Europa Universalis IV

Europa Universalis IV

Gameplay Extension
 This topic has been pinned, so it's probably important
Aetherum  [developer] 20 Apr, 2018 @ 2:28am
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Showing 1-15 of 28 comments
Aetherum  [developer] 25 Apr, 2018 @ 3:40am 
@nylandtech
I don't know how to add non latin group localizations. But I suppose once this would be done.
Aetherum  [developer] 26 Apr, 2018 @ 4:49am 
Originally posted by nylandtech:
Originally posted by Aetherum:
@nylandtech
I don't know how to add non latin group localizations. But I suppose once this would be done.
https://www.strategium.ru/forum/topic/81714-eu4-lokalayzer
здесь есть программа позволяющий преобразовывать тексты в формат CP1252CYR (LITE)

It will be quicker, if you ask people who do non latin translations, as russian localization is not the first in my task list. If someone will create localization, I will add it to my mode.
MladoTouan 26 Apr, 2018 @ 5:18am 
Hi, I'd like to ask about the mods you've used codes/ideas from.
Are they actually included (which would make doublons), or should I stay suscribed to them?
Aetherum  [developer] 26 Apr, 2018 @ 5:33am 
Originally posted by BSG MasterTouan:
Hi, I'd like to ask about the mods you've used codes/ideas from.
Are they actually included (which would make doublons), or should I stay suscribed to them?

Better turn them off, because I have used only some parts of the code of the modes and rewritten them. If you won’t do this you will have for example two decisions with same effect but with different allows.
Aetherum  [developer] 26 Apr, 2018 @ 5:35am 
But don’t turn off Extended Timeline! My mode is compatible with it!
MladoTouan 26 Apr, 2018 @ 5:49am 
Thank you for your quick reply!
Sure about Extended Timeline, I was mainly asking for the other ones.
Maybe you could add a small line about that matter in the description, as well as some more informations regarding the new contents/mechanics.
Aetherum  [developer] 26 Apr, 2018 @ 6:02am 
I won't do this, becouse these mods are actually compatible - they don't cause critical errors, and my answer was formed only on my personal opinion. If players want to have different ways of gaining one result - that's their own right. And I can't tell more in description about mechanichs as there will be too much to talk about, because I have totally rewritten static modifiers, desines, et ceterum.
Last edited by Aetherum; 26 Apr, 2018 @ 6:24am
MladoTouan 26 Apr, 2018 @ 7:50am 
Understood!
Leeky Kale 28 Apr, 2018 @ 5:58pm 
Question: Is the force limit of a provence supposed to be very high or is that one of my mods conflicting? Like the force limit for Paris is 189
Aetherum  [developer] 29 Apr, 2018 @ 12:34am 
If you are talking about the development of the province - this is a bug, if you are talking about the army limit that can stay in province, than this is OK.
Aetherum  [developer] 29 Apr, 2018 @ 12:36am 
So you can create large armies, as in real life.
Artwolf 1 May, 2018 @ 1:49am 
I was wondering if there is a more detailed description of everything this mod does.

Because I noticed that there are a ridiculous amount of rebels in most countries with this mod on, also that castille turned into a theocracy after being crippled by all those rebels. Is this part of the revolution thing you added?
Aetherum  [developer] 1 May, 2018 @ 6:22am 
You can’t find the full description of what is changed because there are too many changes. Rebels in most countries can appear, because now global unrest depends on war exhaustion and overextension. Local unrest depends on separatism, that also was increased.
Aetherum  [developer] 1 May, 2018 @ 6:23am 
War exchausion also influence legitimacy, and if it is lower 20 - starts revolution, so maybe Castile was in unsuccessful war for too long time.
Last edited by Aetherum; 1 May, 2018 @ 6:24am
cody 5 May, 2018 @ 5:22am 
I noticed more rebels too, lots of rebels when I occupied some other land. Makes things more challenging :)
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