Europa Universalis IV

Europa Universalis IV

97 értékelés
Rise of Civilization
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59.977 MB
jan. 21., 20:03
máj. 13., 20:32
85 változásjegyzék ( megnézés )

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Rise of Civilization

Leírás
The spiritual successor to the old Liberation and Europa Civilization mods.

Want a "Civilization" experience with EU4's depth and even more? Want to watch civilizations rise and fall? Check out this mod then, it's loosely based on the old Liberation and Liberation+ mod.

Lead your civilization from the stone age to the space age starting as a one province nation. Create a mighty empire, but beware, as it's fall is inevitable.
As civilizations expand, culture and religion will form and split, until the world has a myriad of different cultures religions and nations.

Start as one of four civilizations (or make your own) and colonize the world, and lead your civilization to greatness as the world gets more and more divided and complicated.

And when your empire falls, it's not the end of the game. This mod includes Fall of the Empire's (my other mod) playable rebels mechanic. So when successor states form, you can PLAY as those rebels and make a new empire, and such play as multiple different empires in one play-through.

Features
-cultures will form and split, new ones will appear from new nations
-rebels form new nations upon occupation of a province
-religions will spawn in the world.
-Civilization-esque
-dynamic wastelands, using colonial growth modifiers
Play from year 1 to 9999
- Every province has 1/1/1 development. From nothing great cities rise!
-Food mechanic using global devestation.
-Plagues that spread across provinces.
-Population counter, with every dev equaling about 4k people.

Note: whatever mod you want to pair up with this is probably NOT a good idea, it's an overhaul mod and meant to be a standalone mod, you mad lad.

Rules for Custom Nations: ( i say rules lightly as in if you want the actual mod experience do this:
No siberian frontiers
Only one province
No extra colonists, you get 2 already, don't be greedy.
No starts in America- due to lack of tags i have no real nation-split content for this yet. Some areas like Cuba don't even have any real tags aside from Colonial nations.

UPCOMING CONTENT PLANNED:
-decision to reform some religions
-social policies (EU4's ideagroups basically but overhauled)
-add God/gods/beliefs/traditions that change the modifiers a religion gives, or is just for one nation so religions have variations depending on nation- whichever is do-able. Of course like Civilization 5 once a belief/tradition/god is picked it's unavailable to everyone else.

Github: https://github.com/EmperorPalpatinate/Rise-of-Civilization

Youtube Vidoe URLS:
https://www.youtube.com/watch?v=tT-FgxlGvNA
https://www.youtube.com/watch?v=qc_wmWUQmuA&t=288s
Thanks for the support

Want to set up Multi-player games? Or just hang out. Join the Discord! https://discord.gg/Kb3G9GU4R9
Thank Holtz for the Egyptian Duchy Flags and the national ideas of the Ancient Nation tags!

Thank A Single Fog Drone for Truly Vast Empire modifier!
Népszerű témák Összes megnézése (2)
40
márc. 30., 21:41
KIEMELVE: Suggestions
ChaffyExpert
23
máj. 30., 14:46
KIEMELVE: Bugs
ChaffyExpert
174 megjegyzés
shoobers máj. 23., 16:11 
I think the bronze farming icon not being displayed to build with is because there's not a bronze_farming.tga nor is there a proper entry in the building_icons.gfx file.
Tested: This worked, though I did find out the hard way one shouldn't remove the default entry from the building_icons.gfx file. I'm sure there's something similar for the flags that's making the civilization one fail in the building menu ( pink ! ).
shoobers máj. 22., 11:57 
Feedback - Plague Mechanic.

It's either Too Stronks ( early on if you accidentally go above the threshold, it's very hard to manage ) but semi easy to play around ( don't go above the dev threshold ) or barely noticeable once you are wide enough and start devving through the roof as you can afford to quarantine.

It's somewhat hard to give feedback in how to properly balance but i highly recommend not having the modifier factors be so ridiculous for the plague's spread in their scaling. just one "not quarantine" can see the plague spread through half the empire very quickly completely neutering your progress when you've been trying hard to avoid your hard work getting reset.
Dark Helmet ápr. 9., 14:01 
I colonized almost all mediterranea and part of europe as Egypt, didnt collapsed or anything, after 500 years I was bored and left.
SoNemesis márc. 21., 15:11 
Estate mechanics make this mod a fucking pain in the ass to play. The plagues and shit suck but I can deal with them.
ChaffyExpert  [készítő] márc. 21., 15:08 
I don't know what the issue with it is actually. Also why nerf dev cost, what's wrong with 120 dev, you still need to support it, and it's the span of all of human history.
Sargon2k01 márc. 21., 5:33 
ok I looked into it and I think the button in the building interface (the right one) is not there
Sargon2k01 márc. 21., 5:26 
soo, everything good so far (nerf dev cost pls I have 120 dev in my capital in 250 without other mods) but once i hit admin 10 I can't build the new building for bronze farming (and the image is missing?), also I can't upgrade it from provinces. (Does it still need to be added?)
ChaffyExpert  [készítő] márc. 19., 15:27 
Since they have one culture (aside from sub-cultures) one religion, and no foreign nations.

Basically, after the first 4 river civs fall is when the true "game" begins.
ChaffyExpert  [készítő] márc. 19., 15:26 
Yep i plan on eventually adding that type of stuff and making it better. My focus was to get the culture spawning and religions to work and spawn in a natural way first and get the early eras done. I want to lessen the events, but the first civilians have to expand slowly because they didn't grow all that large in real life (their importance is the building of infrastructure.) and they also need tons of negative events, because they don't have any factors that would naturally cause normal instability.
ranixcz márc. 19., 11:32 
this mod has great potencial but for now i see it as BETA at best this mod still need better tech,more ages, fixed religions(most religons are broken in some way especialy modded ones) but having negatives events is great way to destroy empires or punish players if you want diversitity you need punishment and while i was thinking that at start i can hardly beat natives in early game this logic unfortunetly makes sense. you did great job and please continue