Europa Universalis IV

Europa Universalis IV

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Opdatering: 19. maj 2019 kl. 12:06

Update 1.1.0
fixed the state visit diplomatic desicion.
added the new trade good: Renewable energy, this can only be produced after an investment decision on renewable energies and can only be produced in provinces that already produce fossil fuels.

Overhauls aerial warfare:
V2.0:
Removed the Dog fight battles and Bombing run.
Planes and bombers now rely on distance between provinces and are called into attack an enemy province together. you can choose between 75%,50% and 25% of your airforce to send to fight. the defending nation can call on 75%,50% or 25% of their fighter jets to defend as well as the tactic going into the aerial battle - the attacks can also choose tactic. the defenders have the opportunity for an ally with an airforce to intercept the attacks which has the potential of repelling the attacks or reducing their numbers as they fly into the defenders airspace.
if the attacks managed to break through they have to opportunity to target (if in range) their defenders capital, core provinces, territories, ports or any province with an airfield- with the potential to destroy the airfield.


There is now a new sub mod for this: Army Supplies: Food and Fuel - and Electricity
This is a new sub mod for Extended timeline/Alternate future/more trade goods for alternate future
(potential to be played for vanilla games also)
This Sub mod adds Food, Fuel and Electrical supply into the game.
all of these affect army and naval moral as well as production:
If the Food supply is less than the current army size then army moral is decreased by 25% and if the food supply is less that halve of the army size army moral is deceased by 50%, this is the same for Fuel supply and Navy size.
For production and Electrical supply if the amount of supply is less than the amount of provinces you have production is decreased by 25%, and if you have no electrical supply production is deceased by 75%.

Food supply comes into affect from 1AD, Fuel supply comes into affect from 1920AD and Electrical supply comes into affect when a country has embraced electrification.

Food supplies comes from provinces that you CONTROLL which produce: Livestock - this gives you a base value of 20, Fish - base value of 10 and Grain - 5.
the produced value increases by a value of 5 depending on the development of the province, E.G if a province gets a total development of 10 then the food supplied goes up by 5, then is that same province's development is increased to 20 the supply goes up 5 more; this is all the way up to development of 90.

Fuel supplies come from provinces that you CONTROLL which produce: Oil - this gives you a base value of 80, Renewable energy - 40, Coal - 100, Solar energy (orbital elevator) - 5000, Hydrogen - 160, Shale gas - 50, Natural gas - 40, Uranium - 100

Electrical supply comes from provinces that have the province modifier: Power Hub. provinces that get these will increase the supply of power by 8. potential Power Hub sites are provinces that produce: Coal, Uranium, Shale Gas, Natural gas, Tropical wood, Solar energy (Orbital elevator), Hydrogen and Renewable energy.
If the provinces produces Solar energy (orbital Elevator) then the electical supply is increased by 1200

New Diplomatic actions have been added: Pay for Food supplies, Pay for Fuel supplies, Pay for electricity, Trade supply goods.
Pay for food supplies can only be asked if the country is having a food crisis. this action will ask the country chosen if you could either pay for 10 units or 50 units of food for 6 months, the amount for the one off payment for the six months depends on the year. The country asked can cancel the supply after 6 months or renew it.
Pay for Fuel supplies is exactly the same but for fuel
Pay for electrical supply is also the same apart from asking for either 12 or 30 GW of electrical supply.
Trade supplies will offer the asked country to trade either their Food for Fuel or the other way round, this is mainly used for a country which has one supply crisis and a country which has the other crisis.

Each country starts off with 20 Food and Fuel supply (from 1AD) and 8 Electrical supply (from the year 2000)

These Electrical mods overwrite the current ones : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1746447258

Opdatering: 15. dec. 2018 kl. 16:26

Updated to be compatible with 1.28

Opdatering: 12. okt. 2018 kl. 14:46

updated to make compatible for 1.27

any bugs comment and i'll see what I can do at a later date

Opdatering: 14. sep. 2018 kl. 10:21

Opdatering: 12. sep. 2018 kl. 3:32

update 1.0.11
updated to make 1.26 compatible

Hopefully paradox have fixed the variables error from patch 1.22 hoping they have I have instead of starting each nation off with 0 air force, I have started them off with what it would be for 2017, i.e. and game started from the year 2000-2180 as the US will get 1886 fighters and 943 bombers. anyone playing as China will get 1018 fighters and 509 bomers and so on.

for estates Jothoanass gets its own political parties: the Conservatives, Democrats, Co-prosperity party, Jothoain National Party, Soulits and Republicans.

for estates I have added an option to change political estates to corporate estates (this decision is irreversable so be careful) corporate estates work like this: Amazon, Microsoft, Apple, Google, GE and Hitachi can have an estate in any province. where other estates can only be in a province if it has a certain trade good. List below (or in a discussion). certain events can trigger depending on which corporations your country has.

corporate estates:
Associated British Foods -
Provinces: Grain/Livestock/Fish/Salt/Spices/Sugar
Modifiers: build_time = -0.25, manpower_recovery_speed = 0.2, stability_cost_modifier = -0.1
Amazon -
Provinces: Any
Modifiers: merchants = 1, trade_efficiency = 0.2, development_cost = -0.1
Apple -
Provinces: Any
Modifiers: idea_cost = -0.1, technology_cost = -0.4
Asahi -
Provinces: Beer/Wine/Tea
Modifiers: infantry_cost = -0.1, manpower_recovery_speed = 0.2, land_maintenance_modifier = -0.1
BAE systems -
Provinces: Naval Supplies/Armaments/Drones/Composite/S.A.Ms/Military transport
Modifiers: heavy_ship_cost = -0.25, cavalry_cost = -0.2, cavalry_power = 0.2, cav_to_inf_ratio = 0.10
BHP -
Provinces: Aluminum/Cement/Iron/Coal/Steel/Titanium
Modifiers: embracement_cost = -0.2, trade_efficiency = 0.2, development_cost = -0.1
BP -
Provinces: Oil/Uranium/Natural Gas/Shale Gas
Modifiers: trade_efficiency = 0.2, development_cost = -0.1
Canfer -
Provinces: Plastic/Tropical wood/Dyes
Modifiers: build_cost = -0.1, development_cost = -0.1
Exxon Mobil -
Provinces: Oil/Uranium/Natural Gas/Shale Gas
Modifiers: adm_tech_cost_modifier = -0.1, trade_efficiency = 0.2, development_cost = -0.1
Ezaki -
Provinces: Cocoa/Coffee
Modifiers: infantry_power = 0.1, cavalry_cost = -0.2, manpower_recovery_speed = 0.2
Ford -
Provinces: Cars/Rubber/Civilian transport
Modifiers: artillery_power = 0.1, global_tax_modifier = 0.07, envoy_travel_time = -0.05
GE -
Provinces: Any
Modifiers: global_institution_spread = 0.05, global_tax_modifier = 0.2
Google -
Provinces: Any
Modifiers: province_warscore_cost = -0.2, production_efficiency = 0.2
GSK -
Provinces: Medicine/Modern medicine/Amber
Modifiers: siege_ability = 0.1, global_tax_modifier = 0.2, stability_cost_modifier = -0.1
Heineken -
Provinces: Beer/Wine/Tea
Modifiers: leader_land_fire = 1, manpower_recovery_speed = 0.2, land_maintenance_modifier = -0.1
Hitachi -
Provinces: Any
Modifiers: vassal_income = 0.1, technology_cost = -0.2
H-P -
Provinces: Electronics/Silicon/Telecoms/Copper
Modifiers: dip_tech_cost_modifier = -0.1, spy_offence = 0.1
Intel -
Provinces: Electronics/Silicon/Telecoms/Copper
Modifiers: mil_tech_cost_modifier = -0.1, spy_offence = 0.1
Lindt -
Provinces: Cocoa/Coffee
Modifiers: manpower_recovery_speed = 0.25, cavalry_cost = -0.2, manpower_recovery_speed = 0.2
Lockheed Martin -
Provinces: Naval Supplies/Armaments/Drones/Composite/S.A.Ms/Military transport
Modifiers: cavalry_cost = -0.2, cavalry_power = 0.2, cav_to_inf_ratio = 0.10
Louis Vuitton -
Provinces: Wool/Cloth/Fur/Cotton/Silk
Modifiers: culture_conversion_cost = -0.25, development_cost = -0.1
Mars -
Provinces: Grain/Livestock/Fish/Salt/Spices/Sugar
Modifiers: trade_efficiency = 0.05, manpower_recovery_speed = 0.2, stability_cost_modifier = -0.1
Microsoft -
Provinces: Any
Modifiers: technology_cost = -0.4
Nestle -
Provinces: Cocoa/Coffee
Modifiers: leader_land_shock = 1, cavalry_cost = -0.2, manpower_recovery_speed = 0.2
Nike -
Provinces: Wool/Cloth/Fur/Cotton/Silk
Modifiers: leader_land_manuever = 1, development_cost = -0.1
Pfizer -
Provinces: Medicine/Modern medicine/Amber
Modifiers: fire_damage = 0.1, global_tax_modifier = 0.2, stability_cost_modifier = -0.1
Polyus -
Provinces: Aluminum/Cement/Iron/Coal/Steel/Titanium
Modifiers: core_creation = -0.5, trade_efficiency = 0.2, development_cost = -0.1
Ratheon -
Provinces: Naval Supplies/Armaments/Drones/Composite/S.A.Ms/Military transport
Modifiers: light_ship_power = 0.1, cavalry_cost = -0.2, cavalry_power = 0.2, cav_to_inf_ratio = 0.10
Roche -
Provinces: Medicine/Modern medicine/Amber
Modifiers: mercenary_cost = -0.25, global_tax_modifier = 0.2, stability_cost_modifier = -0.1
Shell -
Provinces: Oil/Uranium/Natural Gas/Shale Gas
Modifiers: merc_maintenance_modifier = -0.25, trade_efficiency = 0.2, development_cost = -0.1
Sony -
Provinces: Electronics/Silicon/Telecoms/Copper
Modifiers: development_cost = -0.1, spy_offence = 0.1
Toyota -
Provinces: Cars/Rubber/Civilian transport
Modifiers: ship_durability = 0.1, global_tax_modifier = 0.07, envoy_travel_time = -0.05
Tsingtao -
Provinces: Beer/Wine/Tea
Modifiers: naval_morale = 0.25, manpower_recovery_speed = 0.2, land_maintenance_modifier = -0.1
Unilever -
Provinces: Grain/Livestock/Fish/Salt/Spices/Sugar
Modifiers: advisor_cost = -0.5, manpower_recovery_speed = 0.2, stability_cost_modifier = -0.1
Vale -
Provinces: Aluminum/Cement/Iron/Coal/Steel/Titanium
Modifiers: inflation_reduction = 0.1, trade_efficiency = 0.2, development_cost = -0.1
Volkswagen -
Provinces: Cars/Rubber/Civilian transport
Modifiers: movement_speed = 0.15, global_tax_modifier = 0.07, envoy_travel_time = -0.05
West Fraser Timber -
Provinces: Plastic/Tropical wood/Dyes
Modifiers: shock_damage_received = -0.1, development_cost = -0.1
Weyerhaeuser -
Provinces: Plastic/Tropical wood/Dyes
Modifiers: discipline = 0.05, development_cost = -0.1
Zara -
Provinces: Wool/Cloth/Fur/Cotton/Silk
Modifiers: land_maintenance_modifier = -0.1, development_cost = -0.1

Opdatering: 19. aug. 2018 kl. 2:16

Opdatering: 14. aug. 2018 kl. 9:38

1.0.10
as this update was to address the EU institutions problem, some unintended contect that I didn't want out till the 1.26 patch is coming out early. but I have allready implemented them into my version of eu4 , and it is too much effort to remove for the update so....:

Added Trade goods: nanobots and Cybernetics
added devisiation to natural disasters.
added the diplomatic action: fund state terror, in the form of verious events, there is a low likelyhood of any sucess but, the world will know when it happens.

Opdatering: 7. juli 2018 kl. 5:32

1.0.9

addon mod:
more depth to the jothioan isles in the form of events, one of these is when jothoanass is formed, a constant struggle to keep the houses (former nations that made up the isle) in check. each owned province at one point will be influenced by one of the 6 other houses, (if your dynatsy is either: Pearce, Pariag, Yamato, McPherson, Bloodstone, Thomtomhive or Bushido). and depending on the state of the nation, some might try to overthrow the current monarchy to become king/queen. these houses give provinces modifiers (good and bad). and there will be times when the current ruler will have to step in to sort a house out, which may anger them or other houses.
House
other events include: Kingsman - Bushido wedding, Jotho - Shinto wedding, Bushido reformists revolt, Midori Shinto coup.
House Pearce: local manpower. House Pariag: institution spread House Yamato: sailors House McPherson: production effiecieny House Bloodstone: trade value House Thomtomhive: tax House Bushido: ocal unrest.

aerial warfare (beta)

aerial warfare has been added in the form of decisions and dip actions. Added: fighter jets and bombers. bombers exist to devistate a province at a time of war. fighter jets are there to intercept bombers and attack other fighter jets.
air combat works: depending on the aviation tradition level, the level of the fighter jet used and the size of the airforce will determin the outcome of a jet Vs jet fight.
bomb run: depending on the range of the bombers, number of bombers and the number of enemy jets will determin if an enemy province is attacked (loses development points) or not.
aviation tradition: like army and navy tradition. this will go up and down via random events. fighter jet level: depending on the year you can invest in a historical type of jet, there are 7 levels of jets and 6 levels of bombers (each bomber level increases its range) bomber range: this works on the distance between borders to determin if you can attack or not. neighbouring counties can give you access to their airspace to increase your bomber range.
jets and bombers can only be made if your nation has an airfield. each new airfield will give you 30 pilots, which are used up when you purchase a jet (1 pilot) or a bomber (3 pilots). every 8 years each airfield will give you 5 new pilots. aircommand will now increase bomber range, increase aviation tradition and give 50 pilots. aircraft carrier will now also increase bomber range. the new helicarrier (S.H.E.I.L.D) will increase bomber range alot. with this new carrier there is now a spy option to find another countries helicarrier (regardless of war) and send airforce to destroy it.
aerial warfare if availiable between 1940's to 2180. (still in beta stage)

Opdatering: 20. apr. 2018 kl. 11:12

Opdatering: 20. apr. 2018 kl. 9:47

1.0.8