Europa Universalis IV

Europa Universalis IV

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Beyond the Cape
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803.695 MB
24 Apr, 2023 @ 3:15pm
28 May @ 11:06am
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Beyond the Cape

Description
Welcome to Beyond the Cape, the go-to mod for exploration and colonization, updated for Europa Universalis IV v.1.37.5.

RELATED MODS

Beyond the Cape: Ideas
Beyond the Cape: Vanilla Map
Beyond the Cape BETA
Beyond the Cape Soundtrack

VISION

The aim of this mod is to provide an enhanced playing experience, focusing on mechanics and events that oftentimes are underwhelming, expanding upon them and enriching the player experience and improving immersion. The main focus of the mod is on exploration and colonisation.

CONTENT

- Unique and historical exploration and colonisation system
- New monuments, including one for each of the Seven Cities of Gold
- Complete rework of institutions
- Portugal receives a complete overhaul (seriously, it's unrecognizable)
- Castilian Civil War disaster overhaul
- Special units overhaul
- Dozens of unique naval units for many countries
- Some terrains and sea tiles reduces combat width
- Balance changes to AI so they behave more historically
- New holy orders and Holy Order Headquarters
- Unique mercenary companies with custom sprites
- There are now 10 Great Powers
- New military access restrictions
- Enhanced importance of the navy
- Removal of 80% of the game's straits
- Buildings, development, attrition, revanchism, hegemons, and more... all have been reworked!
- Many MANY more balance changes across the world, you just have to see it :)

Currently in the process of making a wiki for the mod so you can more easily see everything that it does.

CREDITS

Music by Halcyon Reign:
Instagram[www.instagram.com]
Facebook[www.facebook.com]
Youtube
Bandcamp[halcyonreign1.bandcamp.com]

Typus Orbis Terrarum by bizarcasm
Dynasty Splendor by ItsBenter
Cantons for Colonial Flags by Yard1 and Hutama

DEVELOPMENT

Keep up to date with all updates on Discord, and join our regular multiplayer campaigns!

[discord.gg]

And if you appreciate my work and want to buy me a coffee, you'll get some unique discord treats, and my heartfelt thanks

[www.buymeacoffee.com]
379 Comments
Edelweiss 10 hours ago 
"In regards to the second question, it depends. Imagine you are Portugal allied with France. You can request access from Castile and France can request from Aragon, which would mean you could access each other through land. However, if you're allied with Burgundy this would not be possible (not taking ships into account in these scenarios)"

If I understand correctly, in this example, I as Portugal will also have access to Aragon because my ally France also has access?

A second question: if one cannot help an ally due to impossibility to reach them, then this limits alliances to regional neighbours only? Consequently, if I cannot join an ally due to geography, should I nevertheless honour the call to arms?
Fen_the_man  [author] 5 Aug @ 8:14am 
I mostly tested the mod on Normal difficulty since that's what most people play, but you can always go higher - I enjoy Very Hard

In regards to the second question, it depends. Imagine you are Portugal allied with France. You can request access from Castile and France can request from Aragon, which would mean you could access each other through land. However, if you're allied with Burgundy this would not be possible (not taking ships into account in these scenarios)
Edelweiss 5 Aug @ 7:25am 
Oh and regarding having access to allies and vassals: if they do not border me, I cannot help them and, consequently, they cannot help me, since I coud not reach them and they cannot reach me due to not having military access to nations between us, correct?
Edelweiss 5 Aug @ 7:04am 
Thanks for the reply!
What about the recommedned difficulty for your mod? Shall we stick with normal?
Fen_the_man  [author] 5 Aug @ 5:39am 
The military access restriction works really well. The AI will use ships to get where they need - if they can. They usually do not declare wars if they cannot reach the target either.

As for nuances, you can have access to any ally or vassal, regardless of whether you border them or not. Also all of HRE countries can request access from one another.

Regarding Xorme - AI compatibility, players have reported it working fine, but it is not full compatibility since there are some things that mod does not account for and some tweaks that my mod makes, so I cannot recommend any difficulty with them - also because I've naturally made this mod harder than vanilla
Edelweiss 5 Aug @ 5:27am 
Allow me to ask two more questions: is your mod compatible with Xorme - AI?
Which difficulty setting do you recommend to best use the mod?

Thanks.
Edelweiss 5 Aug @ 5:27am 
Great idea, thanks for the effort. I will for sure try it.
I am mostly excited about the military access restriction as it sounds like a realistic addition.
How did the AI handle it? Did it calculate that if cannot invade by land, it must go by sea? Did this increase naval invasions?
Alternatively, do wars where enemies can't reach each other now last for ages?

Finally, in case of war, do vassals and /or allies get automatic military access? If not, how can the vassals then help?

Thanks!
Fen_the_man  [author] 16 Jul @ 1:54pm 
Yes
Sunconure11 16 Jul @ 1:07pm 
Does this add any new provinces?
Fen_the_man  [author] 15 Jul @ 6:29am 
I love Lakes of the Azores. It is by a group named Madredeus, perhaps you'll enjoy other songs of theirs.

As for the Guanches, they used to exist and there used to be a mission tree and some content. However, this is from a long time ago when I was adding content to the mod like crazy, and it ended up becoming spaghetti code, so I decided to start the mod from scratch, which is what you currently have. There's still some legacy code though, but I'm glad you're making good use of it.

Feel free to use whatever you wish from this mod for your own projects. And feel free to join our Discord for more direct communication. Cheers!