Europa Universalis IV

Europa Universalis IV

SuperStates Mod
KeoniPhoenix  [developer] Jul 4, 2015 @ 2:46am
Change Notes
The usual change notes is too big to fit into the space Steam provides, so the complete text for the 1.11.x update can be read in its entirety here:

The belated El Dorado Update and Women of History Combined (1.10 and 1.11) update.

1.10 update has been skipped for 1.11 update.

All necessary files updated to 1.11 version.

Defines.lua updated to 1.11 and changes made:
EVENT_PROCESS_OFFSET changed from 20 to 25. This is an experiment on how well the mod runs on older hardware, the larger this number the more days pass before events are checked, this doesn't modify the chances of events firing, just how long time elaspes between checks for an event. If event checks are delayed longer, CPU time can be freed to run the mod smoother. Lower number results in considerable CPU usage as the events are checked sooner requiring more and more rolls from the RNG. For instance if set at 1 all country and province events are checked every day in game; the default since original release has been 20.)
MAX_RANDOM_NEW_WORLD is set to 1355.1.1 along with the .mod file having "disallow_random_new_world=yes") to disallow the use of the random new world feature in the mod. This has been set in previous updates but not reported. Changing this and enabling the use of the Random New World map is not supported and never will be. Using the Random New World feature or other Random World mods is at your own risk.
AI_USES_HISTORICAL_IDEA_GROUPS set to 0. Nations now pick their idea groups dynamically. Surprised to learn that this was implimented for 1.10 as I was going to resort to a variant of Ninking's Dynamic Ideas mod, but that mod is now redundant.

Added to the map the only change from 1.10, a lake in Sweden. Seems silly to me in my opinion, but there are now 2953 provinces.

ALL Form Nation decisions require you to be at the necessary ADM tech level before it will appear in the decisions list. This is to help people avoid being confused over having all the provinces but the list being so long that it cuts off the most important requirement, the necessary ADM tech level.
The ADM Tech levels required to form most nations is 7 except for the United States (10), Canada (10), Mexico (10), and North American Union (15).

All state cultures have been updated to include names and dynasties (I believe its for the custom nation generator, but I could be wrong.)

Forming the United States or Canada will have decisions where the culture of all the provinces within the region required to form the nation (the regions can be viewed in the region map view) can be converted to a single unified culture. So all provinces within the United States region will convert to American, while the Canadian region will convert to Canadian. This decision is intended to irreversible when taken, so if you want to keep your state culture, don't accept it. The choices are to unite the cultures to either American or Canadian for each nation formed respectively OR to spread your primary state culture nationally. The decisions that become available have steep costs:

To unite the culture its more expensive up front: -500 ADM power, -500 DIP power, and -125 MIL power and -20% global tax, +20% technology costs and +20% stability cost penalties for 30 years.
To spread your primary culture nationally its less expensive upfront: -200 ADM power, -200 DIP power, and -75 MIL power and -30% global tax, +30% technology costs and +30% stability cost penalties for 30 years.

One new culture group with two cultures added (well one added, the other reenabled): North American Culture group with Canadian which its primary nation is Canada (Kingdom) and American which its primary nation is United States.

New Loading Tips in localisation specific to the mod. Currently 90 of them to match the current list in the vanilla game.

Fixed bad adjacency (Fresno to Durango), this was originally a crossing of Lake Superior in vanilla that was missed.

Fixed the missing inland seas for the Caribbean, Hudson Bay, Gulf of Saint Lawrence, and Southeast Asia and Northern Australian Coast. Galleys will no longer suffer horrific naval attrition now.

Sea Provinces reverted in Central Pacific in the Microneasian Sea (Western Caroline Sea and Eastern Caroline Sea merged with Central Caroline Sea), this is to allow the playable island states to form claims on each other. Something I didn't think about when I first put in the new sea provinces in that region. The reverted ocean province is named Caroline Islands.

New sea province split (East Philippine Sea) from the western portion of the Marianas Sea (sea province that surrounds Guam and the Northern Marianas Island), this sea province is oddly shaped in vanilla and, in my opinion, unjustifiably large.
Tinian Sea is split in half, the western portion surrounding Iwo Jima is now called Bonin Islands.

New regional countries for American South. You'll have to find out which ones they are.

New technology group for Australia and non-American island states in the Pacific: Austral-Pacific States Tech it has no tech penalities as either Western Tech or States tech, however it has not discovered North America a reduced area of the Pacific limited to the various islands. The States tech group is renamed Boreal-American States Tech and can only see North America and a smaller area of the Pacific to allow connecting various islands. However Austral-Pacific States tech can see at start New Zealand, giving them a huge advantage in colonizing there.
Be aware that at the start naval attrition is unchanged for crossing much of the Pacific, it is ill advised to conduct long distant naval warfare until you have favorable naval supply ranges either through modifiers that extend your supply range; have either conquered or colonized islands via the island hop strategy; or established fleet basing rights. It would be pretty awkward to sail from Australia and conduct war with a North American state and lose because of all the attrition you took sailing across the Pacific.

Technology group icons updated. All the States (Austral-Pacific and Boreal-American) tech groups use the Western tech icon and they should be fixed now for all tech groups.

Units created for Austral-Pacific States Tech group, they're merely copies of the original States Tech units with more Australian flavor to them and have the exact same pips as before and are still equalivant to their Western Tech counterparts.

Fixed bad mission "Enforce Knickerbocker Rules" that would allow for it to be repeated despite being fulfilled already. Fixed bad mission, "Fetch Us Pineapples" for Alaska as well as it could be triggered again after being fulfilled.

Added missions for: American Samoa, Chuuk, Guam, Hawaii, Kosrae, Marshall Islands, Northern Marianas Islands, Palau, Pohnpei, Pacific Oceana, and Yap. (FINALLY!)
These missions for the Pacific Islands do not give you CBs for every single island nation, they're given some as the others you can fabricate claims for as they share the same ocean provinces. They all pretty much share the same basic ones though, Conquer X and Vassalize Y. American Samoa, Guam, Hawaii, Northern Marianas Island, and Pacific Oceana share the same mission to establish a foothold in North America. The other island nations can do the same only if they form the Pacific Oceana or Federated States of Micronesia.

Restored New Zealand provinces with New Zealand cores and appearance in the province histories. They were accidently overwritten when updated to the last update.

Fixed Western Canadian Final National Idea to reduce light ship cost instead of increase it, was missing a minus "-" sign.

Adjusted terrain of provinces using the ability to force set a provinces terrain. No more coastal terrain in the middle of a desert or great plains. Almost seems silly that PDS uses the terrain.bmp file for setting the terrain when its been rendered redundant with being able to force set province terrains.

New events. Four famous Old West gunfights are now events including the Gunfight at the OK Corral (Tombstone, Arizona), Four Dead in Five Seconds (El Paso, Texas), Gunfight at Hide Park (Newton, Kansas), and the Wild Bill Hickok-Davis Tutt Duel (Springfield, Missouri). All events give a minor reduction in production efficiency for one year for the province effected, they are only included as minor flavor events. Only the Gunfight at the OK Corral fires does it set a flag that can trigger another event.

For those who are playing as Arizona or any state that possesses the Pima province, when the Gunfight at the OK Corral event fires it sets a hidden country_flag that can result in an assassination event later on. Depending on your ruler's ADM rating, the event's outcome of that assassination event can be either: detrimental (high ADM rating), annoyance (average ADM rating), or beneifical (low ADM rating). If the ruler has an ADM rating of 5 or 6, the assassination event drops stability by -2 and consumes 100 points from all three monarch powers. If the ruler has an ADM rating of 2 or less the event results only in a change in republican tradition by -15%. For ADM ratings in the middle, it costs a hit in stability by -1. MTTH is 100 years and is modified by stability, stability below 0 results in the MTTH to drop by half (50 years) and a stability of -3 causes the MTTH to be reduced to only 5 years, making it likely to fire should the conditions exist for it to fire (own Pima when Gunfight at the OK Corral fires, owns Pima when assassination event fires, ruler is not military leader, after 1750 but before 1800.) High stability makes the event unlikely to fire but can still fire in rare occasions.

New Mexico can have the Lincoln County War event chain fire, this event chain involves the historic range war between the established general store monopoly led by Lawrence Murphy and the "Regulars" with famed cowboys including, Billy the Kid.

California can recieve an earthquake event in either San Francisco or Los Angeles, but never both during a campaign, except in rare instances where California is split into its cultural nations. The aftermath is a -1 stability drop and a choice of how to send assistance that either reduces treasury, manpower or gives a relations boost to neighboring states; in addition the province receives a drop in tax, production and trade for up to a year.

New York has two flavor events one is for NYC and the other is for Niagara Falls. The Niagara Falls event can grant two tax base to Erie (NY) province or grant 2 manpower depending on the choice. The other event is a suprise.

Several events that are intended to be surprises. Something about soldiers of fortune who escaped from a maximum security military stockade and something about animals wanting their own convention in your capital. You just have to play and find out.

Reorganized the events for states to seperate truly random events and merely flavor events. Most states will eventually have their own flavor events.
Combined event files so as to not as have as many random event files. Premier and Governor Scandal events are now in a single file, other files that were merely flavor events were moved into their respective state flavor file.

Papal States Discovered event has been changed for the last time (hopefully). Now called "Discovery of Europe and the Mother Church". I finally got it to work as I intended but also changed the requirements. You need to only discover a province anywhere in Europe for the event to fire. Yes, ANYWHERE in Europe. Even if the Reformation had triggered by the time you discover Europe you will likely encounter a Catholic province but even if not, it is to be assumed your nation learns of the greater Catholic church through the contact with Europeans. When the event fires you will learn of where the Papal States capital is, usually Rome, but not always. When you choose your option, converting is instant but now works correctly with vassals which will autoconvert them as well should they be Disconnected Catholic. If you chose NOT to convert, the event will trigger for them eventually and they will convert irregardless of your choice as the event will still fire for them. This outcome is deliberate.

New province events that causes Disconnected Catholic provinces to fold into the standard Catholic if any neighboring province is already standard Catholic. It is useful for players who converted to Catholic early but have conquered a number of provinces after that are left unconverted because they were owned by Protestant or Mormon states. This change is to make Disconnected Catholic what it really is, in terms of gameplay, a temporary religion. The MTTH for Catholic States is 300 months but for non-Catholic states its 3000 months. The AI will still always choose the option to convert in the Discovery Europe and Mother Church event, but if the player doesn't, these eventually force the matter.

New vanilla and expansion (mostly El Dorado) events that use country tags or regions that are disabled in the mod have been removed (either cut out of the file or the entire file blanked). Events that use tags or other code that has been deleted or disabled will always crash the game when called.
Some of the events removed from El Dorado are being removed temporarily so they can be working in future updates. For instance, having your conquistador explore for the Legend of Cibola or the City of Gold will not trigger any of the events in the expansion as they have been removed and the on_action settings to allow the event to fire has been removed as well.

Removed some of the historical friends and historical rivals so as to not lock most states into relation penalties or bonuses players may not want permanently (particularly New York-New Jersey).

Removed the Appalachian trade node, split amongst the neighboring trade nodes.
Lake Michigian trade node now connects directly to Savannah River trade node.
Lake Michigan trade node no longer directly connects to Canadian Shield trade node.
Eastern Michigan (Ingham and Wayne) moved to the Lake Erie trade node.

All references to "Republic" in country names has been removed as it always has been possible to convert to other non-republic forms of government and in the rare instance of the Republic of Canada forming and having its republican tradition drop too low and converting to an alternate form.

Westmorland (New Brunswick) culture changed to Acadian. Labrador (Newfoundland and Labrador) culture corrected to Labradorian.
Core added to Westmorland (New Brunswick) for Acadia. It is now possible to release them. (The Acadian culture has existed in the mod since the start but they had no cores for their country and no province of their own until now. They are one of two New French cultures that can form Quebec and New France in New Brunswick.)

Now at the Bookmarks for the United States and Canada do they all have a unified culture. The 1861 start for the Confederate States has all Confederate provinces with the American culture as a result.

Fixed more typos and grammar.
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Showing 1-3 of 3 comments
HAMMERMAN  [developer] Jul 4, 2015 @ 9:44am 
Great stuff!
Bushyroxy Jul 5, 2015 @ 12:15am 
Do the events for New Mexico and California etc. also trigger for the North American Union and America?
KeoniPhoenix  [developer] Jul 5, 2015 @ 1:06am 
Originally posted by Bushyroxy:
Do the events for New Mexico and California etc. also trigger for the North American Union and America?
No they don't they're specific to a particular tag.
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Showing 1-3 of 3 comments
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