Europa Universalis V
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Beyond the Cape
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4 ноя в 15:22
18 ноя в 2:16
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Beyond the Cape

Описание
Beyond the Cape is an overhaul mod that changes how exploration and naval gameplay work, making both feel more natural and purposeful. It draws on the real challenges of early sea expeditions, updating how your nation discovers new lands and adding new ship types, mechanics, and strategic choices.

If you want a better Age of Discovery, better naval battles, or more content for exploration-focused nations, Beyond the Cape expands on all of it.




Key Features

Exploration
  • Exploration Maintenance has been removed. Expeditions are now funded upfront with gold, sailors, and supplies.
  • Expeditions can fail, making exploration dangerous but rewarding when successful.
  • Characters exploring will have lower chance of exploration failure based on their administrative ability.
  • Deep Ocean and the new Cape topography require special advances before they can be safely explored.
  • Explorations can only launch from coastal locations that are connected to the capital, share the same market, or contain a lieutenancy or viceroyalty. They can also be sent from Colonial Nation subject locations with a dock building.
  • Steal Maps now costs 100 spy network.

If you wish to use only the above exploration features without the rest, check the relevant associated mod below.

Navy
  • New advance that enables drill for your navies.
  • All ship types and stats have been reorganized and rebalanced.
  • Transports have been renamed to Supply Ships, shifting their role toward logistics and naval support.
  • Fire Ships have been added. They have high firepower, low hull size, and explode on contact. They must be converted from galleys.
  • Bomb Ships have been added. They are poor in direct combat but very effective for coastal bombardment.
  • Middling Ships have been added. They combine the maneuverability of Light Ships with the firepower of Heavy Ships.
  • Massive Ships have been added. They are enlarged versions of Heavy Ships that trade speed for more firepower and hull strength.

If you wish to use only the above navy features without the rest, check the relevant associated mod below.

Additional Content
  • New Sound Tolls have been added at:
    • Storebælt
    • Strait of Messina
    • Bab-el-Mandeb
    • Strait of Malacca
    • Sunda Strait

Upcoming
  • Historical voyages currently impossible due to EUV's area-based system.
  • Expanded content for exploration and colonization powers.

Submods
Nova Lusitania

Associated Mods
Beyond the Cape - Exploration
Beyond the Cape - Navy
Beyond the Cape CN Translation

Community
Join our Discord server for all information about the mod, and leave your feedback.

[discord.gg]
Комментариев: 109
Stami  [создатель] 19 ч. назад 
@Alma_Negra I have added some capes to Alaska and South America to prevent early entry to Pacific. It's the same logic as current exploration failure chance. There are still some things I want to add and test, but there should be an update soon.
Alma_Negra 20 ноя в 3:37 
Solmyr I do not want mechanics that outright stop the pope colonizing, instead I want mechanics to organically represent why the colonizing countries colonized in the first place, which doesnt include the Pope for the most part, since the Papacys main motives are to represent and administer based on the interests of the Catholic Church, not circumvent the trade empires of Venice and Genoa
Stami  [создатель] 20 ноя в 2:20 
@Solmyr I do not outright stop the pope from colonizing like in that mod, but you won't see them doing it here if they don't actively invest in advances that focus on exploration. The AI will not do this, so I believe that issue is sorted out.
Solmyr 20 ноя в 1:52 
@Alma_Negra There is a mod that stops the Pope from colonizing.
Stami  [создатель] 20 ноя в 0:11 
Thank you for pointing it out. Will look into it
Alma_Negra 19 ноя в 21:28 
Alma_Negra 19 ноя в 21:25 
Hello, can you look into two issues i have with vanilla and see if you can rectify the issues with your mod?

1) The Pope should definitely not be colonizing, let alone colonize before anybody else does

2) Natives should not be becoming cabinet members/courtiers/leaders/captains etc of their colonizers back in Europe... Because, well, racism.

Love what youre doing btw
Stami  [создатель] 19 ноя в 12:28 
Thank you for pointing it out. Technically it is working as intended, but I want to improve upon it, because as it is now it means all the capes have the same difficulty.

The plan is to create a new Great Cape topography, that would go on Cape of Good Hope and potentially a few other ones as well. I'll work on that now.

The mod will probably be updated on the weekend as there are a couple other things I want to add, and exploration seems balanced for now, so I don't feel like I'm in a rush.
Hazy 19 ноя в 11:04 
Not sure what happened there but the date is four.teen eighty eight not 4 hearts :steammocking:
Hazy 19 ноя в 11:01 
Yeah steam workshop is weird like that, love the mod btw.

One minor thing though, you've done a good job of preventing me from exploring the interior of africa via explorations or at least most of its locations below the gold coast area but I'm not sure if it was a bug or an oversight but I managed to explore the cape of good hope sea route in the age of renaissance.

The limit seems to be the Zimbabwe coast without tech when it should be the South African coast I think, cape of good hope was only rounded by Bartolomeu Dias in ♥♥♥♥.