Europa Universalis IV

Europa Universalis IV

Alternate Future Timeline for ET
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更新于:2020 年 12 月 29 日 上午 7:27

更新于:2020 年 12 月 29 日 上午 4:53

updated to keep the antarctic submod working properly.
saved games compatible

更新于:2020 年 12 月 6 日 下午 4:19

Update 1.17.4:
saves should be compatible

Removed Tank and mobile suit unit models and have placed them in separate submods which can be enabled/disabled to get Tanks and mobile suit models. there are two sub mods which are linked in the description. One mod for WWI to modern Tanks , another Mod for Modern Tanks to Mobile suits.

added event that acts as a reminder to enable one of the two mods above, WWI to modern Tanks if you are at Mil tech 83. this will show Cavalry and Tanks, so you can see which nations have transitioned to modern warfare more easily.
added another event that acts as a reminder to enable the second mod Modern tanks to Mobile suits, if you are at mil tech 93 or if all nations are at mil tech 83. (this second mod also changes all naval units)

made it so If you are playing at the Earth Sphere Federation, you cannot form America or California.

更新于:2020 年 11 月 25 日 下午 12:38

Future Timeline Submod:
Update 1.17.3
Saved games are probably incompatable.?
Have changed the age modifiers to better follow on from the information age modifier.
Fixed the Health Secretery advisor, so it can be chosen.
Altered Social age event modifier values
changed the way the AEU can be formed, so it now can be formed without needing to be the European Union
Fixed Nuclear bomb events so Provinces cannot be colonised a month after it is hit.
Fixed other events including Election events.
Added Model for Cavelry Mobile suit (resembles a UNION Aerial Flag)
Modified files so tank and mobilesuit models and updated ship models can be seen by Western technology nations.


Added/ Updated - communication satellites:
There can be up to 24 Satellites in orbit (until the Orbital Elevators have been built), they give the ability to help out in different ways. Each satellite can only do one task for a 5 month period.
new decisions have been added for this:
Rocket launch site
Build rocket and Construct satellite (This is needed each time you want a new Satellite)
Launch Satellite - ( This will set of an event in 7 days time to launch the rocket with the Satellite into space, if any nation has a 60 spynetwork in your country or rival has units in the launch site neighbouring province, they get the option to sabotage the launch)
Dedicate a Satellite for Troop movement - increases movement and reinforcement speed for 5 months
Dedicate a Satellite for industry - increases production efficiency for 5 months
Dedicate a Satellite for Civilian comms - increases tax percentage for 5 months
Dedicate a Satellite to tract weather - decreases technology cost for 5 months
Dedicate a Satellite to spy on population - decreases unrest but increases yearly corruption for 5 months
EACH satellite you have will give you the following:
decreased envoy travel time, decreased technology cost, increased production, increased tax percentage, increased movement speed, increased reinforcement speed and decreased land attrition.
New Diplomatic actions -
Fire Balistic Missile at Nation's Satellite (This can only work with the Alternate map submod)
Hack Nation's Satellite
Spy on troop movement - 5 months of FOW lifted on targeted country
Locate Person of interest - 50% likely to add 2 extra spynetwork a month



Alternate Map - Antarctica Submod:
update 2.1.0
Fixed errors with the Climate simulation items
added choosing province bombing event for Balistic missiles and Nuclear bomb diplomatic actions.
added choosing Airbase event for the initial airfleet deployment decision.
fixed issues with state visites
hidden alot of events firing and clogging up the screen to show mostly essentials.
Added Rare Earth Metals:
added R.E.M as province flags/modifiers. These goods can be mines in certain provinces around the world - mostly real life locations. Each of these metals will give a different benefit depending on if your nation has a certain Trade good.
Each Mine will give you 100 units of the R.E.M and these benefits will depend on how many units you have 1 unit for low benefit, 10 units for medium benefit and 20 units for high benefit.
The number of units you have is shown in the tooltip of a new decision that has been added.
New Diplomatic actions have been added for R.E.M
Offer to Develop nation - This can only happen if the nation has one of the Metals and is not a Great power. this action give the 3% chance of letting a random province of the target being developed in a 500 day window - this also puts you in a good standing with the nation
Negotiations - This can only happen at ADM tech 70 with a nation who you are at odds with - this will put you in a good standing with them
Buy Rare Earth metal supply - this can only happen if you are either: an ally, in good standing, overlord and have a mutual 60+ opinon, this will give you access to negotiate to buy 20/10/5/1 units for 2 years (1 year if the nation doesn't have the source mine) of the following metals:
Scandium (goes well with Aluminum)
Lanthanum (goes well with Hydrogen)
Cerium (goes well with Oil)
Samarium (goes well with Nanocarbon/Electronics)
Gadolinium (goes well with Silicon/Electronics)
Terbium (goes well with Composite)
Dysprosium (goes well with Silicon/Graphene)
Erbium (goes well with Steel)
Thulium (goes well with Modern medicine)
Lithium (goes well with Eletronics/Cars/Drones/Synthetic workers)
Cobalt (goes well with Eletronics/titanium)
Yttrium (goes well with Electronics/Graphene)

Added Tech Tree (sorta), following from a purchase of HOI4, I thought this should be a thing to make each nations Mobile suits slightly different, But, then I thought, why not do it for every age:
A link to an Excel sheet with the tech tree will be put below. I have added Tech points, each tech costs a certain number of point depending on the age and some tech options only show IF you have a province with a certain Trade good.
You have a chance of getting at least 1 tech point every 5 years, if your ruler is does not have certain negative personalities. the number of points you get every 5 years inceases by 0.25 depending on the number of Universities you have in your nation. You can have up to 100 tech points.
choose your tech carefully as some options can make it impossible to choose other techs down the line. A crude example diagram will be put below this:
Infantry:
Mil Tech
14 Spear Lance Sword Light Armour
| | | |
20 Throw | | Bow |
spear | | | |
24 | | Sword <-> Axe | |
| | | | | |
27 | | Heavy | | Heavy Armour
| | Sword | | |
35 | | | | Crossbow |
| | | | | |
38 | | | Mace <-> Warhammer | Chain <-> Metal
| | | | | | Mail Armour
41 | | Long | | |
| | sword | | |
43 | Pike | | | |
| | | | | |
44 | Pike | | | |
| axe-head | | | |
50 | | Man-at Battle- | | Longbow Helmet
| | arms axe | | |
54 long | | Crossbow |
spear | | |
57 | | | Musket
| | | |
60 | | | Musket
| | | |
64 Pike Claymore | Musket
-------------------+---------------|
73 Grenades Sniper Musket
| | |
78 Grenades Sniper Musket
| | |
81 Pistol Grenades Sniper Rifle
| | | |
85 Kevlar Pistol Grenades Sniper Assault Rifle
| | | | |
88 | Handgun RPG Advanced Assault Rifle
| Sniper
91 Exoskeletons

https://www.dropbox.com/sh/wsi6tnpvqim0i9z/AADUDJ3FX4GrQUYRcAlQztMIa?dl=0

Army Supplies submod:
Update 1.2.1
Saved games should be compatable
Edited AI acceptance conditions for the Diplomatic actions.

更新于:2020 年 9 月 9 日 下午 12:55

Update 1.17.2 - Models:

I have added modern and future unit models for cavalry and artillery units, as well as modern ship models.
I have edited the sprite levels and what is displayed for each technology group so am currently unsure if any mods/ unit packs will clash with this update (I currently don't have any)

land unit models will now change on Mil tech:
45 - medieval
71 - Napoleon style
83 - Modern Tanks
94 - Mech Suits ( these models are currently a placeholder until I can find proper mobile suit/mecha models)

Sea units now change to modern looking vessels from:
Heavy ship: Destroyer
Light ship: Cruiser
Galley: Torpedo boat
Transport: Troopship

There is an issue which I am having trouble figuring out, the new models for the Sea units mentioned above (apart from the Heavy ship) do not seem to work with West European Nations, or American continent Nations, any Ideas in why this is would be a help.

Add on mod 2.0.1
Fixed issue with the south pole explorations events in Antarctica

更新于:2020 年 6 月 16 日 上午 4:22

1.17.1 Update:

Fixed the supernational union government error by removing the government reform. for UNION, HRL, the AEU and the Earth sphere federation, two new decisions have been added to increase government capacity by 200% to match what the government reform was.

更新于:2020 年 6 月 11 日 上午 12:05

1.17.0 updates: - Social age

Updated advisor portraits
Fixed right wing right disaster and oil crisis disaster; Removed Sub modded Estates (hopefully only for now); Added new portraits for the new advisors which were added ( a few updates ago ); Removed the Nato war bookmark and all mention to that war-
Replaced this with a focus on the Social Reform age:
Several events and decisions specific to this age have been added into game, as well as map updating province control during the time of social reform. (this all stems from and extensive look at the future timelines . net predictions from 2025 – 2090.) the majority of events which will fire in this age are designed to try and break up countries, the decisions that have been added are design to pre-emptively or retroactively combat these events, there is a significant cost to this though, but what is more important control or economy. As mentions above, NATO war has been taken out, this have been replaced with: the Third World war, which focuses around four alliance blocks from 2030.7.6 - 2034.8.10. Province histories have been updated to show control during each month of the war.
NATO – USA, UK, France, Canada, Australia, Japan, South Korea, Israel, India
Beijing Pact – China, Russia, North Korea, Cuba, Iran, Serbia, Uganda, South Africa
Islamic Alliance and Allies – Syria, Palestine, Turkey, Saudi Arabia, Egypt, Iraq, Indonesia, Pakistan
South American Alliance – Brazil, Argentina, Jothoanass (Submod Addon)
Small focus has been put on the Age of unity based on the predicted events from Future timelines . net.
The Solar Power wars now show the province control during each month of the war and have also altered the history of south Korea – It now starts in the UNION and is taken over by the Human reform league, this is similar for Greenland, it changes hands between the AEU and UNION.
Added new mission modifiers for the AEU, UNION, HRL and Earth Sphere Federation which helps with Governing capacity as well as three decisions (UNION) specific to help with this; Have added an event to auto core all provinces within AEU, UNION, HRL, to curb the overextension seen during game start of a late game; removed one of the NHS events which kept adding unrest in all owned provinces; Have it now so any nation if they have either the flag nuclear missile allowed or the internet institution, the ability to construct and improve nuclear missiles and their yields; added trade good images for (previous added trade goods);


Submod 2.0.0 updates: - Antarctica

Added – the continent of Antarctica. This is accompanied with the Antarctica Nation new trade nodes and events dealing with the region. Added the Alaska trade node. Added the Northern ice passage canal to be able to from the waters in Greenland to Alaska via Canada.
Fixed – Ballistic missile system, It will be able to fire again during war; Removed Sub mod Estates (hopefully for now); Added Climate change simulation decision: Only available from 1900- 2020, this will simulate the increase of carbon emissions from natural resource provinces. These are global emissions so every nation contributes to this, there are 5 stages to the global warming: small climate change, where it is mostly forest fires, mild climate change which includes flooding events, average climate change, high climate change which includes losing coastal provinces to rising sea levels, Severe climate change which includes losing provinces to expanding deserts. This simulation also comes with the new feature The United nations, this differs from the United nations security council, this is and attempt to replicate the actual UN where any nation can join permanently, with this any member nations can try to pass any resolution from stopping nuclear testing to help reverse climate change. The only way to join this UN is by asking the members of the security council and if they like you, they’ll vote yes to you joining, if you have more yes votes than no you’ll join. This is the same way resolutions are passed, if member nations like you they will vote for your resolution. When you become a UN representative you will get two extra diplomats. each resolution is debated for 2 years, the votes happen near to the end of the second year, (you can up a members opinion of you in that time so the will votes yes)
Ways to defend against the irreversible climate change and the loss of provinces world wide is with two decisions that will be made available after agreement at the UN, Carbon capture system – a modifier that can be in every province, they will slowly reverse the affects of global warming, so the more nations in the UN the better – or just take over the world. The second is Coastal defences, they stops your coastal provinces being lost to the sea.
Added new Trade goods: Future trade goods:
Synthetic Workers Dip_tech = 94, Nanocarbon Dip_tech = 97, Synthetic Meat Dip_tech = 95, Graphene Dip_tech = 95

Army supplys mod 1.2.0 updates:
Bug fixes
Hidden Food supply events so you are not bombarded with events, Kept Power and Naval fuel events visible as they are relatively small in comparison. Fixed when renewing supply contract with another nation, they will not automatically reject the renewal offer even if their nation is still crippled.

更新于:2020 年 2 月 1 日 上午 5:14

Update 1.16.0

future timeline mod -

fixed crisis event scenarios
fix other issues

alternalte map mod -

airzones:
created 229 airzones have been created that fighter jets and bombers can "travel" through.
the new system for aerial combat works like this: the normal upgrading and purchasing of planes is still the same, but now you need to allocate a number of planes into one of 5 fleets. once a fleet has at least 1 jet and 1 bomber as well as an air field it can call home, there will be decision to allow you to let that fleet "take off" once its in the air it will be able to move into any airzone that you have any owned provinces in which have an airfield built, or any province from a nation that has given you air access, and also has an air field in it.
you can also move into airzones of our enemies, when at war, to commence bombing runs.
to be able to move between airzones jet fuel is consumed, depending on the size of the zone will determin how much fuel is needed to fly there. this fuel is replenished by 2 units every 5 years, this time is decreased if you have the trade goods of: Oil, natural gas, renewable energy or shale gas. you cant move the same air fleet more than one every 8 months. and it cost 5 admin power to do so
your airborne fleet also has a the option to land and base themselves in another airzone while moving around, this can be good for positioning air fleets around enemy territory before striking.

while at war if your airborne fleet flies into an airzone which has an enemy airborne fleet a skirmish will happen. this will also happen if a fleet flies into an airzone which has an enemy Helicarrier in it. Helicarriers now act as a sky fortress, only overwhelming numbers can take it down, or the covert diplomatic action to take out a countries Helicarrier.

the balistic missile element of previous updates has been updated as well to work with the airzones. the missile range has been changed to follow these rules: if your nation's missile silo is in a provinces of a certain airzone, there needs to be a range of at least 300 to strike enemy provinces in any airzone that neighbours. a range of 600 is needed for any airzone that is next to the neighbours, a range of 1200 is needed for the ones after, 3000 for the following, and then a range of at least 6000 to strike provinces in any other of the 229 airzones.

aerial tradition is now more dependent on if your country has certain country modifiers: e.g. good quality steel, dumb pilots ect... aerial tradition will be reviews once every 2 years, there is a base decay of 2, any modifier that your country has, to do with aerial combat, will either add negatively or positively to the decay for that time.

helicarries now have more of a role in aerial combat, as said before. you can choose which airzone to move your carrier to.

ace pilots now can be trained but will cost 50 admin power to do so, an ace pilot can be assigned to one of your 5 air fleets.

air field building now mil tech 84, and no longer requires training fields building to build

spitfire - mil_tech = 84
harrier_jump - adm_tech = 88
typhoon - adm_tech = 90
f-22 - adm_tech = 91
f-35 - adm_tech = 92
f-42 - adm_tech = 93
f-69 - adm_tech = 94

b-17 - mil_tech = 84
xa2j - adm_tech = 87
b-1 - adm_tech = 89
b-2 - adm_tech = 90
hyper_sonar - adm_tech = 92

helicarrier now mil tech 91

airzones based from: https://gis.icao.int/eganp/DOC7100ultimeorderprint8FINAL.pdf

army supplies mod -

fixed the power generation side of the mod

fixed other issues

更新于:2019 年 12 月 7 日 下午 4:00

Update: 1.15.1
Revamped Atomic weapons.
Atomic weapons now have different yields, which in turn determine how many provinces are affected by the weapon. This new system is accessed via the Great war age reward to construct nuclear missiles. Once this ability is enabled, a province will need to be chosen where the atomic test can take place, this province will get a modifier of nuclear radiation for 50 years which will lower, well everything, even the development of the province. there are 9 atomic bomb yields to be tested, each have a different effect on the enemy:
5KT yield - adds 5 war exhaustion, radiation in one province for 5 years ( even if it changes hands ), 30 devastation
10KT yield - adds 5.6 war exhaustion, radiation in one province for 20 years ( even if it changes hands ), 50 devastation
20KT yield - adds 6 war exhaustion, radiation in one province for 50 years ( even if it changes hands ), 90 devastation
60KT yield - adds 6.5 war exhaustion, wipes out the province, all neighboring provinces get radiation for 100 years ( even if it changes hands ), 40 devastation, epicentre province is not liveable for 100 years
3MT yield - adds 9 war exhaustion, wipes out the province, all neighboring provinces get radiation for 200 years ( even if it changes hands ), 80 devastation, epicentre province is not liveable for 200 years
10MT yield - adds 9.8 war exhaustion, wipes out the province, all neighboring provinces get radiation for 300 years ( even if it changes hands ), 90 devastation, epicentre province is not liveable for 300 years
20MT yield - adds 11.5 war exhaustion, wipes out the province, all neighboring provinces get wiped out also. provinces not liveable for 300 years
30MT yield - adds 12 war exhaustion, wipes out the province, all neighboring provinces get wiped out also, all 3rd provinces on get radiation for 800 years, 50 devastation. provinces not liveable for 800 years
50MT yield - adds 13 war exhaustion, wipes out the province, all neighboring provinces get wiped out also, all 3rd provinces wiped out also. provinces not liveable for 1000 years

there is a diplomatic action to use the worlds first atomic weapons (if one hasn't been used before) this will have no repercussions, the AI can do this also. all other uses of an atomic weapon could bring around a nuclear Armageddon - with more powerful weapons.



Addon Mod:
Update 1.2.1
Revamped missile salvos into Intercontinental ballistic missiles.
A decision for a missile program is now needed to be carried out before you can build ballistic missiles. these missiles will be fired from one province, which is chosen, which has a fort. there are now added decisions to increase the destructive (devastation) power of the missile and the range of it from your missile silo, this will also increase the enemy countries war exhaustion if successfully hit, if the targeted province, or an allying neighboring province has an airfield there is a 60% change that the missile will be taken out. This, Still, can only be carried out in a time of war. there are ten different strengths of missile that can be researched.

updated aerial bombing so bomber range is needed again. you will be able to pick an alpha airfield to launch all bombing campaigns.

Added cellular wireless networks, 1G to 7G. how this works is provinces with what ever generation will get a boost in productivity, it is a race for each country to develop the next generation network first, the winner of each generation gets a cash sum for EVERY province which embraces it. Research increase in peace time and decreases in war. there can only be one winner for each generation.


Fixed various issues and errors

Supplies Sub mod:
Update 0.1.0
Now compatible with EU4 Version 1.29. Saves are incompatible.

更新于:2019 年 10 月 9 日 上午 10:45

Update: 1.15.0
Now compatible with EU4 Version 1.29. Saves are incompatible.
Fix the random american province within UNION, started the fixing of localisation text.

Addon Mod:
Update 1.2.0
Now compatible with EU4 Version 1.29. Saves are incompatible.
Added a new island chain to connect south america to the Jothianan Isle.
Added Flavour events to the 7 kingdoms on the isle.

Supplies Sub mod:
Update 0.1.0
Now compatible with EU4 Version 1.29. Saves are incompatible.