Europa Universalis IV

Europa Universalis IV

Expanded Infantry Options
32 Comments
Misha Krinkov 5 Apr @ 2:32am 
check mil tech file comparison between original and mod
should have fix
TheStinkiestGoob 4 Apr @ 9:20pm 
does anyone have the updated version for 1.37? i'd love to do a run with it as inca but it messes up the high american units + others (haven't tested) :eagletear:
Who's Askin'?! 13 Dec, 2019 @ 3:17am 
Seems to still work now since it just modifies unit lists. Will test
Misha Krinkov 16 Mar, 2019 @ 11:42am 
@Migstar117 added me so i can send it to you
Migstar117 27 Dec, 2018 @ 8:15pm 
@homete yea im intrested
Misha Krinkov 6 Sep, 2018 @ 10:48am 
anyone interest in this mod i can merge it and made it up to date
though i want approve of this mod maker first
Misha Krinkov 24 Aug, 2018 @ 12:31am 
@user12343 would you mind if i update your mod and made it up to date ?
cause i did it for myself already though = 3 =
Skidee 29 Jun, 2018 @ 3:40pm 
Will this ever be updated
user12343  [author] 13 Oct, 2016 @ 5:12pm 
@Fanta
Ok well I'll keep it around then!
EL HERMANO 13 Oct, 2016 @ 10:19am 
@user12343
I dont use Armies Reworked
user12343  [author] 13 Oct, 2016 @ 7:05am 
@Fanta
Are you using this and not Armies Reworked? I was going retire this mod.

This should be fine to use for 1.18 as is.
EL HERMANO 12 Oct, 2016 @ 10:03am 
@user12343
1.18?
user12343  [author] 1 Sep, 2016 @ 5:41am 
Please also see Armies Reworked, which is an expansion of this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=755780165
Argakyan 28 Aug, 2016 @ 9:38am 
@KronBot: It should be as far as I have tested that mod (not with this one, but with another that adds units)
Phoenius 26 Jul, 2016 @ 1:23pm 
Is this compatible with the Mod that allows you to adopt western units?
user12343  [author] 18 May, 2016 @ 9:45am 
Update live, please see change notes for details
1.17
user12343  [author] 25 Apr, 2016 @ 7:39am 
@g_moore
Nope sorry
GMOKan 24 Apr, 2016 @ 8:05pm 
Presumably not compatible with Extended Timelines?
user12343  [author] 14 Apr, 2016 @ 1:34pm 
Updated for 1.16.whatever
I have also added SubSaharan and cavalry units for Horde which use more firepower.
EL HERMANO 13 Apr, 2016 @ 9:06am 
@user12343
1.16?
EL HERMANO 4 Feb, 2016 @ 1:06am 
1.15?
user12343  [author] 23 Jan, 2016 @ 5:03am 
@Ushanx
At the moment I don't think so, the AI used the standard coded unit preferences. Capable of being changed but I haven't done so.

@g_moore
A function of time really. I might do Sub Saharan, but they are pretty good comparatively. The Americans I didn't do because I just don't enjoy those games. It's a long, boring wait for the Europeans, just not my cup of tea.
GMOKan 22 Jan, 2016 @ 3:35pm 
Why are there no units for Sub Saharan, North American, Meso American and South American. ?
Ro 22 Jan, 2016 @ 6:16am 
Does the ai use the new units?
user12343  [author] 21 Jan, 2016 @ 4:15pm 
@Gnhtd
OK sounds good. Yea, steam can be more than a bit of a pain. I have wasted many hours attempting to upload or update a mod on steam. And the euiv upload process seems to change with every update...
Argakyan 21 Jan, 2016 @ 12:11pm 
I made sth. like this for myself some months ago already, yea.
The workshop somehow always refused to let me enter the upload process though - that's why I'm here and subscribed to this mod actually.

On the pre-gunpowder thing:
On one hand I thought about it more in the way of adding such artillery as an actual unit for realism (with stats, like 'wild hunt' said, of about 0 but still adding the siege bonus) and on the other hand kinda the way the Total War series went with it (like: the game is kinda grounded on realism but it still allows for alternate stuff in many ways).
user12343  [author] 21 Jan, 2016 @ 11:43am 
@Gnhtd
Interesting idea. I think it would require a total revamp of the pip system, a bit to Wild Hunting Accident Appeared!'s point. It's probably better suited to a total rehaul of the combat system mod then mine which is more geared towards enhanced vanilla experience. I think you would end up upping the pip count on all gunpowder siege weapons to make room for non-gunpowder siege weapons. I would agree that many other aspects of the unit system, naval included, can be improved with additional diversification. Have you thought about making a mod? This is really not all that hard, if you are interested I can talk you through it.
Hra Luuris 21 Jan, 2016 @ 10:44am 
@Gnhtd What purpose would catapults and such serve? Pre-gunpowder artillery only good for speeding up sieges, doing nothing in combat?
Argakyan 21 Jan, 2016 @ 9:08am 
I don't play ironman anyway so obviously I have no problem with it - I like it very much ^^

In case you might want to add something: Would be cool to have things like catapults, mangonels, Puckle guns, 'First Ship of the Line' or Fourdecker, Atakebune, and so on.
crazy8 21 Jan, 2016 @ 6:49am 
No problem, 5 star
user12343  [author] 21 Jan, 2016 @ 6:48am 
@Michael
Thanks for taking a look!
crazy8 21 Jan, 2016 @ 6:39am 
Good mod, but its just not worth having it if its not ironman compatible. Good work!