Europa Universalis IV

Europa Universalis IV

Alternate Future Timeline for ET
Viser 31-40 af 78 forekomster
< 1  2  3  4  5  6 ... 8 >
Opdatering: 21. juli 2019 kl. 13:49

now shouldn't have crash issues on start up

Opdatering: 19. maj 2019 kl. 12:17

Update 1.14
edits some events and made some fixes - ability to ask for a free trade deal, embassy creation etc.
disabled the ISS decision until I can figure out why it's not going to plan.
fixed the UN sanctions diplomatic decision and the pact of non aggression.

Addon mod:
Update 1.1.0
fixed the state visit diplomatic decision.
added the new trade good: Renewable energy, this can only be produced after an investment decision on renewable energies and can only be produced in provinces that already produce fossil fuels.

Overhauls aerial warfare:
V2.0:
Removed the Dog fight battles and Bombing run.
Planes and bombers now rely on distance between provinces and are called into attack an enemy province together. you can choose between 75%,50% and 25% of your airforce to send to fight. the defending nation can call on 75%,50% or 25% of their fighter jets to defend as well as the tactic going into the aerial battle - the attacks can also choose tactic. the defenders have the opportunity for an ally with an airforce to intercept the attacks which has the potential of repelling the attacks or reducing their numbers as they fly into the defenders airspace.
if the attacks managed to break through they have to opportunity to target (if in range) their defenders capital, core provinces, territories, ports or any province with an airfield- with the potential to destroy the airfield.


There is now a new sub mod for this: Army Supplies: Food and Fuel - and Electricity
This is a new sub mod for Extended timeline/Alternate future/more trade goods for alternate future
(potential to be played for vanilla games also)
This Sub mod adds Food, Fuel and Electrical supply into the game.
all of these affect army and naval moral as well as production:
If the Food supply is less than the current army size then army moral is decreased by 25% and if the food supply is less that halve of the army size army moral is deceased by 50%, this is the same for Fuel supply and Navy size.
For production and Electrical supply if the amount of supply is less than the amount of provinces you have production is decreased by 25%, and if you have no electrical supply production is deceased by 75%.

Food supply comes into affect from 1AD, Fuel supply comes into affect from 1920AD and Electrical supply comes into affect when a country has embraced electrification.

Food supplies comes from provinces that you CONTROL which produce: Livestock - this gives you a base value of 20, Fish - base value of 10 and Grain - 5.
the produced value increases by a value of 5 depending on the development of the province, E.G if a province gets a total development of 10 then the food supplied goes up by 5, then is that same province's development is increased to 20 the supply goes up 5 more; this is all the way up to development of 90.

Fuel supplies come from provinces that you CONTROL which produce: Oil - this gives you a base value of 80, Renewable energy - 40, Coal - 100, Solar energy (orbital elevator) - 5000, Hydrogen - 160, Shale gas - 50, Natural gas - 40, Uranium - 100

Electrical supply comes from provinces that have the province modifier: Power Hub. provinces that get these will increase the supply of power by 8. potential Power Hub sites are provinces that produce: Coal, Uranium, Shale Gas, Natural gas, Tropical wood, Solar energy (Orbital elevator), Hydrogen and Renewable energy.
If the provinces produces Solar energy (orbital Elevator) then the electrical supply is increased by 1200

New Diplomatic actions have been added: Pay for Food supplies, Pay for Fuel supplies, Pay for electricity, Trade supply goods.
Pay for food supplies can only be asked if the country is having a food crisis. this action will ask the country chosen if you could either pay for 10 units or 50 units of food for 6 months, the amount for the one off payment for the six months depends on the year. The country asked can cancel the supply after 6 months or renew it.
Pay for Fuel supplies is exactly the same but for fuel
Pay for electrical supply is also the same apart from asking for either 12 or 30 GW of electrical supply.
Trade supplies will offer the asked country to trade either their Food for Fuel or the other way round, this is mainly used for a country which has one supply crisis and a country which has the other crisis.

Each country starts off with 20 Food and Fuel supply (from 1AD) and 8 Electrical supply (from the year 2000)

These Electrical mods overwrite the current ones : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1746447258

Opdatering: 15. dec. 2018 kl. 16:18

Updated to be compatible with 1.28

Opdatering: 16. okt. 2018 kl. 8:26

Opdatering: 12. okt. 2018 kl. 14:40

updated to make compatible for 1.27

any bugs comment and i'll see what I can do at a later date

Opdatering: 14. sep. 2018 kl. 9:40

Opdatering: 12. sep. 2018 kl. 3:23

update 1.13

update (Estates)
updated to make 1.26 compatible
Seeing as the estates feature has become a free feature, I thought instead of having the church ect... in the 20th century onwards I should mondernise them. Estates have become political parties. There are three estates from the year 1950: the liberal movement, the moderates movement and the nationalist movement estates for every country, that isn't an absolute monarchy or a dictatorship in anyway. The influence and loyalty of these estates can changes based on actions taken and conditional events.
The UK and USA have different estates from the rest of the world if: the UK is a parliamentary monarchy (multi party system reform) and the USA is a presidential republic (multi party system reform). The UK gets: the conservative party, the labour party, liberal democrats, Green party, Uk Independence party and the Scottish National Party. the USA gets: the democratic party and the Republican party.
For those with the Dharma update, I have made an event to make is impossible to have trading companies for games starting after 1949. Because the new buy province for trading company diplomatic action becomes ridiculous in 2018. I have not been able to address that code directly so the event is the best I can do at this time.

addon mod
update 1.0.11
Hopefully paradox have fixed the variables error from patch 1.22 hoping they have I have instead of starting each nation off with 0 air force, I have started them off with what it would be for 2017, i.e. and game started from the year 2000-2180 as the US will get 1886 fighters and 943 bombers. anyone playing as China will get 1018 fighters and 509 bomers and so on.

for estates Jothoanass gets its own political parties: the Conservatives, Democrats, Co-prosperity party, Jothoain National Party, Soulits and Republicans.

for estates I have added an option to change political estates to corporate estates (this decision is irreversable so be careful) corporate estates work like this: Amazon, Microsoft, Apple, Google, GE and Hitachi can have an estate in any province. where other estates can only be in a province if it has a certain trade good. List below (or in a discussion). certain events can trigger depending on which corporations your country has.

corporate estates:
Associated British Foods -
Provinces: Grain/Livestock/Fish/Salt/Spices/Sugar
Modifiers: build_time = -0.25, manpower_recovery_speed = 0.2, stability_cost_modifier = -0.1
Amazon -
Provinces: Any
Modifiers: merchants = 1, trade_efficiency = 0.2, development_cost = -0.1
Apple -
Provinces: Any
Modifiers: idea_cost = -0.1, technology_cost = -0.4
Asahi -
Provinces: Beer/Wine/Tea
Modifiers: infantry_cost = -0.1, manpower_recovery_speed = 0.2, land_maintenance_modifier = -0.1
BAE systems -
Provinces: Naval Supplies/Armaments/Drones/Composite/S.A.Ms/Military transport
Modifiers: heavy_ship_cost = -0.25, cavalry_cost = -0.2, cavalry_power = 0.2, cav_to_inf_ratio = 0.10
BHP -
Provinces: Aluminum/Cement/Iron/Coal/Steel/Titanium
Modifiers: embracement_cost = -0.2, trade_efficiency = 0.2, development_cost = -0.1
BP -
Provinces: Oil/Uranium/Natural Gas/Shale Gas
Modifiers: trade_efficiency = 0.2, development_cost = -0.1
Canfer -
Provinces: Plastic/Tropical wood/Dyes
Modifiers: build_cost = -0.1, development_cost = -0.1
Exxon Mobil -
Provinces: Oil/Uranium/Natural Gas/Shale Gas
Modifiers: adm_tech_cost_modifier = -0.1, trade_efficiency = 0.2, development_cost = -0.1
Ezaki -
Provinces: Cocoa/Coffee
Modifiers: infantry_power = 0.1, cavalry_cost = -0.2, manpower_recovery_speed = 0.2
Ford -
Provinces: Cars/Rubber/Civilian transport
Modifiers: artillery_power = 0.1, global_tax_modifier = 0.07, envoy_travel_time = -0.05
GE -
Provinces: Any
Modifiers: global_institution_spread = 0.05, global_tax_modifier = 0.2
Google -
Provinces: Any
Modifiers: province_warscore_cost = -0.2, production_efficiency = 0.2
GSK -
Provinces: Medicine/Modern medicine/Amber
Modifiers: siege_ability = 0.1, global_tax_modifier = 0.2, stability_cost_modifier = -0.1
Heineken -
Provinces: Beer/Wine/Tea
Modifiers: leader_land_fire = 1, manpower_recovery_speed = 0.2, land_maintenance_modifier = -0.1
Hitachi -
Provinces: Any
Modifiers: vassal_income = 0.1, technology_cost = -0.2
H-P -
Provinces: Electronics/Silicon/Telecoms/Copper
Modifiers: dip_tech_cost_modifier = -0.1, spy_offence = 0.1
Intel -
Provinces: Electronics/Silicon/Telecoms/Copper
Modifiers: mil_tech_cost_modifier = -0.1, spy_offence = 0.1
Lindt -
Provinces: Cocoa/Coffee
Modifiers: manpower_recovery_speed = 0.25, cavalry_cost = -0.2, manpower_recovery_speed = 0.2
Lockheed Martin -
Provinces: Naval Supplies/Armaments/Drones/Composite/S.A.Ms/Military transport
Modifiers: cavalry_cost = -0.2, cavalry_power = 0.2, cav_to_inf_ratio = 0.10
Louis Vuitton -
Provinces: Wool/Cloth/Fur/Cotton/Silk
Modifiers: culture_conversion_cost = -0.25, development_cost = -0.1
Mars -
Provinces: Grain/Livestock/Fish/Salt/Spices/Sugar
Modifiers: trade_efficiency = 0.05, manpower_recovery_speed = 0.2, stability_cost_modifier = -0.1
Microsoft -
Provinces: Any
Modifiers: technology_cost = -0.4
Nestle -
Provinces: Cocoa/Coffee
Modifiers: leader_land_shock = 1, cavalry_cost = -0.2, manpower_recovery_speed = 0.2
Nike -
Provinces: Wool/Cloth/Fur/Cotton/Silk
Modifiers: leader_land_manuever = 1, development_cost = -0.1
Pfizer -
Provinces: Medicine/Modern medicine/Amber
Modifiers: fire_damage = 0.1, global_tax_modifier = 0.2, stability_cost_modifier = -0.1
Polyus -
Provinces: Aluminum/Cement/Iron/Coal/Steel/Titanium
Modifiers: core_creation = -0.5, trade_efficiency = 0.2, development_cost = -0.1
Ratheon -
Provinces: Naval Supplies/Armaments/Drones/Composite/S.A.Ms/Military transport
Modifiers: light_ship_power = 0.1, cavalry_cost = -0.2, cavalry_power = 0.2, cav_to_inf_ratio = 0.10
Roche -
Provinces: Medicine/Modern medicine/Amber
Modifiers: mercenary_cost = -0.25, global_tax_modifier = 0.2, stability_cost_modifier = -0.1
Shell -
Provinces: Oil/Uranium/Natural Gas/Shale Gas
Modifiers: merc_maintenance_modifier = -0.25, trade_efficiency = 0.2, development_cost = -0.1
Sony -
Provinces: Electronics/Silicon/Telecoms/Copper
Modifiers: development_cost = -0.1, spy_offence = 0.1
Toyota -
Provinces: Cars/Rubber/Civilian transport
Modifiers: ship_durability = 0.1, global_tax_modifier = 0.07, envoy_travel_time = -0.05
Tsingtao -
Provinces: Beer/Wine/Tea
Modifiers: naval_morale = 0.25, manpower_recovery_speed = 0.2, land_maintenance_modifier = -0.1
Unilever -
Provinces: Grain/Livestock/Fish/Salt/Spices/Sugar
Modifiers: advisor_cost = -0.5, manpower_recovery_speed = 0.2, stability_cost_modifier = -0.1
Vale -
Provinces: Aluminum/Cement/Iron/Coal/Steel/Titanium
Modifiers: inflation_reduction = 0.1, trade_efficiency = 0.2, development_cost = -0.1
Volkswagen -
Provinces: Cars/Rubber/Civilian transport
Modifiers: movement_speed = 0.15, global_tax_modifier = 0.07, envoy_travel_time = -0.05
West Fraser Timber -
Provinces: Plastic/Tropical wood/Dyes
Modifiers: shock_damage_received = -0.1, development_cost = -0.1
Weyerhaeuser -
Provinces: Plastic/Tropical wood/Dyes
Modifiers: discipline = 0.05, development_cost = -0.1
Zara -
Provinces: Wool/Cloth/Fur/Cotton/Silk
Modifiers: land_maintenance_modifier = -0.1, development_cost = -0.1

Opdatering: 14. aug. 2018 kl. 9:33

Update 1.12.1
as this update was to address the EU institutions problem, some unintended content that I didn't want out till the 1.26 patch is coming out early because I have already implemented them into my version of eu4 , and it is too much effort to remove for the update so....:
Readded crisis scenarios decision.
plague crisis: potential from the year 2020, a prestige of less than 40 and corruption of at least 2. there is a 0.01 chance of this happening each year.
ELS crisis (Gundam Scenario): has to be the Earth sphere federation. chance of this happening is 0.05 each year. (ESF error on bookmark start still not sorted out)
Synth crisis (HUMANS): if any country has the country flag: AI_basswood. potential for a Synth world wide revolt, I wont say much to keep it a suprise.
Sub-terrain spiecies (FRANXX): potential from the year 2180 - 2260. again, will keep a suprise but has to do with Magma energy in someway.
rouge nuclear nation crisis: potential from the year 2020 - 2100, has the building = air field, corruption is at least 5 and government is (what ever north korea's is in 2012). 0.01 change each year of this happening.
fixed EU insitutions that may have been crashing a few people games.

added trade goods (for crisis scenarios): Magma energy, Nanobots, Cybernetics.
Added new religion for crisis scenario: Synth fanatics

Addon mod

Added Trade goods: nanobots and Cybernetics
added devisiation to natural disasters.
added the diplomatic action: fund state terror, in the form of verious events, there is a low likelyhood of any sucess but, the world will know when it happens.

Opdatering: 7. juli 2018 kl. 5:20

Update 1.12 Skys

updated FTA dip action there there can now bee up to 81 different trade agreements in the world between countries, these FTA will have 3 possible levels: no taffics, relaxed customs, free movement.

a new dip action has been put in: join existing trade agreement, you can join an existing agreement in place of other countries if all members agree to you joining. you will get the same benefits for this existing agreement.

EU nations cannot form FTA's unless they are the current leader, any agreement the EU leader gets into, the terms also apply to the rest of the EU.

the FTA events have been enhanced, so the benefits or the negative effects will increase with the amount of FTA's you are in.

Development program: for nations that have a parlement, there is a new decision that can be made to have a private developer to increase development in random provinces over a 5 year period. this decision cost 10K

added the ability for have permemant members of the UN if any of: USA, CHN, FRA/FR2,GBR,RUS/SOV do not exist. to become a permenant member if you are not one of these countries it will require to have a prestige of over 70.

missile salvos have been added, this desicion and dip action will appear from 2180 where a nation is able to build up its arsenal, increase its flight range and use it in a time of war. to be able to use a salvo strike to devastate an emenies province the range of your missiles must equal the distance between your and the enemies capital province. if the enemy has the trade good: S.A.Ms (addon mod) then there is a chance the strike will be intercepted.

addon mod:
more depth to the jothioan isles in the form of events, one of these is when jothoanass is formed, a constant struggle to keep the houses (former nations that made up the isle) in check. each owned province at one point will be influenced by one of the 6 other houses, (if your dynatsy is either: Pearce, Pariag, Yamato, McPherson, Bloodstone, Thomtomhive or Bushido). and depending on the state of the nation, some might try to overthrow the current monarchy to become king/queen. these houses give provinces modifiers (good and bad). and there will be times when the current ruler will have to step in to sort a house out, which may anger them or other houses.
House
other events include: Kingsman - Bushido wedding, Jotho - Shinto wedding, Bushido reformists revolt, Midori Shinto coup.
House Pearce: local manpower. House Pariag: institution spread House Yamato: sailors House McPherson: production effiecieny House Bloodstone: trade value House Thomtomhive: tax House Bushido: local unrest.

aerial warfare (beta)

aerial warfare has been added in the form of decisions and dip actions. Added: fighter jets and bombers. bombers exist to devistate a province at a time of war. fighter jets are there to intercept bombers and attack other fighter jets.
air combat works: depending on the aviation tradition level, the level of the fighter jet used and the size of the airforce will determin the outcome of a jet Vs jet fight.
bomb run: depending on the range of the bombers, number of bombers and the number of enemy jets will determin if an enemy province is attacked (loses development points) or not.
aviation tradition: like army and navy tradition. this will go up and down via random events. fighter jet level: depending on the year you can invest in a historical type of jet, there are 7 levels of jets and 6 levels of bombers (each bomber level increases its range) bomber range: this works on the distance between borders to determin if you can attack or not. neighbouring counties can give you access to their airspace to increase your bomber range.
jets and bombers can only be made if your nation has an airfield. each new airfield will give you 30 pilots, which are used up when you purchase a jet (1 pilot) or a bomber (3 pilots). every 8 years each airfield will give you 5 new pilots. aircommand will now increase bomber range, increase aviation tradition and give 50 pilots. aircraft carrier will now also increase bomber range. the new helicarrier (S.H.E.I.L.D) will increase bomber range alot. with this new carrier there is now a spy option to find another countries helicarrier (regardless of war) and send airforce to destroy it.
aerial warfare if availiable between 1940's to 2180. (still in beta stage)

Opdatering: 20. apr. 2018 kl. 23:30

disabled loss of naval carrier 2 duo and country bailout events, saves should be compatible