Europa Universalis IV

Europa Universalis IV

Alternate Map for AFT's ET Complete map +
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Update: 31 Mar @ 11:25pm

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.

complete map + update 3.2.7:
started addressing localisations issues
added visuals for aerial power, tech points, number of pilots and naval command points.

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: 17 Jun, 2024 @ 12:01am

complete map+ update:
added custom gui button to owned provinces with an airfield for a shortcut to building planes and upgrading radar and defence missiles

Update: 31 May, 2024 @ 8:13am

completed map + update:

made compatible with 1.37
mini Jothoanian Pacific expansion from 2025 to 2150

Update: 22 Dec, 2023 @ 2:29am

Completed map + update:
started to fix errors in some events not firing properly.

Army supplies:
there is an found issue that after around 1500 years of continuous game play with this mod the game crashes, currently looking at possible reasons for this, assumption might be a variable issue. the current fix for this is, go back to a save that opens and disable this mod, then continue the play (I am currently doing this)

Update: 7 Nov, 2023 @ 3:56am

complete world + update 3.2.2:
updated to be compatible with 1.36
updated some gfx for ages and events
tidied up obsolete syntax

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: 4 May, 2023 @ 11:49am

for now I have altered the colonial region for the Arctic so the game doesn't crash when trying to load Arctic AEU. Not sure why it is doing this but will be working on it, so for now the AEU fully controls Greenland and is not sharing it with Arctic AEU.

Update: 26 Apr, 2023 @ 2:52pm

Updated Are provinces to be in line with Extended timeline

Update: 18 Apr, 2023 @ 4:07pm

Fixed Jothoanian Isles Provinces

Update: 18 Apr, 2023 @ 11:06am

Fixed Arctic sea provinces

Update: 18 Apr, 2023 @ 9:41am

Saved games will not work.
compatible with update 1.35
general:
Started addressing localisation issues
Revamped missions for the AEU, HRL, UNION, Earth Sphere Federation, any nation on Antarctica and the United states of Africa. These are split into three clusters of missions: internal missions- which include trade, power, transport and unrest. Defensive missions- which include land, sea, air, forts and underwater (Complete map+ submod) and the final cluster is domination, each above nation has a different route to becoming the Earth Sphere Federation but taking over the world, or if you are playing the ESF domination is how to completely take over the world and crush Celestial Being and Kathron.

Updates:
updated province air zones
fixed issues where event to kill enemy scientist pops up even if you have already killed or captured them.
Added events to give more aerial command power and submarine command power based on the advisors you have hired.

Army supplies:
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.