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When our youngest kid gets into school I hope to return to this project but that will not be for another year.
If you want to fix things but keep it under this name, I'm willing to accept fixes and expansions from someone who has time currently. Give me a PM and we can figure out how.
One thing I'm not sure about with the patch 1.3.1 changes that I'd like to get some feedback on is the new Sub-Saharan cav units. I'm tempted to remove them as with the new groups the Sub-Saharan states remaining in the game are ones that inhabit the Tsetse fly region and did not have horse armies.
I hope to have an update out in the next day or so that will resolve the issue. I've done an emergency patch for now that doubles the units but the names are just a few extra characters for the Saharan units.
However, this may take some time as I do not know much about the region except what is in Wikipedia. If you can provide some reasons and ideas for this I would apprecate it. If this is bothering those of you who play primarily in this area please say something and I will make further changes such as removing Mali from the Saharan tech group.
I don't use an earlier start date mod myself but I could incorporate one if that is the wish of the subscribers. The good thing about the method that I'm thinking of is that it would allow those who wish to ignore it by using the default bookmark.
The other change you will need to make is overwrite the mil.txt in his mod with the one from this mod. I do not see what changes he has made to his mil.txt that makes it different from the base game one. You need the one from this mod inorder to have the new units activate as mil.txt is the one that controls when units activate in game.
east_african = {
modifier = 0.65
start_level = 3
cav_to_inf_ratio = 0.33
power = -1
}
I am thinking about making the flavor and name text to a more generic "Saharan" tech group to be used by Songhai, Mali, Kanem Bornu, and Ethiopia to reflect the non-Teste Fly region's use of horses and more advanced contact//conflicts with the game's "Muslim" tech group. However, I have not received any feedback about the Western African inclusion so I'm reluctant to expand to an area outside my direct research knowledge.
Which time-altering mod did you attempt to use? I may be able to see if there is a way to integrate it easily that you could follow.
Anyone else who is reading this, don't run this mod with any other mod that sets your tech level before 3.
The most likely culprit would be another mod that changes the Military Tech tree. Unfortunately the only way to add units to EUIV is to modify the Military Tech tree which means that any mod which adds new units or otherwise modifies the Military tech tree will need to be manually merged to work.
It doesn't look like anyone else ran into this problem, so maybe it is just a case of mod to mod incompatability..?
There is a Revolutionary Republic government union for a republic gov country to form and an Imperial Empire government union for a monarchy gov country.
If you hear about a method for changing a nations NI pool without changing their tag I would be interested in hearing about it. It would remove my hesitation to impose my imaginary historical ideas for the union nations. Given how far from our history a African Union country would have been I would feel more comfortable if I could give a choice to the player to pick a NI group that fits the path their country has taken in their mind to reach this point.
A question for those who are folowing this mod. Do you find the AI aggressive expansion to be bothersome or do you enjoy the extra challenge from counter-blobs?
I'm about to make another update with an Integration of the African Union mod (with a African Empire based upon Ethiopian National Ideas and an African Republic with NIs based upon the Ottoman NIs) and I am trying to decide if I should include the Better Diplomacy mod AI file.
From the hands off observer games I've been running to test the mod at the current settings the AI Ethiopia is able to stay within a tech level or two of the neighboring Muslim states until near the end of the game period. This fits my goal of the AI following but not surpassing the neighbors.
Any Human player should be able to westernize before the end of the 16th Century (1599) and up till that point even the AI is keeping at a tech level parity with the nearby Muslim states in most of the games.
I'm currently considering a mid-teen Mil Tech cavalry unit to address that gap but I've got to work on the balance as I find that with my current attempts I'm very frequently seeing the AI blob the entire area during the 17th Century if I put a mid-teen firearm cavalry in. I’m aiming for the AI to have expansion and contraction but never a firm blob. This should result in the Survival of the state as was historical while allowing a human player to dominate the region if they so wish.
The other option is to make Songhai/Mali into the Muslim tech_group.
East African improvements expanded to all Sub-Sahara tech group nations while maintaining the original tech group name and icon, production, tax and trade idea values increased to 10% for all Sub-Sahara tech group nations (excluding those without the idea of course), start at tech level 5, tech speed group = 170%
Justification:
This is such an important mood as most historically based games reflect people’s generally inaccurate ideas rather than historical reality and is part of a much needed reworking of the continent to reflect historical reality. The vanilla is inaccurate as you noticed and readdressed with Ethiopia.
Songhai which succeeded Mali grew to become larger than the total landmass of Europe in the 16th century, was technology powerful and ridiculously rich. By 1444 the Swahili had developed strong trading relations with the Ming bringing great wealth through trade and the list goes on. The African nations shown in UP4 historically speaking were characterised by heavily populated and industrialised cities with a substantial production, tax and trade base.