Europa Universalis IV

Europa Universalis IV

Alternate Future Timeline for ET
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更新于:2017 年 8 月 20 日 下午 12:55

更新于:2017 年 8 月 20 日 上午 4:10

update: 1.10.2


quick fix to the UN events, so election for security general works again

更新于:2017 年 8 月 19 日 下午 3:38

Update: 1.10.1

Save games should still work.

Added:
fixed some text errors

new diplomatic decisions
Free trade agreement; this will come with random events tht either are a benefit or a con of a free trade agreement. to get this action you will have needed to have chosen: trade ideas
Cyberwarfare; (changed from a decision) this covert action will need to have a spy network of 42 and would need to have the institution embraced: internet
establish spy blacksites; this will lower the spy defense of the target nation. the globalization institution would need to be embraced and the idea group: spy ideas would be needed
armed intervention; (celestial Being only) this action is shown when another nation in a war. this action will force you to attack, but if you manage to get a war score of 40 they then become your subject. a subject of this type has very big disadvantages to the rest of the world.
a war score of -60 will force a peace and the removal of any ability to gain the subject.
UN sanctions; lower global trade power of a nation when the UN approves the ability of its members to perform sanctions.
hack satellites; can only be done in a war with an enemy that has launched their Odin satellite. this will bar the foe from using odin for two years. a spy netowork of 60 is needed and the idea group spy ideas is needed also
infiltrate ranks; only at war, lower the tradition of an enemy for 4 years. needs a network of 80
GN particle dispersal; only for nations that have the GN drive or the Tau drive modifiers. a network of 70 is needed. this massively slows movement of the target nation for 4 years
jam radar; idea group naval ideas is needed and a network of 80 is also. this can only be done at war. this action slows the movement of the enemy for 3 years.
pact of non aggression; this action sets a truce between you and the target. this can only be done to neighbouring countries.
create embassy; institution needed: imperialism. there is a bonus for multiple embassies. if a nation that has your embassy goes to war with you or opinion drops below 0 then the embassy is abandoned, along with the bonus


Addon mod 1.0.4

changed
change technology groups on the jothoanian region so the ability to reform is available

fixed
fixed the ability to form Jothoanass

Added
Heir assasination; network of 100 needed and can only be done before the renewable energy institution is embraced. this action has a 50% chance of killing the target's heir to the throne.
influence election; internet institution embraces and idea group spy ideas taken. a net work of 100 is needed to give a 50% chance of an election being forced where: who ever becomes leader will be subject to corruption events and corruption modifiers for 4 years
remove dead weight (currency) has been moved from a decision to an action where a spy network of 80 is now needed.

next
Will be fixing the issue of lack of institution spread on the jothoanian region.
artic provinces map on hold until the new patch has been released as from the looks of it theyve added new provinces and some small new islands

更新于:2017 年 6 月 14 日 下午 12:35

Update: 1.10.0 (Coles and wars)

Issue with the game randomly minimising sometimes, will look for the problem

Question: for those who've played the addon mod, should that new currency decision and events system be moved to this mod and replace the current one?

Added

Altered the timeline slightly to reflect Coles predictions for 2060 – 2170
This means I have added the following: decisions, buildings, events, disasters and modifiers for space colonies on mars, the moons of mars and the moons of Jupiter and Saturn.
Such events like: if you are at war with another nation which has the new Space port building, and are at a war score of 80/-80 you will either gain their space colonies or cede them.
Disasters: if you treat your colonies with no respect and have no way of supressing them, they will war for independence.
Only one nation can have any one space colony and once those colonies become independent they are lost to Earth forever. The only way to get these colonies is by a manned mission for the moons, the construction of spaceport and two decisions for research into propulsion.
For the colonisation of mars you will first need to have a base on mars, and it will need to be a level 3 base. There can only be 10 different colonies on mars after the terraforming decision appears to you.
Be careful where you build your spaceport as this is where your colonies will “land” their rebel troops.

Improved province development for brazil, china, India and south Africa in 2030 and 2070; and Russia in 2081.

Added the decision for a Chemical strike if corruption is at least 10, this will force an immediate coalition against you from all UN security members.
From the age of unity the cost for mercenaries goes down by 25% as predicted use of them increased.

Added the decision to live through the two world wars, this decision; only human players can see will appear in the year 1901 only. After which if chosen in 1914 the great war disaster will occur for Austria. Which will drag every nation and allys of those nations into the (accurate as possible events for WW!) then in 1939 germany will get the disaster the second world war, which again will see the events of WW2 play out as acuratly as possible depending on the nations around at the time. I suggest that if you choose this decision and are one of the historical nations of allied to them, you up your armies and navy as modifiers will play a factor in these world wars.
Fixed
Changed the political colour of UNION
Dropped the requirements for normal nations to join the UNSC to a stability of 1, while still keeping the need to have a positive opinion of 50 from either USA or china.
“Build the wall” event, will now build level 8 forts in provinces bordering mexico
Fixed nuclear events
Changed the fire satellite weapon decision to give all warring enemy countries increased attrition for a couple of months
Fixed to UK monarchy so King George of Cambridge isn’t the last monarch
Added future US presidents after Will smith: 2029 "Michelle Obama". 2037 "Charlie Sheen". 2045 "Robby Novak". 2053 "Nolan Gross". 2061 "David Mazouz". 2069 "North West". 2077 "Garret Walker". 2081 ("Francis J. Underwood"). 2089 "David Palmer". 2097 "Claire Underwood". 2101 "Jed Bortlet". 2109 "Laura Roslin". 2117 "Joshua T. Adams". 2125 "Benjamin Asher". 2133 "Thomas 'Tug' Benson".

Extended Japanese monarch timeline to 2019


Addon mod 1.0.3 (Hand of god)
Added
Natural disasters: events for natural disaster which increase with severity if climate change is ignored
Fixed
Jothoanian colonial region
Future plans
To extend the map to include arctic sea provinces and north Canada, Greenland and Russia as well as the arctic shipping lanes. Slow working progress

更新于:2017 年 4 月 26 日 上午 10:21

Update 1.9.2

refixed european union decisions so that if the AI can unite the european union it will, so there is a greater chance of the AEU being formed and the triggers for the Solar wars of 2200's to be in place, addon province and trade good mod link is now in the description and included in the direct download link

更新于:2017 年 4 月 25 日 下午 2:46

Version 1.9.1

Quick fix for it to be compatible with eu4 1.21

nothing new added.

some events edited in preperation for the addon trade good and provinces mod (which will be linked in the description when uploaded to thw workshop)

if their any issues with this version let me know

更新于:2017 年 4 月 14 日 上午 2:54

Update 1.9.0

works with 1.20.1


- Added
New ages:
Age of social reform - 2050
Age of renewable energy - 2090
Age of Unity - 2140
Age of machines - 2200
Age of the Innovators - 2300

New Disasters:
Brexit (event have been modified to become this disaster): potential for scotland and london to go independent if not listened to. and a chance of northern Ireland and Gibraltar to go to ireland and spain if not listened too, (after the new article 50 decision has been triggered)

Right wing rise: triggered depending how many provinces have the xenephobia modifier

East russia: disaster that replaces the rise of eastern russia event, to make it more of a power struggle and realistic

Solar unrest: disaster for middle eastern nations which have oil provinces, triggered after the oil restrictions event has fired and before 2200

fixed:
Game should not crash on startup as i have gone through ALL province files updating to QWERTYs current version
models for future naval ships
gobalisation events (should not fire after admin tech 94)

current problems:
for anyone who wants to play the Earth sphere federations, you will need to do it from the year 2310, not where the bookmark has suggested, still dont know whyit crashes when you play them from 2311

might be some issues as i have not fully explored QWERTYs mod, unsure what his nuclear decision does and how it differes from mine.

(This version was made with all of the DLCs listed in the description as well as: Art of war and Mandate of Heaven)

future plans:

updating the ages objectives for my ages will be done, as well as the graphics for them

At least one addon mod for this is in the works, which adds new provinces and modern trade goods to replace original trade goods when the right year discovered comes. no time frame on when this will be complete though

更新于:2017 年 2 月 21 日 上午 5:43

Update 1.8.1

updated all province files to reflect the extended timelines provinces
fixed some localisation errors

Id like to apologise for the state of the mod at the moment, after the 1.7.0 update people, including myself have been having trouble loading up the game with this mod, there is a failure rate of at least 25% I am currently doing all I can to figure out what this could be to try and fix it. I hope you guys can wait for me to find a permenant fix to this problem and endure sometimes having to restart the game 2/3 times to get it loaded
-Dangerzone

更新于:2017 年 2 月 1 日 上午 1:11

Update 1.8.0 (Globalisation)
Added
(Not sure if this has any similarity to trade companies that are already in game but) I have introduced decisions for governments to form international companies that effect other countries. “These are for PEACE TIME only” (I have also put a decision in for players who do not want the extra message traffic in the form of “Close boarders to globalisation” which will give you ten years of being exempt from all of what I’m about to tell you, you can always redo the decision every time it comes up)
With this update there is the opportunity to take control of international companies:
- Private military company: a PMC gives the controlling country: global_tax_modifier = 0.05 army_tradition_decay = -0.01 and give the province that it has a presence in: local_manpower_modifier = 0.2 local_production_efficiency = 0.15 local_tax_modifier = 0.1. the modifier for the controlling country will increase 4 times from an event depending how many provinces the company has influence in, so other countries could mess with your bonuses. These companies are named:
Atlas, Beta and Truump Military
To get one of these you need to have to globalisation institution, 12000 ducats and an army tradition of 25. You can lose this company if: army tradition is less than 2 and prestige is less than -3
- National Banks: a national bank give the controlling county: global_tax_modifier = 0.1 and the province that it has a presence in: local_tax_modifier = 0.3 the modifier for the controlling country will increase 4 times from an event depending how many provinces the company has influence in, so other countries could mess with your bonuses.
These are named:
Bakelies, HS-DD and Bank of Texas
To get one of these you need to have to globalisation institution, 20000 ducats and 50 prestige. You can lose the bank if: prestige goes below 4
- Conglomerate: a conglomerate will give the controlling country: trade_range_modifier = 0.05 trade_steering = 0.05 and the province that it has a presence in: province_trade_power_modifier = 0.25 local_production_efficiency = 0.25 the modifier for the controlling country will increase 4 times from an event depending how many provinces the company has influence in, so other countries could mess with your bonuses.
These are named:
Mississippi inc, Banana and Alimama
To get one of these you need to have to globalisation institution, trade_income_percentage = 0.50 and prestige = 60. You can lose it if: if the trade income percentage falls less than 25%
- logistics firm: a firm will give the controlling country: global_foreign_trade_power = 0.1 global_own_trade_power = 0.1 and the province that it has a presence in: province_trade_power_value = 0.25
These are named:
Fedez, DHP and Windsor Mail
To get one of these you need to have to globalisation institution, trade_income_percentage = 0.45 and prestige = 40. You can lose it if: if the trade income percentage falls less than 25%
- Energy company: an energy will give the controlling country: production_efficiency = 0.1 and the province that it has a presence in: local_production_efficiency = 0.25
These are named:
BCF, Power den and Norris power
To get one of these you need to have to globalisation institution and own at least 5 oil or coal provinces. You can lose it if: prestige falls below 5
There are several events that come with this: (Province) unethical practices, turn a blind eye to corporation, increase tax and Corporate spying: if two of the same type of company is in a province. These come with options which affect your ducats, opinion of the controlling country and the opportunity to get rid of that company from all of your provinces, at a high opinion price.
PMCs can only be established in these provinces: Trade goods: iron/uranium/steel or Naval supplies
Banks can only be established in these provinces: trade goods: silicon or Services
Conglomerates can only be established in these provinces: trade goods: fish/tropical wood/iron or steel
logistics firms can only be established in these provinces: trade goods: Naval supplies/ silicon or drones
Energy companies can only be established in these provinces: trade goods: coal/ oil or hydrogen


- Also there is a chance to take over one (or more) of five airline companies (PEACE TIME ONLY). These airline companies decrease envoy time for the controller and increase local production efficiency for the province it ”flies” to.
These are named:
BF Airlines, EXE Airlines, Oceania Airlines, Amazon Airlines and Clarkson Airlines
To get one of these you need to have the globalisation institution, prestige = 50, corruption = 0, stability = 2 and diplomatic_reputation = 5. You lose it if diplomatic reputation becomes less than 2.
This comes with province and country events also which also effect opinion and ducats.
All of the above stops after adm level 94.
- Seeing the way the world is going at the moment ive added a little immigration and xenophobia events/decisions which come about after the globalisation institution. After embracing globalisation an event will fire at some point asking about which immigration policy you want to adopt. Strict, Normal or lax, which give different modifiers. There are events that will fire down the line which the effect will depend on the policy you have chosen.
Provinces which don’t have accepted culture may get a xenophobia modifier for 10 years. There is an event for war refugees that fires if a neighbouring country is at war. This event depends on the immigration policy. Provinces which have both the xenophobia and immigrants modifier will have a revolt, the size depends on chosen policy.

Look at previous change note to see the rest of 1.8.0 changes as there is not enough character space for it all

更新于:2017 年 1 月 12 日 上午 3:32

update: 1.7.1
Nothing new added just general fixes that should stop the game from crashing from start up.

Countined: 1.8.0 update:

Trade goods
Titanium – increases embargo efficiency. This good will only last 30 years in a province, this trade good has a 40% chance of being discovered in a neighbouring province to steel, just after the steel in that province has been discovered.
Silicon- Recover army morale: this can be found after adm level 89 and has_institution = electrification. It can be only found in highlands, hills or mountains.
Livestock – increase power recovery speed
Medicine – increases reinforce speed. This good is only found from adm level 48 - 75 and has_institution = medicine. This good will only be found in wooded provinces (woods/forests/jungles) or next to a province that has cannabis as a trade good.
Modern Medicine – continues to reinforce. This good can only be found from adm level 89 – 95. And only in wooded provinces too or next to cannabis provinces. There is an event that changes medicine into modern medicine also.
Armaments – increases land and naval morale. This trade good will only last 40 years in a province, and can only be found after mil level 48 and in provinces next to iron or uranium trade goods
Drones – increases morale and discipline: this trade good will only last 80 years, and can only be found if has_institution = electrification and mil level is 91
Buildings
Air Field – this building increases the supply limit, this building can only be built in provinces that have training fields building. Unlock at MIL 86. Costs 300
Central Intelligence building – a unique building that increases global spy defence and local hostile attrition. This building can only be built in provinces with woods/marsh/mountain or forest terrain. Unlock at MIL 90. Costs 6000
International Shipping docks – a unique building that increases trade power, this can only be built in provinces with a port. Unlock at DIP 90. Costs 6000
Flight command – a unique building that increases reinforcement speed and can only be built on farmlands/grasslands/desert/savannah or drylands terrain. Unlock at MIL 88. Costs 6000
War Council building – a unique building that can only be built in the capital province, this increases army tradition and land morale. Unlock at MIL 88. Costs 6000
Naval HQ – a unique building that can only be built in a province with a port, this building increases naval morale. Unlock at MIL 89. Costs 6000
Decisions
Decisions
Emergency election – this is for the UK when they have a parliamentary_monarchy so just has how the election events for USA/Canada etc… fire, it can happen for the UK as the previous method to get the UK election events going failed most of the time.
To see which country owns which international corporation or airline
To dissolve all owned international companies and airlines (so to give the option to choose the block globalisation decision)
Ages (eras):
Modern times is now not the last era (triggered modifier) there are now two more: Mobile times and Solar Times
Mobile times is triggered when adm level is 95 and not level 99. This decreased the envoy travel time even more, siege ability is increased, so is technology cost and land maintenance. Development cost and culture conversion cost is decreased.
Solar times is triggered when adm is level 99. This increases siege ability, technology cost and land maintenance.

Updated
Steel trade good discovery is extended to adm level 92
Provinces
Most provinces under Trinidad control in the 2020’s have their development increased.
Some provinces for Eastern Russia have their development increased.
Maglev system joining:
Great Britain: Birmingham to London
China: Hong Kong to Beijing
USA: San Francisco to Chicago to New York City
Japan: Hiroshima to Tokyo
Fixed
UN Secretary General - there should now only be one UN General at a time now.