Europa Universalis IV

Europa Universalis IV

A new World
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Update: 2 Jul, 2014 @ 12:55am

Bugfixes

Update: 1 Jul, 2014 @ 2:05pm

Update: 1 Jul, 2014 @ 1:59pm

Update: 30 Jun, 2014 @ 4:37pm

added 10 provinces, reworked the terra incognita for western, eastern, ottoman, muslim, mesoamerican and northamerican techgroups, increased the average base tax in the muslim european region, added 40 straits, gave one of karamans provinces to the ottomans. Some of these changes only apply when you start a new game
(basetax, ti, province change), but you can play your old saves!
+ Worked on the central european sea to make it look better

Update: 26 Jun, 2014 @ 3:09pm

Buffed techgroups
Changed localisation for these changes
Changed the southest wasteland of south america to a sea province.
Started reworking the regions in europe
Modified nation forming decisions, making it possible to form nations you couldnt form before

Update: 25 Jun, 2014 @ 4:51pm

Fixed positions

Update: 25 Jun, 2014 @ 4:24pm

Added buildable canal in Zatochty
Reworked parts of the native american area.
Removed many wastelands, there will be empty provinces in older savegames, but they can be colonised then.
Added 37 straits, more to come.
Increased propability of conquest missions to appear, should increase AI expansion

Update: 24 Jun, 2014 @ 3:53pm

Added African Empire, formable as any subsaharan nation
Tweaked african region
Navigable Sea provinces now part africa and asia.
Reworked tradenodes in that area a little.
Changed basetax a lot, making 600 provinces basetax 2, 300+ bt 3. Probably needs some tweaking.
Reworked some of the nation forming decisions.

Update: 21 Jun, 2014 @ 4:08pm

Fixed a few missions and decisions
added a little localisation
added 47 important centers of trade

Update: 21 Jun, 2014 @ 10:52am

fixed the weird old map borders
only appeared in the zipped folder, thats why I didnt see it in the original mod folder