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You are encouraged to ally countries that you can actually access in one way or another. Unless you have access to ocean, then it is more advantageous to ally regionally.
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?
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)
What about the recommedned difficulty for your mod? Shall we stick with normal?
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
Which difficulty setting do you recommend to best use the mod?
Thanks.
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!
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!
Speaking of, the development of this mod is now over, and it will return in EU5. I no longer have the motivation to develop for a game that is way past its lifetime and trying to add realistic content that is not possible to replicate with the tools available, especially after seeing the Tinto Talks and all the possibilities that EU5 will bring. All efforts will now be directed towards a EU5 release of this mod (Already have a lot of plans in mind).
I found the Gaunches in your code but not sure how they form, I've got them starting in my "island resistance" themed mod I'm producing also, mainly as a choke to new world expansion, but i'm fleshing them out.
In this mod institutions still a bit fast for me, and neighbouring sea provinces are not considered neighbouring nations for military access, but then again, it pushes chess master diplomatic plays to plan invasions. I also make war exhaustion reduce cheap for those long naval seiges.
Bros, these mods have woken me up. Paradox are not making this game for history lovers, its for teen nerds to stream their world conquests. That's the market for this game. Maybe the history game will be EU5, but a game should be over in 20-30 hours playtime. The game is very demanding when mods like this should be in school history classes.
In the era of EU5, maybe EU4 could be reborn, clamped historically and unbloated.
This got my attention. The 1492 map reveal choke point is solid, the first age colonist bonus portugal gets is too heavy. increased attrition should bring some hope to assymmetric warfare. Maybe I'll suggest an abel tasman and james cook map reveal choke event would really double triple down but i'll run the mod first. Cheers!
Says "city name" already has 0 manufactory in red
Plz fix I love this mod!!!
I will heed your advice and give Portugal a try, then. Thanks for the mod, it is such an improvement over the vanilla game.
exploration, colonization, military access, buildings, institutions, development, attrition, navy, etc... all of these things that make the mod what it is remain.
Portugal got a major rework, I suggest you give them a try! Meanwhile, development continues and the rest of Iberia will be getting more focus.