Europa Universalis IV

Europa Universalis IV

Alternate Map for AFT's ET Complete map +
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更新:2022 年 11 月 21 日 @ 上午 8:08

Helicopter Update

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 subM

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 demand.
primary production is calculated by the number of wool/copper/cloth/iron/tropical_wood/fur/cotton/aluminum/cocoa/steel/rubber/nanocarbon provinces you own divided by the number of provinces you have.
secondary production is calculated by the number of cars/silicon/plastic/civi/synthetic_robots/fur/Workshop/Counting_house/factory/auto_factory/weapons/mills/plantations provinces you own divided by the number of provinces you have.
tertiary production is calculated by the number of electronics/service/telecomms/Wharf/furnace/textile/trade_centre/trade_company/super_computer_servers/farm_estate provinces you own divided by the number of provinces you have.
Secondary Demand is calculated by the number of factory/coal_plant/tax_assessor/town_hall/shipyard/grand_shipyard/naval_base/mass_transit_system/gov_blocks/cathedral provinces you own divided by the number of provinces you have.
Tertiary Demand is calculated by the number of university/nuclear_plant/fusion_reactor/stock_exchange/state_house provinces you own divided by the number of provinces you own.
Primary Demand is calculated by 100% minus the percentages of the Secondary and Tertiary demand you have.
Smart weapons have been added, the amount built each year depend on the percentage of your provinces have factories/auto factories in them, and if you have a province which has the tradegood electronics.
smart weapons are used up first before ammunitions are. having more than 0.001 smart weapns give you a modifier which increase army power by 10%
doubled the amount of Oil in offshore and online oil fields

更新:2022 年 9 月 14 日 @ 下午 1:42

Compatible with 1.34
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:2022 年 3 月 4 日 @ 上午 12:30

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)

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.
There are four other unions what can be formed (not alliances) the African, Americas, Asian and Oceanian unions. The leader of these will be changed every 5 years. A member can be kicked out of the current leader dislikes you and a union can be disbanded if the leader is taken out by another country. To form a union you have to have your capital in that continent and have 90+ prestige.
For human players auto investment can be turned on so you do not have to deal with this and just reap the benefits or the disadvantages. You can either choose cautious AI, Daring AI or hardcore AI.

更新:2021 年 11 月 30 日 @ 上午 10:05

Updated: 3.1.0

Fixed the ballistic missile events, so the aggressor can see which provinces were hit.

Added Submarines: added submarine warfare into the mod, effective from dip tech 83.
There are 9 types of submarines that can be developed
nordenfelt_i_class dip tech 83 a province with trade good: coal
gymnote_class dip tech 84 a province with trade good: coal
holland_type_vi dip tech 85 a province with trade good: natural gas
m_class dip tech 86 a province with trade good: natural gas
gato_class dip tech 89 a province with trade good: natural gas
nautilus_class dip tech 89 a province with trade good: uranium
n_774_class dip tech 91 a province with trade good: uranium
type212_class dip tech 93 a province with trade good: electronics
ssn_x_class dip tech 95 a province with trade good: electronics

the submarines operate in the sea provinces of the airzones. They have the potential to sink any nations ship in that sea zone, if you have enough spy network; detect other nations submarines in the sea zone; attack them if at war; bombard a controlled enemy coastal province in that area – and disable and submarine bases in there. In these sea zones if you have a submarine base there you can place naval mines to try and destroy any subs that don’t have a high enough manoeuvrability.
There are decisions to upgrade parts on the subs to increase: stealth, sonar, hull points, torpedo power, manoeuvrability.
All of this and the construction of the submarines cost sailors and naval command points; these points are awarded each month based on how many active merchants you have. You can have up to 999 naval command points.

Added Joint exercises: added the ability to carry out either a joint naval, army or airforce exercise to allied nations who don’t have over 70 tradition in the respective field. A joint exercise can only be carried out if you have at least +/- 20 units of the respective exercise.

Fixed assassination issue with state visit

更新:2021 年 7 月 9 日 @ 上午 5:44

update 3.0.1:
fixed Arctic and Antarctic province claim missions.

更新:2021 年 6 月 17 日 @ 上午 1:20

更新:2021 年 6 月 17 日 @ 上午 1:19

更新:2021 年 6 月 15 日 @ 上午 4:26

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:2021 年 6 月 15 日 @ 上午 4:21

更新:2021 年 5 月 12 日 @ 上午 2:28

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.