Europa Universalis IV

Europa Universalis IV

Alternate Future Timeline for ET
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更新于:2022 年 11 月 21 日 上午 8:07

United States of Africa update

Have changed the timeline to include a united African Continent in 2090. this new timeline concludes in 2206 with all african nations going back to their soverign nations, to keep with the Solar wars timeline in the game.
the United States of Africa is formable with EU-like decisions and has replaced the african union. Two other new nations have been included in this update: the Western African alliance and the New african union, the former only being playable via game start, after the war between the AEU and the New 'States' and the latter being formable if the condisions of a new disaster is met.
two new disasters have been put into the mod - the first being a civil war for the New 'States' only, which sees the creation of the new african union in the southern regions of Africa if the development of the south is greater than the north. the second disaster is the dissolving of the unions, this disaster is for the three new nations if all three nations exist or have existed and your stability is below 1.
another disaster has been updated - the splitting of Russia. there is now a new requrement to this starting/progressing, the development of asian provinces being greater than the total number of development of european provinces.
the United Nations has been added - this new way of playing starts from 1945 and stops in 2160. there is a decision to form the UN if play is started before 1945. every nation apart from Palestine and Tawian become members automatically if play is started after 1945. though new nations ask ask to join, and will join if a majority of nations vote yes (only one nation can ask to join at a time) nations that join get a modifier that give them 3 more diplomats. the head quarters of the UN is in newyork if play is started after 1945 or the capical of the founding nation - for this the founding nation and all its allies (needs to be 5+) will become the first members.
there are several debates the UN will have throughout its lifetime - banning of space weapons, banning on razing provinces, banning of converting cultures, banning of chemical weapons, increasing trade value of Rubber (Submod), banning all slavery (no tradegood), banning of child soldiers (decrease manpower), banning of fossil fuels (reduces value of fossil fuel tradegoods), ban death penalty (reduce absolution), anarctic treaty (submod - no colonising antarcitca for 50 years), give sanctions to a violating Member state, ban flimsy Casus Bellis (on member nations).
with these bans, nations can still do what they want but depending on their spying abilities UN inspectors can find out that they are violating UN law and note it. noting means another member nation (usually a rival) can put you on the list for nations to be sanctioned - only one nation can be sanctioned in each sitting of the UN (debates last for 1 year).
there is a way to get around the last debate and that is starting a seperate debate with every member to give you a free pass for the next 5 years to rage wars agains other member nations. if you do not have this pass then any war you start with with a member nation will immedately be flagged up as an illegal war, you will get one chance to white peace out before sanctions are automatically placed against you and if voted on in the UN debate you will be made into a pariah state which gives more sanctions. with this status you can take the decision to leave the UN, but this would mean nations can attack you with no consequence.
nations can start a debate to get financial and manpower help from other members if they are in a losing war with a non member nation, the majority have to vote yes.
there is also another debate that can happen and that is to fund CERF - to give member nations a chance to reduce their devastation in provinces, a central pool of resources is made from every willing member nation, if debate won, and members with over 30 devastation in 5 provinces can take out of the pool to help reduce this.
there is another debate for member nations to help 1 non member nation with their devastation.
members vote based on their opinion of the member who started the debate. great powers can influence other nations to vote the way they have in a debate.
around 2140 the UN starts to weaken, members who have less than 1 stability will begin to leave the UN, if there are less thatn 3 member or the member with the headquarters leaves the UN is dissolved.
fixed issues which national spy agency decisions, supernational union decisions and country forming decisions.
ammended when the nanomachines institution starts and the time it takes to get to the higher level adm/dip/mil tech levels.
fixed issue with Capitalism/Communism/Facism/Socialism mechanics.
fixed Enerfy age flavour event.
added a temp fix to the sailor issue where with the supernational unions the value hits the overflow and only 5 sailors are gained per month, no matter what. this should give you a maximum amount of 9000 sailors every three months depending on if you have 200 provinces with ports. The number goes down with the amount of ships you have. 9000 if you have a navy sizze of 3000, 2000 sailors for 8000 all the way down to 1000 sailors for 100 ships.
changed onactions so the UN bands can work with razing and culture conversions.
added a new diplomatic action for great powers with over 5000 ducats to be able to help non great power with provinces devastation for 5 years (if they aren't and don't go to war).
Added new Great projects - The Line (Saudi Arabia from 2050), Cargo Sous Tarrain (switzerland from 2045), Sagrada Familia (spain from 2026), artifical island (Hong Kong from 2032), north-south water transfer project (china from 2050).

Helicopter Update subM
Helicopters have been added to this submod. Helicopters work a bit like Submarines they can be deployed to any airzone that has an airfield that is either owned or controlled by you. helicopters can do four things during a war, back up supply chains (increase local movement in owned provinces in an airzone for a year), disrupt enemy supplies (increase local attrition in enemy provinces), back tropps in enemy lands (increase hostile movement in enemy provinces), disrupt enemy supplies in allied lands (increase hostile attrition in owned provinces).
choppers can be invented by each nation at mil tech 87 and until mil tech 94 - your ruler needs to have a aerial skill of at least 2 also. choppers can be upgraded 3 times, mil tech 88/89/90.
the amount of choppers allowed is based on the number of airfields you have X4. and when you send choppers on a mission to an airzone you can only send 4 every 90 days.
choppers interact with both the land and air, so if there are enemy fighter jets in an airzone, depending on the level of the chopper vs the level of the jet plus the size of the airzone there is a calculated percentage of a chance for the year that a number of choppers will be destroyed. this is also try of any enemy ground units on an airzone - but the options are either the chopper going down or at least 5k units being killed depending on the number of choppers and level.
if there are more choppers than the max allowance choppers get removed.
defensive air missions have been fixed
interactive defensive bombing decision has been included - if there are defensive bombers in an airzone and there are enemy troops in owned provinces you have a chance of taking out some of the units depending on the number of bombers you have and the size of the airzone.
removed natural disaster events.

Civilian demands Update
added primary, secondary, tertiary production and civilian demand. If a nation cannot satisfy the demand of one of these a negative modifier for 1 year is gained that reduces the amount of manpower recovered a month by 30% and if the same demand is not met for 30 years in a row a random provinces loses 5 base_manpower and 1 base_manpower is given to 5 nations that can satisfy the deman
cntedinmod

更新于:2022 年 9 月 14 日 下午 11:46

Save should be compatible
fixed error with SNN tag

更新于:2022 年 9 月 14 日 下午 1:42

Compatible with 1.34
007 Update:
Spy agencies have been added to this mod, two types of agencies can be formed, the National Defensive Spy Agency and the Foreign Intelligence Spy Agency.
N.D.S.A protects the nation from foreign FISA's. and FISA carries out operations in foreign countries.
Agency head - Both agencies need a head to operate, a head can be choses with each new ruler or when the old head dies (naturally).
There are 5 types of leaders, Cunning - has their downsides of using national money for...projects; Showman - has their downsides of prestige blunders but can find foreign agents quicker; Shadowman - has their downsides of using ADM/DIP/MIL power for...reasons; Nationalist - has their downside of not trusting allies; Cautious - has their downsides of not acting quick enough.
Cunning and Shadowman head's have a small tendency, depending on their length in position, to mould the country in their own image - Advisor assassinations and potential Coup. These can be stopped if the head of the other agency is either a nationalist or Cautious.
both agencies cannot be formed without having a central intelligence building win your nation (cost of this has been lowered, and ai chance of building this has increased if a great power) the N.D.S.A costs 1 military skill and 1 administrative skill point from the ruler and FISA costs 1 military skill and 1 diplomatic skill point from the ruler.
with this update a new building has been added - communications system. This building helps with the protection of the nation against enemy FISA's. This with the N.D.S.A will start to build up the homeland protection percentage of each province that the building is in - and its neighbouring provinces. The total percentage of all the provinces vs number of provinces in the country will be the defensive efficiency of the N.D.S.A.
the amount of time it takes each province to get to 100% protection depends on the type of head - Shadowman and nationalist increase each province quicker than other types. And the type of communications system in the province also speeds it up.
the type of communications system depends on the decisions the country had made. it can either be a morse code system (MIL_tech 77) or radio system (MIL_tech 82). if you are using the completed map submod the system that also can be used are the mobile data generations 1G/2G/3G/4G/5G/6G/7G. that will tie into the existing decisions of the submod.
Types of N.D.S.A operations are; expose foreign agencies (operation in the country so they can't anymore); False flag (get a CB on a rival); lower Subject liberty (self explanatory).
FISA work on agency efficiency out of 100% and it slowly goes up with help from the type of head and the methods the agency deploys; Allow torture; Safehouses; Dead drops; Sleeper agents; Double agents. There is a decay to this efficiency also.
The type of operations that FISA can do are; infiltrate nation (to be able to carry out operations), Start a Coup; Steal 1 nuclear warhead; assassinate an advisor; Cripple building time; expose countries spy networks; increase liverty in subject nations; take down homeland defense efficiency in an area; and if using the submod - Kidnap scientist (new concept, more below)

attempted fixes to cyber attacks, updated building pictures and localisation for event modifiers
added new buildings: Climate reversal system - (mainly for the army supplies mod); Desalination plant - (mainly for the army supplies mod); Dam - (mainly for the army supplies mod); Aqueduct - (mainly for the army supplies mod).
For those with the Leviathan DLC the orbital elevators are now monuments instead of buildings, upgradeable - which increases max unit limit
Edited/updated Great Britain history file

- Complete map+ submod
Inventors update:
to add to the tech development decisions tech points gathered can be increased when a nation had a famous scientist working for them. 123 scientist have been added split into mainly 3s by century and continent - minus Antarctica and arctic. these scientist will only work for one nation until they die. these scientist can be bribed to move and can be captured if the enemy takes the capital and controls it during war. there is a desicion that can be done if there are units stationed in the capital to protect the scientist, this will disappear if the units move from the capital.

ai chances of starting a ballistics programme and using fighter planes have been changed as well as submraine attacks now give a negative modifier for all your ships at sea instead of destroying selected.

added monuments to the Jothoanian isle: The 7 Relms Plalace, Magnet Bridge, Bushido Fortress, Westro Spaceport.

updated localisation for event modifiers
Fixed Ai Ballistic missile launches, fixed bad bombing runs - bomber will be shot down again, fixed nuclear missile strikes - (unsure how it broke in the first place - I blame Leviathan)

- Army Supplies
Water update:
added water to this mod where water is needed to produce food. Aqueducts, Dams and Desalination plants produce the water needed to help produce food. if there is not enough water then food is halved. Aqueducts and Dams give rise to flooding province event for neighbouring provinces.
Dams can be upgraded to produce electricity.
Aqueducts can support 2 livestock provinces; Dam can support 5 livestock provinces; Desalination plant can support 3 livestock provinces
Carbon foot print has been added to the mod which affects water collection. factories, manufactorers and coal plants increase carbon foot print. Climate reversal system forests/jungles and woods decrease it.
1/8 national caborn footprint allowance will cause small droughts in a water province, 1/4 will cause small droughts in water provinces, 1/2 cause droughts and a random forest fire (which will stop carbon decrease), 3/4 causes big droughts; forest fires and random crop failures, 100% will cause `big droughts; forest fires and crop failures, over 100% will cause constant droughts; fires and crop failures
footprint allowance is calculated on the number of provinces x 30. and footprint is calculated for coal plant +0.1 per year; manufactories +0.03py; Factory +0.05py; Climate reversal system -0.03py; forest/Jungle provinces -0.02py; wood provinces -0.01py
nerfed food and fuel yearly demands by half, so some countries can have a stockpile and sell to other nations

更新于:2022 年 3 月 4 日 上午 12:29

I have been taking a break till now working on my original game which is now on discount on steam so check it out: https://psteamproxy.yuanyoumao.com/app/1780310 (Eletar Hero)

The expanse update: 1.18.1
Added new manufactory: supercomputer server building. This can only be built in provinces which have silicon, electronics, cybernetics and nanobot trade goods. This building is used in part of the cyber warfare update in this version, where now you can now choose areas in a nations land on where to cyber attack, the success of the attack depends on your hacking power: army tradition + naval tradition /2 or : army tradition + naval tradition + aerial tradition /3 verse the amount of cyber defence the targeted zone has. This is where the building comes into play; any province with the above building plus a level 8/12/16 fort gets a plus 1/2/3 defence point per province in zone respectively. If the enemies hacking skills is higher than the defence then an 80% chance happens where the provinces in that zone either have their: electricity crippled; transport hacked; public services ruined; local government crippled; logistics sabotaged. Without the target country knowing who hacked them. A 20% chance they will find out. If the hacking power is less than the defence then a 20% change the hack happens with the country knowing who hacked them and a 80% chance the country finds out about your unsuccessful hack.
New diplomatic action – corrupt foreign government, this dip action will allow you to pay off a nation to improve your relationships with them at expense of increasing their corruption, so it is less likely they oppose you in war if you attack one of their allies - that’s if they accept the money.
The Expanse:
Taken from a canned submod which introduced civilian population this feature of that mod brings the SCI-FI Expanse into the game in the form of events and decisions.
In this era you can colonize the inner solar system: Luna (the moon) Tycho, Grimaldi, Plato, Copernicus, Furerius. Mars; Serenum, Arcadia, Chryse, Noachis, Hellas, Tyrrhena, Utopia, Elysium, Promethei, Olympia. The moon of Phobos. The moon of Deimos. Outer System colonies: Europa, Enceldaus, Titan, Ceres.
Earth’s homeless population have a chance of moving to one of these colonies. To colonise one of these areas your nation need to have a space program. Colonys can break away from Earth rule iff they are not treated right, or start to have a bigger space fleet than its overload - will come back to that later. If all the colonies of Luna become independent there is a chance that they will for the United Luna nation. This nation can be integrated back into earth rule if you are the Earth sphere federation. If all the colonies of Mars become independent there is a chance they will form the Martian Congressional Republic. If the outer system colonies become independent there is a chance that they will form the United Belter Outposts.
Alliances, trade deals and wars can be made with these nations and between themselves. Wars are fought in space with space fleets, to build a space fleet you need to own an orbital elevator, this does mean that the three supernations can also have space battles against each other, or whoever owns the orbital elevators. Space ships can have their firepower upgraded as well so 1 superpowered ship could take out a whole fleet of basic ships. These fleets (including the outerspace colonies) can move between certain points in the solar system depending on the year, I have simulated a rotating solar system with has a 10 earth year cycle, so points in space may not be accessible in a certain year depending on where your fleet is. The points in space where fleets can travel to are:
Earth Lagrange point 1
Earth Lagrange point 2
Earth Lagrange point 3
Earth Lagrange point 4
Earth Lagrange point 5
Earth space (area between earth and Luna)
Martian Lagrange point 3
Martian Lagrange point 4
Martian Lagrange point 5
Martian space
Europa space
Enceldaus space
Titan space
Ceres Space
It can take between 50 to 730 days to travel from one point to another depending the distance at the time. Space battles happen when two enemy fleets are at the same point in space at the same time, it is a fight to the death, where there are no survivors on the losing side. Building of a deep space radar will give you the opportunity to detect enemy fleets flying towards earth. Space sieges on areas can happen if an enemy space fleet is in Martian space, Europa space, Enceldaus, titan, ceres or Earth space. In this the fleet power of the attacking ships if pitted against the defensive power of the area (made of defensive buildings constructed), if the fleet power is higher the attacker gains ownership of the area.
Earth fall, if a non-earth enemy nation has a fleet in earth space it can decide to invade earth this will cede a random owned province to either Luna, MCRN or the belters, and start an immediate ground war with you where if they control a province for at least 6 months it automatically cedes to their ownership, the amount of forces they start with from earth fall depends on the power of the fleet landing. To defend against earth fall, you have the option (if using the submod) of launching all ballistic and nuclear missiles to try and destroy the space fleet as they descend, the power of the fleet is pitted against the number of missiles you have.
Map of space links in the dropbox link
Updated histories of ALL provinces to ET 1.33

Submod:
Central banking update: 3.1.1
Made it so when a submarine attacks a vessel that country now gets a ship durability modifier based on the type of ship targeted.
Improved AI so it is more likely to launch the planes it has bought and fire missiles it has constructed.
Central Banking:
Taken from a canned submod which introduced civilian population this feature of that mod brings centralised banking into the game.
Banking sector:
With the advent of the internet countries are now given the opportunity to cripple or increase other countries monthly income as a way to attack but no attack them, (this can be done to allies too). The investment banking sector is made up of your trade power when you embrace the institution: internet. This sector’s job count contributes to the amount to power the country has when trying to influence another countries income, for better or worse. The sector’s job count also contributes to the power protection of the countries central banking system.
An attack or investment works like this: (ROOT) Investment power / (TARGET) Power Protection. Result +/- (TARGET) Currency share percentage. Is a nation has +15% they get a 50% income modifier, +5% is a 10% modifier, if -5% a -10% modifier and if -15% a -50% modifier. All of these are for 6 months. The Currency share percentage is reset to 0 after 12 months.
You can cash in on favours (not actual favours) to make other countries invest or attack countries of your choice. Favours are gained by accepting a request to either help a country out with their adm/dip/mil power issues. They will only ask if their power points are in the negative; 50 points will be transferred from you to them in exchange of up to 3 favours.
Countries that have invested in another’s income(currency) will be rewarded or be set and a disadvantage based on the % of the shares, positive pay outs will happen automatically if a % is over 5 and bail outs to your banking sector will happen if the % is under -5.
Countries can for monetary unions to rival the EU’s, with this they can pool their Power protection together to withstand attacks from smaller nations. The leaders of these unions will be able to use the full attack power of its members to either invest in other nations or attack them. The decision to attack of invest is based on what opinion modifiers a nation has with another.

更新于:2021 年 11 月 23 日 上午 7:34

Updated version 1.18.0

Added new mechanic for the internet age - this will run through to the decision to reform type of government in the social reform age.
Each government will be classified into four groups: Capitalism, Communism, Socialism and Fascism,
Issues with Capitalist nations will occur 16 years after getting the institution: internet. These issues will push the attitude of these nations between the alt-left and the alt-right. A capitalist nation that is 100% to the alt-left will turn into a socialist nation, and a nation that is 100% to the alt-right will turn into a fascist nation.
Issues with socialist nations will occur 20 years after getting the institution: internet. These issues will push the attitude of these nations between strict socialism and laxed socialism. A socialist nation that is 100% strict socialist will turn into a communist nation, and a nation that is 100% laxed socialist will turn into a capitalist nation.
Issues with communist nations will occur 30 years after getting the institution: internet. These issues will push the attitude of these nations between extreme communism and capitalism. A communist nation that is 100% extreme communist will get a series of modifiers some good and some bad, and a communist nation with 100% capitalism will turn into a capitalist nation.
Issues with Fascist nations (haha) will occur 10 years after getting the institution: internet. These issues will push the attitude of these nations between super villain status and redemption status. A fascist nation with 100% super villain status will trigger a war with every capitalist nation, and there is a chance every socialist and communist nation will also declare war. Every non fascist ally may break their alliance also. A fascist nation with 100% redemption will have a national revolt where one of three things could happen: provinces break away, nation turns to socialism, nation turns to capitalism.
This cycle will continue to happen until the decision to form a new type of government is taken in the social reform age, or you make it to the unity age.
Fixed issues with foreign bases
A version of this is on dropbox for eu4 1.31 as there are current updating issues for the complete map submod.
Mod Status:
Alternate Future Timeline for ET: 100%
Alternate Map for AFT's ET complete map +: 70% (gameplay issues)
Army Supplies: Food and Fuel - and Electricity: 0% (focusing on the above)
1st WWI-WWII units for: Alternate Future Timeline for ET: 0% (focusing on the above)
1st Modern units for: Alternate Future Timeline for ET: 0% (focusing on the above)

更新于:2021 年 7 月 9 日 上午 5:43

updated version: 1.17.8:

fixed it so the decisions to form the AEU, UNION and HRL via province take over are visible again, changed conditions on how FRK can be formed.

更新于:2021 年 6 月 16 日 上午 3:48

更新于:2021 年 6 月 15 日 上午 4:26

updated version: 1.17.7
Added new diplomatic action to ask to create foreign bases in other nations. This is only available to the great powers. A foreign base will increase landforce limits up to 3.0 (if you have 300 foreign bases), these bases will also act as blockers for any rivals traveling through that province with a chance of an ambush happening against the rival units, killing up to 5k. these bases will also act as automatic control of a province if you go to war with a nation you have bases in. bases can be removed if a rival nation controls the province, province owner controls the province against you in a war, if the nation expels all your troops from bases in their nation or if you have stopped being a great power for at least 5 years. Foreign ( overseas) bases can only be made in nations that are not allied to a rival or an enemy of you, and if that nation has less than ¼ provinces having bases.
Fixed cold war actions so you cannot ask your rival to join your side.
Added new modifiers to usa,china,india and other big countries so they do not give up provinces right at start of game, (because of not having enough governing capacity, don’t know why it was changed in 1.31).
Fixed east Russia disaster so Siberian provinces revolt again.
Fixed US water shortage events.
Fixed other things.
Antarctic sub mod update 3.0.0:
Added The Arctic – the world map is now complete, added the Queen Elizabeth islands north of Canada, north Greenland and the arctic islands north or Russia, these provinces can be colonised from dip tech 92, and they have their own trade nodes. A new canal has been added to allow ships to go from the White Sea to Alaska. Waste land also added to represent the arctic ice sheet. The Antarctic has now shrunk a bit to compensate for the arctic. The seas around the Queen Elizabeth islands and the arctic circle are inland seas
Airzones 3.0 – Aerial mechanics have been changed, there is now an airforce capacity this is done at a province level. Each province with an airfield can house up to 50 planes. Planes can be moved between bases in different airzones. Up to 10 planes can be built at one time in a province. A cool down time will be added to that province so multiple builds cannot be done.
Planes now can do defensive missions per airzone. All airfields in an airzone can be actioned to sortie and defend owner provinces and skies at a time of war, or aerial training in a time of peace. One airzone can be promoted to do offensive missions against other countries. All the airfields in this airzone will be able to launch attacks against enemy provinces in another airzone. These missions air, naval attack, where bombers target naval units in coastal ports and naval batteries which have their effects halved for 2 years; land attack, where bombers target land units and forts have their fort levels halved for 2 years; air attack where bombers target grounded planes and disable airfields so they can’t be used for a period of time.
Movement to enemy airzones has changed, asking for air access of another nation will give you access to all of the nations controlled airzones. A tooltip will be shown on what airzones you need access to, or own to get to a particular enemy airzone.
Airfield can be upgraded to house radar and SAMs. Radar can be used to detect enemy air fleets traveling to your airzone. If the owned airzone has a high enough radar strength. The earlier you are warned of an enemy attack, so you have more time to set a defensive mission in that zone to repel the fleet. SAMs are used as a defensive power against bombers. The higher the defensive power of the airzone the more bombers are needed to carry out the offensive missions/less likely all bomber will get shot out the sky. Radar and SAMs are also used to detect and repel ballistic missile attacks.
Missiles 2.0 – missiles now use the same airzone mechanics. There is now a limit on how many missiles can be made based on how many missile silos have been built. Provinces with a fort level 8+ have the option of having a missile silo being built in it. This gives the province and the airzone +5 added max capacity for missiles. Missiles from a particular airzone can be launched in war to attack an enemy airzone. If the missile can reach the enemy airzone depends on the amount of Aerial command points you have. Missile silo provinces that air controlled by rebels can have their missiles sold to rival countries or used as bombes on other provinces in your nation. Going back to radar, if a nation has at least 50% of the possible radar power (added up from all owned airzones) missile launched form enemy nations can be detected and pre-emptive retaliations can be made.
Aerial command points – this replaces jet fuel. You need command points to do anything from upgrading jet and bomber levels to making ballistic missiles, constructing your helicarrier and creating transport planes for infantry. Aerial command points tickup monthly based on the Aerial command skill level of your leader (there is an event to ch0ose from skill level 0-6 every time a new leader comes to power ) the amount of provinces that have airfields in them and the amount of provinces that have roads, highway, railroad and maglevs in them. Also fi you have an ace pilot and flight command.
Flight command and Helicarrier – special planes can be build in a province with flight command. These are Stealth planes and predator drones. Stealth planes with like bombers in an offensive airzone; they have the missions to destroy land/air/sea but they are only detectable if the airzone has at least 50% of the overall possible radar power in the airzone. If detectedthe defensive power of the airzone determines how many stealth bombers make it out alive. Predator Drones with like stealth bombers but on a province level and cannot be shot down unless the province has a SAM.
Helicarrier can still be deployed to any airzone that you own, and can have its own jets and bombers build for it, it can only house 50 planes. The helicarrier can have its fleet set off on offensive missions or to one airzone adjacent of its current airzone. The helicarrier now has its own health as if an enemy fleet comes across it it can attack it. If a helicarrier health goes to zero it and its planes will be destroyed – the carrier can be repaired though, at a cost. You need to weigh up if you want to build a whole new carrier and buy more planes or keep it at max health.
Aerial tradition – the way this is calculated has chanced also, this is now monthly too with a decay or 2 over the year. Tradition depends on how many airzones have defensive missions happening in them. Amount of airfields with maximum capacity and ace pilot.
Aerial formation – this is now a decision to have the ability to change how your planes fight in battle, they can be changed once every two years, if you have enough command power: fluid six beats finger four formation; finger four beats Vic formation; Vic beats Fluid six formation. Dog fights are now based on the advantage points. The more points in your favour is the winner of the dog fight, you are allocated points based on your formation vs the enemy; level of jet; aerial tradition; number of jets. So it is possible do have the lowest jet level and tradition but have the right formation and overwhelming numbers to win the dog fight against a few high tech jets.
Air Transport – you can transport up to 5 infantry units to another owned and controlled province with an airfield in the fraction of the time it takes to make 5 new infantry units.
Split up Antarctic colonial region into the historical claims regions. Changed terrain of Antarctica for a post climate change era. (still need to be dip tech 92 to colonise).
Fixed some events

更新于:2021 年 6 月 15 日 上午 4:13

更新于:2021 年 5 月 12 日 上午 2:27

updated version: 1.17.6

updated to work with EU4 1.31
reworked all province histories to match new province layout rearrangement. Redone development, control and ownership from 2030 onward.
Greenland gains independence now in 2024.
Trinidad expansion scenario won starts in 2030.
removed African boarder changes (for now).
changed Northern Arabia's tag as vanilla game now uses it.
added government capacity modifiers for the Union, AEU, Human reform league and Earth sphere federation to stop them from releasing nations.
added hidden event to address the issue with negative ducats on some nations on game start.
added Cold war mechanism:
if the 1st and 2nd great powers are rivals with each other, from 1947, a call war will begin, both sides can ask other countries to join their side in this cold war. each nation that joins gives the cold war leader more "cold war spy power" (we'll come back to this later) . nations that reject both sides requests will become 3rd world nations (neutral - the original meaning of it). There are two ways the cold war can end, when both cold war leaders are dragged into a war on the opposite sides, every member of the 1st and 2nd world nations will go to war with each other. Or if there is more than a 21 prestige gap between the cold war leaders for a full 12 months. the winner of a cold war that doesn't turn into a hot war will gain production efficiency as well as other things, and the loser will lose stability and army tradition. cold war leaders and sided nations can try to steal state secrets from their cold war enemy, which gives their leader prestige. the "cold war spy power" is used to see if one cold war leader has better spy power than their enemy and increases the success rate of stealing state secrets.
African economic union: have added an EU style African union which can be formed from dip tech 92, this can also form a federalised African Union.
Fuel Capacity: added in this variable for 2090-2200. In this time, oil, coal, tropical wood ect provinces produced fuel barrels; and at least once a year the nations fuel consumption is calculated and deducted from the fuel reserves. If the reserves become negative, that nation will get increased unrest and a boarder friction casus belli on any neighbour that isn’t an ally, as well as lower opinion from that neighbour. (this may result in a war to take provinces to try and increase the nations fuel production capacity). There are only 3 ways to address the fuel issues in these times: Ride it out, your nation might survive in some form, take neighbours fuel producing provinces or start the renewable technologies programme: where money and time will be spent to try and find alternative sources from fossil fuels. (need to have dip tech 93 to start this).
Fixed some space decisions and events.
Added event to allow the AEU, Union and Human reform league to be more easily formed if the continent/region is being played by AI’s only (basically these super nations WILL be formed, unless your nation is in one of the continents).
Changed bonus modifiers for trade goods: Financial Services, Canabis, Drones, Cybernetics.
Changed location of the three orbital elevators.
Actually fixed new diplomatic actions alert banners.
Added new decisions that use Government reform progress to reverse the negative effects of a recently formed supernational union.

Antarctic sub mod update 2.1.4:
Updated to work with 1.31
Redone the trade routes and trade nodes for 1.31.
Redone the Airzone regions, fixed the Brasilia Airzone.
Disabled ET’s new nuclear diplomatic action and decisions as it clashes with my one.
Made it more likely, (if an AI nation can) will start to slowly colonise Antarctica.
Changed bonus modifiers for trade goods: synthetic workers.

Sub mod - Army Supplies: Food and Fuel - and Electricity:
Updated to work with 1.31

Submod - WWI-WWII units and modern units:
Updated to work with 1.31

Link to 1.30 file are in the description of Alternate Future Timeline for ET.