Europa Universalis IV

Europa Universalis IV

Army Supplies: Food and Fuel - and Electricity
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Update: 31 Mar @ 11:26pm

Life has been very busy lately so I have only been able to commit a small amount of time to this update, also trying to figure out why the AI army isn't doing what its supposed to took a lot of bandwidth
but here we up updates for this mod and the complete map + submod also a re-rework for the army supplies submod after variables issues.
also please use SwordofGeddon's unit graphic submods, as mine is discontinued now.

army supplies update 2.0.0:
rework the whole mod. Food still works the same and so does Oil, but got rid of water and fishing zones and oil zones and they were causing crash issues. Electricity works still the same. But instead of a mild negative modifier and then and extreme negative modifier based on lack of resource, it goes straight to extreme. Removed civilian manpower. Primary, secondary and tertiary goods done. There is now no longer designated countries for each every country can produce all three. The level of good needed is based on total development divided by the leaders MIL skill – primary goods, ADM skill – Secondary goods and DIP skill – tertiary goods. Lacking the minimum amount needed in any of these will cause a 20% increase in tech cost of each category for a year. These goods can be bought/sold for 5 years between nations if there is an excess/deficit. Primary goods come from – trade good: coal, copper, iron, oil, spices, cotton, coffee, cocoa, wool, fur, gems, rubber, cement, dyes, composite, nanocarbon.
Secondary goods come from – trade good: glass, electronics, cars, steel, silicon, titanium, plastic, chemicals, military transport, graphene. They can also be produced from excess primary goods via a – factory, textile, mill, furnace, auto factory.
Tertiary goods come from – trade good: services, medicine, modern medicine, drones, transport, civilian machinery, telecoms, synthetic robots. They can also be produced from excess secondary goods via a – stock exchange, university, trade company, trade centre (building), super computer server.
Visuals have been added so show food, oil, power and ammunitions – ammunitions has not been altered, only increased the amount that is lost during a war.

Update: 7 Nov, 2023 @ 3:57am

army supplies update 1.5.2:
updated to be compatible with 1.36
tidied up obsolete syntax
added flavour events for civilian manpower and added new multiplier based off them for each era-
Classical era - classical and late classical age
Dark era - migrations, dark and feudal age
Core (paradox era) - discovery, reformation and absolution age
industrial era - reformation, revolutions and industrual age
modern era - great war, information and social reform (alternate future timeline mod) age
Post-Modern era (for alternate future timeline submod) - energy, unity, machine and innovators age

Update: 18 Apr, 2023 @ 9:41am

Saved games will not work.
compatible with update 1.35
Updates:
Started addressing localisation issues
new decision to lower nation wide devastation if you have enough free civilians to do so. This will give each province with over 1 devastation a 5 year modifier that slowly reduces it. This will impact global income slightly for 5 years.
Increased Oil reserves in land and offshore oil fields, so it should last from first use (1800s) to the mid 2100’s, all depending on your army and naval size – and how many fields you are extracting from.
Amended some diplomatic actions and the AI’s likelihood to use them.

Update: 21 Nov, 2022 @ 8:09am

Civilian demands Update

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%
new diplomatic actions to buy and sell civilian P/S/T goods, you can either sell or by 5% production from a nation who's highest production is either Primary, Secondary or Tertiary production. this will be a 5 year deal.
doubled the amount of Oil in offshore and online oil fields

Update: 14 Sep, 2022 @ 1:43pm

Compatible with 1.34
Water update: (IF using Alternate future timeline mod)
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 carbon 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

Update: 29 Mar, 2022 @ 4:18am

Update 1.4.0 Oil and fish
The way this mod works has been overhauls to slightly resemble the scrapped successor to this mod.
Food is now stockpiled, the stockpile cap is based on double your total development and your yearly stockpile increase is the calculation between the amount of food produced by your provinces x12 vs the amount of units in your army x12.
The food trade good work as normal but there is also fishing zones. A decision has been added to start fishing in a certain zone. You will be able to fish in a zone until it is completely depleted, there are 80 fishing zones around the world (slightly less if you are not playing with the AT’s completed map+) and each of these zones has a different volume of fish and fish repopulation value.
You can increase and decrease fishing volume in a province. There are 11 types of fishing and are unlocked with specific dip tech levels Light net fishing – dip_tech = 1: 0.25 fish a month; Better light net – dip_tech = 35: 0.75 F/M; small beam trawling – 44: 1.25 F/M; herring buss shipping – 47: 1.75 F/M; dogger trawler – 66: 2.5 F/M; banks deries – 77: 3 F/M; steam power trawler – 81: 4 F/M; powered drum netting – 84: 5 F/M; super trawler – 88: 6 F/M; long lining netting – 89: 7 F/M; synthetic netting – 90: 10 F/M.
Livestock and fake meat trade good gives 20 food per year +5 for each development by 10. 10,20,30 etc… Fish and grain gives 10 F/Y.
Also new to this mod is Civilian power. This is used to keep your operations going each year and is calculated by the maximum manpower divided by 3. The monthly change in civilian power is calculated by the current manpower multiplied by manpower percentage minus any civilian operation in place. If civilian power falls to 0 a year modifier happens which reduces production by 20%.
Oil is also now stockpiled, the stockpile for Oil has no limit (it does, it’s the variable limit so the game doesn’t get messed up). The yearly stockpile increase is the calculation between (from Dip tech 81) oil produced in your provinces x12 vs the amount of ships you have x12. As well as from mil tech 83 the amount of units in your army divided by 3. And if you have the ET’s alternate future timeline mod and AT completed map+ the amount of Jets, Bombers, Drones, Stealth bombers and Helicopters (spoilers for their next update) you have. These also contribute to the decrease in the yearly food change.
Oil trade goods work as normal but there are also static oil fields. A decision has been added to start extracting from an on shore and offshore oil fields/ there are 77 on shore oilfields and 51 offshore oil fields around the world. To extract from offshore fields you need the idea: naval ideas. Each of these zones has a different volume of oil.
You can increase and decrease production level in a province; for onshore oil fields it is based on adm tech level. Steam-powered rig Adm_tech = 83: 30 barrels of oil per month; Rotary rig – 86: 60 O/M; Geopressure well – 89: 120 O/M.
Offshore is also based on adm_tech level. Tender assist drilling – Adm_tech = 85: 60 O/M; mobile offshore drilling platform – 89: 240 O/M.
Oil trade good gives 15 barrels of oil per year, renewable technologies 5 O/Y, Coal 8 O/Y, Uranium 20 O/Y, Hydrogen 18 O/Y, Shale gas 4 O/Y, Natural Gas 6 O/Y.
New to this mod – Ammunition stock, sieges not require ammunition for it to be effected, if your ammunition stocks hit 0 your siege ability is reduced by 30% for a year. Ammunitions are created by the following provinces with these trade goods: Uranium 50 A/Y, armaments 20 A/Y, copper 15 A/Y, iron 20 A/Y, tropical wood 10 A/Y, steel 30 A/Y, SAMs 5 A/Y, drones 15 A/Y, military transport 20 A/Y.
Ammunition stock is decreased by 1 multiplied by the number sieging, per day.
New diplomatic actions have been added to buy/sell food and oil for 5 years to a country, this is considered in the change calculations. There is also an action added to buy/sell 50 units of ammunition to/from a nation.
Electricity (does not effect civilian power monthly change) has been overhauled to now be the following: the amount of electricity needed is based on the total development of your nation; the new way to produce power is now via the buildings: Coal plant gives 50 KWatts/Year; Nuclear plant 500 KWatts/Year and Fusion plant 1000 KWatts/Year. And for those who have it; Orbital elevator 666666 KWatts/Year. All bar the latter requires barrels of Oil to function effectively. Renewable technology trade good gives 3 KWatts/Year also. Once a nation gets an orbital elevator or has a deal to get power from a nation which does (dip action) there is no dependence on Oil barrels as the fuel source turns to solar energy, (this should help games that have started in the early 1900s and have aggressively extracted all the oil fields in the world).

Update: 30 Nov, 2021 @ 10:10am

updated to work with 1.32

Link to 1.31 file are in the description of Alternate Future Timeline for ET.

Update: 12 May, 2021 @ 2:29am

Updated to work with 1.31


Link to 1.30 file are in the description of Alternate Future Timeline for ET.

Update: 25 Nov, 2020 @ 12:39pm

Army Supplies submod:
Update 1.2.1
Saved games should be compatable
Edited AI acceptance conditions for the Diplomatic actions.

Update: 11 Jun, 2020 @ 12:18am

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.