Europa Universalis IV

Europa Universalis IV

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Sea Change
   
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13 Jan, 2016 @ 5:24am
18 May, 2016 @ 10:01am
13 Change Notes ( view )

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Sea Change

Description
Sea Change
A collection of minor, yet significant, changes

Updated for 1.17.x.x

Description:
This mod brings together a few changes that I feel really improve my EUIV experience. Nothing here is earth shattering but I think that together they do alter the feel of the game meaningfully.

Features:

Maritime Area Localization Changes
  • All instances of 'Straits' have been changes to 'Strait.' For example the 'Straits of Malacca' should properly read the 'Strait of Malacca.' A single feature, such as the Strait of Malacca, is a single Strait. The only time 'straits' would be used is when referring to multiple features. These changes are correct for American English naming conventions, I think that the Brits have a bit of a different notion.
  • Some word ordering for bays, sounds and straits. For example the 'Strait of Luzon' has been corrected to the 'Luzon Strait.' Changes reflect my understanding of the most common name for the feature.
  • A few maritime areas in South East Asia have been renamed entirely. For example I changed to the 'Coast of Annam' to the 'Paracel Islands' and I have replaced the former 'Paracel Islands' with 'South China Sea.' This leaves room to replace to the former 'South China Sea' with 'Spratly Islands.' There are a few tweaks in and around Indonesia as well.
  • Specific Changes:
    • PROV1271: "Strait of Dover"
    • PROV1293: "Strait of Gibraltar"
    • PROV1307: "Strait of Messina"
    • PROV1310: "Strait of Otranto"
    • PROV1334: "Strait of Hormuz"
    • PROV1348: "Strait of Malacca"
    • PROV1355: "Lombok Strait"
    • PROV1356: "Savu Sea"
    • PROV1357: "Flores Sea"
    • PROV1359: "Makassar Strait"
    • PROV1361: "Johor Strait"
    • PROV1367: "Spratly Islands"
    • PROV1369: "Paracel Islands"
    • PROV1379: "Tatar Strait"
    • PROV1394: "South China Sea"
    • PROV1399: "Celebes Sea"
    • PROV1400: "Halmahera Sea"
    • PROV1401: "Banda Sea"
    • PROV1485: "Hudson Strait"
    • PROV1505: "Florida Strait"
    • PROV1539: "Strait of Magellan"
  • This change is fine to import into any existing saved game but will only show up in new games.

Merchant Changes
  • Adds new modifier that grants an additional merchant for every 500 points of development.
  • This change better reflects the ability of large nations to leverage trade influence. It felt a bit off that a 2000 development Holy Roman Empire had two merchants while the Netherlands could have 6 or 7. Large nations are large and powerful because of successful economies and successful economies depend on trade. Merchant republics still retain advantages in the formation of trade posts and the ability to punch above their weight in trade but this change corrects to allow for the role of the large markets of other powerful states.
  • Change is accomplished via a triggered modifier meaning that you will get a message and the change will show up the first day of the next month after you achieve the development target.
  • This change is fine to import into any existing saved game and will show up.

Iberian Capital to Tangiers Change
  • Adds decision to allow a country with a capital in the Iberian region to move their capital across the Strait of Gibraltar to Tangiers.
  • The ability to move capitals to another province is normally restricted to special circumstances, but I think this makes sense. A Spain or Portugal player focused on Africa may well decide that their future lies in the development of that continent and choose to concentrate power there (and avoid the 75% autonomy penalty). An early aggressive or late resurgent Grenada / Andalucía might also find the choice valuable.
  • This change is fine to import into any existing saved game and will show up.

Note:
Enjoy!

Updates:
Please see the Change Notes section on this page

Future Plans:
  • Savy players may have guess my future plans based on the localization changes introduced in this mod. I'm going to create some colonizable land in the Paracel and Spratly islands. Not going to happen anytime soon however. If anyone else does this please let me know, I'd love to just go ahead and use your work.

Compatibility:
Compatible with most mods that do not radically alter game mechanics or add very similar content.
Not Ironman compatible.
This mod requires no DLC but can be used with all DLC
Think of this like an extension of the vanilla experience.

Bugs, Feature Requests, Comments, Feedback, etc:
I’d love to hear from you. Leave a note in the comments. If I don’t respond within the hour, please don’t despair. I will get back you, and I will try to address your concern(s)!
22 Comments
Elements08 26 Apr, 2017 @ 10:22pm 
pls update for 1.21
Lord Edward Dunmay 30 Sep, 2016 @ 1:59pm 
@user1234
Yes, exactly. I first got the bug when I returned to EU4 after a while and there had been a few updates. So, at first I thought it was because of that. But it also happened with a fresh game started in the current version.
I'm gonna try to replicate it and also check if there is some conflict with other mods that would cause it.
user12343  [author] 30 Sep, 2016 @ 1:02pm 
@Lord Edward Dunmay
Hmm sorry you are having an issue. I'm not able to replicate the problem.

The idea is at 500 you get 1, at 1000 you get 2 at 1500 you get 3. +1 for every additional 500 development.

You are showing triple that number? So at 1000 development the mod give you an extra 6 merchants?
Lord Edward Dunmay 27 Sep, 2016 @ 4:59am 
Bug report

You get the extra merchants for development multiple times.
I think I got each merchant (500, 1000, 2000 developement (or whatever the values are)) 3 times.

Otherwise, your mod looks good.
Gabingston 5 Sep, 2016 @ 10:25am 
Alright, thanks.
user12343  [author] 4 Sep, 2016 @ 7:57am 
@Machista9579
Trade roots can indeed be added. I'm with you that more trade routes are always better.

2 way routes are not possible, the math doesn't work.
https://forum.paradoxplaza.com/forum/index.php?threads/dynamic-trade-routes-in-wealth-of-nations.752081/
Gabingston 3 Sep, 2016 @ 12:58pm 
Add some new Trade Routes (if you can add trade routes, i've seen some mods do this, but they all haven't been updated in at least a year). Here are a few i'd like to see added.
(Beginning-End)
Philippines-Nippon
Philippines-Hangzhou
Siam-Canton
Krakow-Novgorod
Ivory Coast-Safi
Malacca-Siam
Malacca-Canton
Rio Grande-California
Two way trade routes (Example. Baltic Sea to Novgorod and Novgorod to Baltic Sea).
Torlun 12 Jun, 2016 @ 10:22pm 
@user12343 yeah, own all of europe, all of asia except india and all of africa except timbuktu :D

going for the whole world, and then make a faction with the same name in Stallaris
user12343  [author] 12 Jun, 2016 @ 7:04am 
@SgtBananajuice
World Conquest can't be far off now huh?
Torlun 12 Jun, 2016 @ 1:52am 
so, i got 30 merchants now xD