Europa Universalis V

Europa Universalis V

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Beyond the Cape
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21.347 MB
11 月 4 日 下午 3:22
11 月 17 日 上午 12:57
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Beyond the Cape

描述
Beyond the Cape is an overhaul mod that changes how exploration and naval gameplay work, making both feel more natural and purposeful. It draws on the real challenges of early sea expeditions, updating how your nation discovers new lands and adding new ship types, mechanics, and strategic choices.

If you want a better Age of Discovery, better naval battles, or more content for exploration-focused nations, Beyond the Cape expands on all of it.



Key Features

Exploration
  • Exploration Maintenance has been removed. Expeditions are now funded upfront with gold, sailors, and supplies.
  • Expeditions can fail, making exploration dangerous but rewarding when successful.
  • Characters exploring will have lower chance of exploration failure based on their administrative ability.
  • Deep Ocean and the new Cape topography require special advances before they can be safely explored.
  • Explorations can only launch from coastal locations that are connected to the capital, share the same market, or contain a lieutenancy or viceroyalty. They can also be sent from Colonial Nation subject locations with a dock building.
  • Steal Maps now costs 100 spy network.

If you wish to use only the above exploration features without the rest, check the relevant associated mod below.

Navy
  • New advance that enables drill for your navies.
  • All ship types and stats have been reorganized and rebalanced.
  • Transports have been renamed to Supply Ships, shifting their role toward logistics and naval support.
  • Fire Ships have been added. They have high firepower, low hull size, and explode on contact. They must be converted from galleys.
  • Bomb Ships have been added. They are poor in direct combat but very effective for coastal bombardment.
  • Middling Ships have been added. They combine the maneuverability of Light Ships with the firepower of Heavy Ships.
  • Massive Ships have been added. They are enlarged versions of Heavy Ships that trade speed for more firepower and hull strength.

If you wish to use only the above navy features without the rest, check the relevant associated mod below.

Additional Content
  • New Sound Tolls have been added at:
    • Storebælt
    • Strait of Messina
    • Bab-el-Mandeb
    • Strait of Malacca
    • Sunda Strait

Upcoming
  • Historical voyages currently impossible due to EUV's area-based system.
  • Expanded content for exploration and colonization powers.

Submods
Nova Lusitania

Associated Mods
Beyond the Cape - Exploration
Beyond the Cape - Navy
Beyond the Cape CN Translation

Community
Join our Discord server for all information about the mod, and leave your feedback.

[discord.gg]
91 条留言
Stami  [作者] 6 小时以前 
I am currently working on more restrictions like the Deep Ocean and Cape, but for land locations. I would like the climates Arctic, Hot Arid and Tropical to require an advance as well. This is because I see the AI explore Western Sahara a lot, and moving south to Jolof without going through the sea. This is not what I want at all.

Also, there was a post in the forum that left an impression on me. AI Timurids colonizing Siberia and the Russia player didn't get a chance to. I don't think these things should happen, at least not commonly or easily.

And yes, exploration maintenance is absolutely nonsensical. I understand they did it for gameplay reasons, but it's so jarring that it breaks immersion for me.

I'll keep working on the balance based on your feedback. It's tricky, because I don't want you guys to be frustrated by constant exploration failure, but also tweaking too much results in it being too easy when it shouldn't. Let's see how it goes.
Damphair 7 小时以前 
Thanks for the quick update, I tried it out earlier today before the 1.05 patch and I noticed some improvements. My explorers already on missions in my save game all failed, but my new explorers seemed to fail less often, now it felt like 60% of expeditions made it through and they didn't fail when the exploration was almost done. Most of the explorers that failed had 2-3 years left on the expedition, the closest one was an isolated case and he had 13 months left. What I like about this mod is firstly that there is no exploration maintenance (which makes no sense), it also feels like sending explorers with good stats is a big difference from the ones with low stats. I don't suppose you could add a ban on the Papal states from exploring and colonizing :)? JK, thanks for the quick update once again. Will start a new Portugal game soon and tell you how it went.
Stami  [作者] 11 小时以前 
@goose glad you're enjoying it! I am continuously working on this and already have some ideas cooking. if you want to join the brainstorming, join the discord! Thank you for playing
goose 13 小时以前 
Great mod! Feels much more realistic to have my first 4 explorers die trying to map Guyana. Potentially much further down the line there should be region by region difficulty!
Graf Radetzky 22 小时以前 
Thank you for the consistent updates, I'll check it out tomorrow!
Stami  [作者] 23 小时以前 
I've updated the mod addressing these issues. Please check the patch notes to see what was changed. This should be savegame compatible so please give it a try there. If the mod is not updating, please resubscribe to force the update.

Thank you for your continued support. Please keep giving feedback.
Stami  [作者] 23 小时以前 
Thank you for the feedback. I've also felt some frustrations, such as a 8 year exploration failing when there's just a few months left. I am working on some anti-frustration measures.

The Devs did not include this in the game because it is frustrating. That is the easy way. I don't take the easy way. I ask for your patience while I sort this out and find a good balance. Thank you.
Graf Radetzky 11 月 16 日 下午 5:38 
Yes I have the same feeling as Damphair. As much as I appreciate this mod improving the experience in some ways, its just not satisfying right now. There needs to be some sort of modifier specific to each region and year. Perhaps techs should also increase the likelyhood of expeditions succeeding.
Damphair 11 月 16 日 下午 4:53 
I really want to like this mod but just looking at the map and rehiring explorers on the same expeditions constantly is a pain. I'm in the 1490ies and I've researched all relevant tech in age of discovery, it feels like only about 10% of my explorations actually succeed. I have succesfully explored newfoundland and colonized it, but I just can't get much futher inland as the explorers just disappear, many times when they only have a few months left on their exploration, leaving me to wait several more years. I can colonize both in Canada and in the Carribbean but I still havn't explored the azores islands, my explorers just refuse to get that done.
Stami  [作者] 11 月 15 日 下午 2:50 
@MattS I've just released a new patch that should address these issues. Please update the mod, or resubscribe to force the update. Thank you!