Europa Universalis IV

Europa Universalis IV

Alternate Future Timeline for ET
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Opdatering: 20. apr. 2018 kl. 9:50

Update 1.11.3 fixes

re included solar unrest disaster, modified Brexit disaster and fixed south Yemen history file

Opdatering: 20. apr. 2018 kl. 8:59

Update 1.11.2 fixes

should have the game working again, disabled a few events that may have been the issue as well as fixing a ton of province files, solar unrest disaster has been broken for the mean time and space colony on titan also has, these will be fixed as soon as possible.

seeing as I had to temp remove a load of stuff I went about making a new timeline for the middle east and africa

Middle east: as in the anime, the region is plagued by small wars and little nations springing up so from 2250 there are 12 new nations and Tripol and Fezzan make a come back.
the new nations are:
Kurdistan 2270
alawistan 2160
sunnistan 2301
shiitestan 2301
north arabia 2257
western arabia 2264
south arabia 2290
eastern arabia 2295
north yemen 2075
south yemen 2150
cyrenaica 2301

For africa i have played out an senario where the national borders carved out by colonial europe are put into question, this gives rise to changes in province ownership as well as 9 new nations, Sokoto returns as a nation also.
Bahari 2112
Bapetikosweti 2120
Ghalea 2090
Gindra 2057
Wakanda 2098
Mbanaal 2102
Takam 2140
Kamanga 2056
Amhara 2056

For africa I have also put in the real possible senario where Egypt goes to war with Ethiopia over the construction of their hydroelectric dam and the water shortages in 2020. as well as Nigerian aggression in 2080.

I tried as quickly as possible to fix the startup errors, sorry for the wait and thank you for your calm.

The addon mod will be fixed hopefully by the end of the weekend.

Opdatering: 25. mar. 2018 kl. 5:10

Saves not compatible
Update 1.11.1
made mod compatible with eu4 1.25
one changes made are to conform to ET's update.
Didn't make the cut for the update in time (more work needed)
overhaul on the free trade agreement dip action.
update for missions for the Union, AEU and Human reform league, so all my missions have been dropped.

in the works
events around and leading up the the fracture of Russia in the 2080's
a new way of forming the Earth sphere federation (while at war with Celestial being)

fixed
the issue of scrolling through descisions should be fixed now.
issue of not being able to create the EU instituations and bodies.

altered the free trade agreement dip action so if a country is in the European union and isn't the leader of it, they cannot ask other countries for FTA's, this will make more sense with the overhaul I am trying to do.

Issues
the issue of the game failing to start up sometimes has come back, I know wat the problem is, and seeing how fast I can get through ALL the province files

Addon update:
compatible with 1.25

Opdatering: 22. feb. 2018 kl. 15:11

saves should be compatable
1.11 Crisis Update
This update adds optional crisis scenarios to the game, styled on the Stellaris End game crisis'
This feature is optional and will be triggered via a decision that appears around the year 2000, only non-AI players can enact this decision.
This decision will give two potential scenarios to unfold (only one will be enacted during each game). The two scenarios are:
virus epidemic – This crisis will start around the time the first irreligious provinces start appearing. (Provinces will be lost)
AI revolt – this crisis will start around 2200’s.
(That will be all the information I will give you on these)
The Vers Empire events have been kept as a separate crisis
Re-Added Missions
Added
Decisions to make various EU institute and bodies, these will benefit to all EU nations and give a bigger boost to the owner of said institute. EU bodies will only give a benefit to the EU nation that holds it. If a member leaves the EU they will lose all the bodies and institution benefits *cough* Britain *cough*

Added new Country tag for the AI revolt crisis
Amended development of serval provinces to reflect the prediction of mega cities for future dates.

Amended all provinces that have: cars, electronics, Aluminium, Paper, glass, coal and gems and hard_to_colonise, province modifier to qwerty’s province history.
Amended cyberwarfare diplomatic decision – now countries are given a decision to invest in cyberdefense to stop cyber attacks because a cyber attack can now havev one of three effects: lower defensiveness, increase yearly corruption or decrease production by 30%

1.0.6 Jothoian Power

Added event for Jothoian nations to potentially come out of its primitive state, with a colonising nation gaining a province in the isle if part of Chile is colonised. There will be a 5 year time frame for the neighbouring nations to have a good relationship with the colony to: come out of its primitive state and annex the colony otherwise, in 10 years the western coloniser will take direct control of the province, and from tests, war always happens within the next 2 years which annihilates me.
With this event a new nation tag has been added.
Also added is the need for electricity,
A new concept has been tested: Power grids.
From the year 1883 nations, that have embraced the industrial revolution institution, will need to have power hubs to increase/maintain productivity efficiencies. The number of power hubs needed will be dependant on the number of provinces that each nation has. One power hub powers 8 provinces. These power hubs are automatically made if a province has at least 30 development and has either: coal, uranium , tropical wood, Oil, natural gas, shale gas, solar power or hydrogen trade nods. Nations that are eligible for power hubs but have none will have their production efficient cut by 30%. Nations that have power hubs but don’t have enough will get a rolling blackout event that cuts production by 15%. Each power hub cost 5% local taxation to maintain it.

added Jothoian ideas

Opdatering: 12. dec. 2017 kl. 15:11

made compatible with 1.24

Opdatering: 3. dec. 2017 kl. 2:11

Fixed building mills crash error

Opdatering: 23. nov. 2017 kl. 10:53

Update: 1.10.4

made compatible with 1.23
tweaked the Vers empire to hopefully make more challenging
altered some Trade goods to match ET's prices

- addon mod: 1.0.5

made compatible with 1.23
altered some trade goods to match ET's prices.
addressed issue with the Jothoanian Isles not getting insitution infuence(?) from chilian provinces.

issues: 5 provines around the middle east and east Europe become uncolonized. looking for the reason for this.

Opdatering: 8. sep. 2017 kl. 14:08

fixed space colony disaster

Opdatering: 8. sep. 2017 kl. 13:23

Opdatering: 8. sep. 2017 kl. 10:14

Update 1.10.3

this update is to fix somethings i found during my current game playing from 200AD to (currently) 2227AD which i thought couldn't wait till the next patch.

Fixed:
space colonies decision and events and disasters, had the old fills there with newer ones accidently.
should've fixed it now so when countries form a coalition due to nuclear tests of chemical strikes, they dont immediatly dispand.
fixed various texts
maglev system so local movement is once again boosted

changed:
the duration of the effects felt from firing the ODIN satellite.

currently adding/added:

a new nation: Vers
After watching alot of Aldnoah.zero and playing infinite warfare quite a bit, i thought there should be the possibility between Earth and the colonies of mars once they all break away from the earth.
this will come in the form of an event and a disaster. The disaster depends on what one former colony overlord chooses for their answer.

for all who have seen aldnoah.zero you know what will happen next.

when the disaster happens the country with the disaster will have one province ceded to the Vers/martain empire and all the neighbouring provinces uncolonized. this will immediately send you into war with the Vers empire. up to 20 provinces around the world will be ceeded to the vers empire. the way it will go if the conditions are right:

nation with disaster -> rival of that nation -> ally of the rival ->neighbour of the ally ->random country -> rival of random country -> ally -> neighbour -> rival -> random -> ally -> rival -> random -> neighbour -> ally -> rival -> random -> rival -> ally -> neighbour.

the disaster ends when the Vers empire are completely wiped out from the earth. each country which gets a provinces ceeded to the empire (landing castle) will immediately go to war with Mars.

each province Mars siege during the war will come under their full control after a period of time. but the siege of a province where they initally (landed) will come under your full control and remove a modifier they have to help them in the war.

currently testing these aspects to see if the Vers empire is too powerful or too weak, so some of this may change in a later update.

with this new nation comes new cultures, tech group: Martain and new units unique to the tech group, which are quite formidable.

This disaster will only happen once.

Also added are new loading screens


- No update for the addon mod