Europa Universalis IV

Europa Universalis IV

Dwarven Knowledge
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Update: 3 Dec, 2023 @ 8:28am

Just a missed event localization and a little edit of 1 mission

Update: 3 Dec, 2023 @ 3:43am

Changelog:

- Runesmiths have been stripped of every privilege outside research facilities privileges and now function very much like the artificer estate, with inventions and a production point system.

- Points are increased with certain trade goods producing provinces, Development of said provinces increase the amount of points they provide. base amount under 7 base production, double from 7 to 13 base production, triple at 14 or higher base production

- Ex hold-related missions are now done by project: a privilige in the runesmith estate which takes away some production points for a few years to implement a major change or discovery. While a project is active
you will have to take some decisions during events which will influence the final outcome.
A particular rework has been done for Hul-Jorkad genetic engineering.

- Inventions are complicated: at the beginning, research facility lvl 3 or higher, you will have a mission to research rune manufacturing (industrialization of runes), once the research is done,
the points system will be enabled and you will be given 2 random basic Runes inventions (they are not that strong).
You can now research runes from the research facility menu, each rune takes 3 years to be researched and there are 10 basic runes to be researched.

-Once you have unlocked at least 4 basic runes, you will be able to take another misssion to start researching proper inventions which will very much be like artificer's inventions with a 10-5 years research
( 10 normally, it becomes 5 if you have a science hold: dur-vazathun, orghelovar, hehodovar or verkal dromak ).
Currently there are only 15 inventions, all civilian inventions, there are more interesting military things .....

- Once all 10 basic runes are researched, you can take a mission to DISABLE basic runes and start a lengthy process to create two very unique inventions: PCRM and PMRM. These two inventions are completely decided by the player:
once you click a PCRM or PMRM mission, a Project start to put all 10 basic runes together to create an highly advanced civilian invention (PCRM) and a military invention (PMRM). Both projects use a complexity system:
for each modifier you will have to choose wheter you want a nerfed version, base version or a buffed one (example: choose between +2,5% discipline, +3,5% discipline but +1 complexity, +5% discipline but +2 complexity ),
then the finished invention will have a malus for each complexity point you have accomulated (for example PMRM has +5% land maintanance x 1 complexity point).

- The MT has a steam engine research and electricity research at higher levels with some flavor events which have an impcat on every single invention.

- Metallurgy placement: It is complicated. Each Mountain, cave, highland, dwarven road will have a Mine modifier, this modifier shows what metals are available in the province and very few provinces have one at game start.
Each 7 base production ( 7, 14, 21, 28 max) the mine is upgraded and a metal can be discovered, the found metal's rarity depends on mine level and region ( some metals are available only in some regions/areas).

- Metallurgy Usage: only dwarfs can use it (now), will be expanded to every one later. I refuse to describe how it works, try it yourself.

Some missions require you to have specific metals now. Example: In order to repair the railways after the early railway research you will need a province with dagrite.

- Hold exploration improvement: i wanted to do expeditions but it would become too tedious for the player to do an expedition everytime so i kept the same format but with more events and repeatable dig level explorations in higher levels.
New events: found common/rare/legendary metal, found advanced rune/runic circuit, found Runic/steam-powered/electrical Blueprints. all used by the metallurgy system.
Starting from level 4 you will need to explore successfully 2 times for it to count as explored, from level 7 you will need 3 successful explorations.

- Gold necessary to explore hold or expand research facility is now proportional to income (normally cheaper low-mid levels explorations, kinda the same for high-level ones, very dependant on your economic situation).

- Many minor balance changes:
- slightly reduced Ancient Dwarven Knowledge income from exploration events (this is to balance the more than doubled number of explorations you will have to do now).
- Runeforged fortifications now cost ADK, 1 per level of the fortification.
- Probably other things but i forgot them.

Update: 21 Nov, 2023 @ 9:19am

Just an hotfix for 1.36.1 compatibility, proper update will come out in 7-10 days.

Update: 24 Aug, 2023 @ 3:04am

changelog:

- A bit of balance changes have been applied, the most important ones are about dwarven runic barriers ( less defensiveness and the last level has -1 monthly income as maintanaince ), railway upgrades ( -15-25% in the strength of the modifiers ) and advisors (hold restorer gives -10% build time and nothing else now, runesmith gives +5% goods produced instead of +10%)
- added 2 missing dwarven runic barriers.
- fixed some minor issues.

savegame compatible, but the 2 DRB will not show up in an ongoing game

Update: 6 Aug, 2023 @ 2:39am

changelog:

- bugfixes

savegame compatible

Update: 31 Jul, 2023 @ 4:02am

changelog:

This is an hotfix.
- Fixed a trigger which spawned the western's vale wall at the start of the game tier 3 with no modifiers. For those who already started a game, the great project will remain but everything else will have no problem

savegame compatible

Update: 30 Jul, 2023 @ 9:47am

Changelog:

- reworked/expanded 30-40% of the mission tree.
- reworked rune mages (they were too broken): they are now divided in 3 categories ( low, middle, high) and 2 variants which are progressively unlocked/researched while your Research Facility level increases. Every type has its own trait and avarage skill level. 5 different generals and 3 admirals.
- reworked Runeforged forts: they are now divided in 3 levels + 1 variant. level 1 gives +1 fort level and +1 hostile attrition, lvl 2 gives +2 fort level and +1.5 hostile attrition, lvl 3 gives +3 fort level and +2 hostile attrition, lvl4 (variant ) gives +4 fort level and +3 hostile attrition. these are all progressively unlocked/researched while your Research Facility level increases.
- The MT now allows an early research of the railway. After finishing it, 4 rails will be repaired and tier 1 Railway upgrades will become unlockable. These upgrades can be enabled by the Research facility menu and, once enabled, cannot be disabled. When you own a railroad without an enabled upgrade it will be automatically applied by a building ( costing 15 gold each, so make sure your economy can take these random hits without problems).
- Reworked Er-Natvir's modifiers: it now allows the owner to unlock tier 2 Railway upgrades.
- Added Khugdihr's content: 3 great projects and 9 events.
- Added Orlazam-Az-Dihr's content: 5 events.
- Added Krakdhumvror's content: 5 events.
- Expanded Gor Burad's Content: 1 Great project which needs Jorkad's Vale to become available. Suggestion and localization by @Lord_Farsight.
- Partially rewritted Verkal Kozenad's events to reflect changes in lore, by @Lord_Farsight.

- After unlocking mage creation process tier 1 AND runic grafting you can research hereditary runes ( this was mostly done for republics ). When an ARTIFICIAL mage dies, after some months, the successor will have an event to transplant the old ruler's runes into him/herself for some gold, thus inheriting the precedessor's magical abilities.
- This submod now gives 4 ruler personalities to better use Ducaniel's Laboratory.

NOT SAVEGAME COMPATIBLE

Update: 18 Jul, 2023 @ 4:27am

changelog:

- made sure the mod is ALSO compatible with 1.34.5, steam version of Anbennar.
- minor fixes

savegame compatible

Update: 15 Jul, 2023 @ 3:33pm

changelog:

- made it so advisors scripted triggers like "have an administrative advisor with skill 3 or higher" take hold restorers and runesmiths into consideration.

- decreased the cost to build the citadel hold by a lot ( tier 1: from 8000 to 2500, tier 2 from 18000 to 5000, tier 3 from 30000 to 10000). the old cost had a meaning when it was the dwarven megalopolis, not now.

- slightly decreased the amount of ancient dwarven knowledge obtainable from exploration events and added 10 months to the mean_time_to_happen of the research facility breakthrough event.

savegame compatible

Update: 11 Jul, 2023 @ 8:57am

changelog:

- Reworked Amldihr monument: it is now called Citadel Hold (nerfed a bit from the time in which it was the dwarven megalopolis) and there are some flavor events which are triggered while you upgrade it.

- added Dur-Vazhatun Content: each tier of the Setzunkhupa (great project) triggers an event, some are just flavor, others are more meaningful. After 1.35 update on steam i will make it so the last tier will enable astral terror and observation mecanics (signature of Dur-Vazhatun), but not right now. it has a meme ability which i will balance depending on your feedback.

savegame compatible