the AI’s likelihood to use them.