Europa Universalis IV

Europa Universalis IV

Alternate Map for AFT's ET Complete map +
Viser 21-30 af 50 forekomster
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Opdatering: 29. dec. 2020 kl. 4:53

worked on possible fixes to loading time for the Mod (PLEASE LET ME KNOW IF THIS HAS REDUCED THE TIME FORM LAST UPDATE FOR YOU GUYS) removed event to choose when to drop nuclear bomb, replaced with a better randomised province selection
save files compatible

Opdatering: 29. dec. 2020 kl. 3:18

update 2.1.2
worked on possible fixes to loading time for the Mod (PLEASE LET ME KNOW IF THIS HAS REDUCED THE TIME FORM LAST UPDATE FOR YOU GUYS)
save files compatible

Opdatering: 26. nov. 2020 kl. 0:41

Update 2.1.1
Fixed values for Climate change simulation

Opdatering: 25. nov. 2020 kl. 12:39

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.

Opdatering: 9. sep. 2020 kl. 13:08

2.0.1 updates
Fixed the issues with the south pole exploration events in Antarctica

Opdatering: 11. juni 2020 kl. 0:13

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 Supplies 1.2.0 update:
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.

Opdatering: 1. feb. 2020 kl. 5:12

Update 1.3.0


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

Opdatering: 7. dec. 2019 kl. 16:04

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

Opdatering: 9. okt. 2019 kl. 10:47

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.

Opdatering: 21. juli 2019 kl. 13:39

update 1.1.1

Starting to address issues involving localisation.

added events in unique to the seven nations of the Jothoanian Isles