Europa Universalis IV

Europa Universalis IV

Dwarven Knowledge
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Update: Mar 19, 2024 @ 3:29am

changelog:

- Warforged infantry can now always be recruited in holds too.

- there was a major issue with unique technologies in the mission tree, fixed now.
if you don't want to restart write what is inside the brackets " < this > " in the console commands ( choose only the ones you have already done ):


ClockWork "event DA_project_event.204"
Golem "event DA_project_event.213"
Tesla "event DA_project_event.243"
Resonance "event DA_project_event.239"
Explosive "event DA_project_event.208"
Motorization "event DA_project_event.226"
Elemental Magic: Earth "event DA_project_event.217"
Elemental Magic: Air "event DA_project_event.214"
Elemental Magic: Fire "event DA_project_event.216"
Elemental Magic: Water "event DA_project_event.215"
Enhancement "event DA_project_event.231"
Conceptual Magic: Life "event DA_project_event.218"
Conceptual Magic: Death "event DA_project_event.219"
Conceptual Magic: Time "event DA_project_event.221"
Conceptual Magic: Space "event DA_project_event.220"
Bio-Construct "event DA_project_event.235"
Dimensional engineering "event DA_project_event.248"

savegame compatible

Update: Mar 17, 2024 @ 4:12pm

changelog:

- just a forgotten tooltip

- completely prevented people from misusing the exploration menu

savegame compatible

Update: Mar 17, 2024 @ 3:55pm

changelog:

- Fixed an issue preventing artillery cost coming from the metallurgy system from resetting every new equipment.

- fixed some broken tooltips.

- you can now make only one research/progress at a time

savegame compatible

Update: Mar 16, 2024 @ 2:59pm

changelog:

- fixed a wrong trigger inside a mission, fixed some localization.
- an old issue preventing exploration appeared again, fixed now, but if you had encountered the issue before the update write:
" run Reset_Am_exploration_level.txt " in the command console, then there won't be any other problem.

savegame compatible

Update: Mar 15, 2024 @ 3:12pm

Changelog:

- Mostly system changes, all flavor events in this update come from blueprints/runes/mission tree/project events ( way more than 100 new events )

- Metallurgy improvement: 2 special units, redone the calculations, added cost for balance purposes, interface added in technology view to let the player understand better.

- Mission Tree expansion: a "Tech-Tree" has been added below DK's normal MT. This will keep track of your progress in 5 main technologies which will be needed to unlock:
--- Blueprints, metals, runes in the metallurgy system
--- Unlocking special inventions and upgrades
--- Buildings

- Research uses a more interactive system now: you choose the type of research, each type has a different "Research Target" value (36-120) each month your research progress will go up by 1, and many events will happen during research to increase or decreae this value. gameplay will be more understandable.

- Hold exploration menu, research facility menu, metallurgy menu, buildings menu are accessible from new interface.

- a LOT of the localization is placeholder, as the amount of new events was too much for me to do alone, suggestions are appreciated.

- other things i don't remember.

NOTE: i have not tested this mod on low resolutions, the extended menu may have problems in them, feedback is appreciated.

NOT savegame compatible

Update: Dec 3, 2023 @ 8:28am

Just a missed event localization and a little edit of 1 mission

Update: Dec 3, 2023 @ 3:43am

Changelog:

- Runesmiths have been stripped of every privilege outside research facilities privileges and now function very much like the artificer estate, with inventions and a production point system.

- Points are increased with certain trade goods producing provinces, Development of said provinces increase the amount of points they provide. base amount under 7 base production, double from 7 to 13 base production, triple at 14 or higher base production

- Ex hold-related missions are now done by project: a privilige in the runesmith estate which takes away some production points for a few years to implement a major change or discovery. While a project is active
you will have to take some decisions during events which will influence the final outcome.
A particular rework has been done for Hul-Jorkad genetic engineering.

- Inventions are complicated: at the beginning, research facility lvl 3 or higher, you will have a mission to research rune manufacturing (industrialization of runes), once the research is done,
the points system will be enabled and you will be given 2 random basic Runes inventions (they are not that strong).
You can now research runes from the research facility menu, each rune takes 3 years to be researched and there are 10 basic runes to be researched.

-Once you have unlocked at least 4 basic runes, you will be able to take another misssion to start researching proper inventions which will very much be like artificer's inventions with a 10-5 years research
( 10 normally, it becomes 5 if you have a science hold: dur-vazathun, orghelovar, hehodovar or verkal dromak ).
Currently there are only 15 inventions, all civilian inventions, there are more interesting military things .....

- Once all 10 basic runes are researched, you can take a mission to DISABLE basic runes and start a lengthy process to create two very unique inventions: PCRM and PMRM. These two inventions are completely decided by the player:
once you click a PCRM or PMRM mission, a Project start to put all 10 basic runes together to create an highly advanced civilian invention (PCRM) and a military invention (PMRM). Both projects use a complexity system:
for each modifier you will have to choose wheter you want a nerfed version, base version or a buffed one (example: choose between +2,5% discipline, +3,5% discipline but +1 complexity, +5% discipline but +2 complexity ),
then the finished invention will have a malus for each complexity point you have accomulated (for example PMRM has +5% land maintanance x 1 complexity point).

- The MT has a steam engine research and electricity research at higher levels with some flavor events which have an impcat on every single invention.

- Metallurgy placement: It is complicated. Each Mountain, cave, highland, dwarven road will have a Mine modifier, this modifier shows what metals are available in the province and very few provinces have one at game start.
Each 7 base production ( 7, 14, 21, 28 max) the mine is upgraded and a metal can be discovered, the found metal's rarity depends on mine level and region ( some metals are available only in some regions/areas).

- Metallurgy Usage: only dwarfs can use it (now), will be expanded to every one later. I refuse to describe how it works, try it yourself.

Some missions require you to have specific metals now. Example: In order to repair the railways after the early railway research you will need a province with dagrite.

- Hold exploration improvement: i wanted to do expeditions but it would become too tedious for the player to do an expedition everytime so i kept the same format but with more events and repeatable dig level explorations in higher levels.
New events: found common/rare/legendary metal, found advanced rune/runic circuit, found Runic/steam-powered/electrical Blueprints. all used by the metallurgy system.
Starting from level 4 you will need to explore successfully 2 times for it to count as explored, from level 7 you will need 3 successful explorations.

- Gold necessary to explore hold or expand research facility is now proportional to income (normally cheaper low-mid levels explorations, kinda the same for high-level ones, very dependant on your economic situation).

- Many minor balance changes:
- slightly reduced Ancient Dwarven Knowledge income from exploration events (this is to balance the more than doubled number of explorations you will have to do now).
- Runeforged fortifications now cost ADK, 1 per level of the fortification.
- Probably other things but i forgot them.

Update: Nov 21, 2023 @ 9:19am

Just an hotfix for 1.36.1 compatibility, proper update will come out in 7-10 days.

Update: Aug 24, 2023 @ 3:04am

changelog:

- A bit of balance changes have been applied, the most important ones are about dwarven runic barriers ( less defensiveness and the last level has -1 monthly income as maintanaince ), railway upgrades ( -15-25% in the strength of the modifiers ) and advisors (hold restorer gives -10% build time and nothing else now, runesmith gives +5% goods produced instead of +10%)
- added 2 missing dwarven runic barriers.
- fixed some minor issues.

savegame compatible, but the 2 DRB will not show up in an ongoing game

Update: Aug 6, 2023 @ 2:39am

changelog:

- bugfixes

savegame compatible