3DMGAME-Europa Universalis IV v1 4 1 0 Update Incl 14 DLCs and Crack-3DM 7z

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Added on February 16, 2014 by SeniorXin Games > PC
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3DMGAME-Europa Universalis IV v1 4 1 0 Update Incl 14 DLCs and Crack-3DM 7z (Size: 127.69 MB)
 3DMGAME-Europa.Universalis.IV.v1.4.1.0.Update.Incl.14.DLCs.and.Crack-3DM127.69 MB


Description

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# Europa Universalis IV: Conquest of Paradise Features
#################################

Features in the Expansion:

- Playable colonial nations.
Start the game as the 13 colonies and fight free of the British or play as a Portugal and switch to Brazil when Europe is feeling to small. Conquest of Paradise allows you to play as colonial nations.

- Randomized new world
Use the option of starting the game with the whole North American and South America completely randomized. Conquest of Paradise brings true exploratioin.

- New mechanics for native americans
With the Conquest of Paradise expansion native americans will now play according to different rules. They have their own buildings, new unique ideas and a separate set Native advancements that they can buy for power.
Small native american states can also migrate to move to a better place and generate more power.
Native americans cannot fabricate claims but get a special CB called Humilitate that will generate power when they win and cost their opponents prestige.
Federations are also a unique feature for native americans. Federations work like a defensive alliance with a leader. Federation members will protect eachother from outsiders but not from from eachother.
Native americans can progress their nation and reform their governement and become a modern state.
Native americans now get their unique advisor pictures.

- Support Independence. In Conquest of Paradise there is now a new diplomatic action that allows an independant nation to support the independance of a subject nation. Should the subject nation declare war on its overlord, the supporters will automatically get called.

- Conquest of Paradise adds the Observe Mode which allows a player to join a game without selecting a country. In the game the Observer kan via a convenient interface jump between different countries, played by other humans or the AI, and see everything they can see. Perfect for multiplayer streams or learning the game from the experts.

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# Free New Features in patch v1.4
#################################

- New diplomatic dependency called 'Protectorate'.
If a nation is of too low a technology group compared to you, they will become a protectorate instead of a vassal.
Protectorates give 50% of their trade power to their overlord, but get -25% technology cost for it.
If a protectorate westernizes, they automatically become independent again. You can also trace trade range from your protectorates.

- Climate Overhaul:
Map mode showing climate zones, and different climates now have more specific effects.
Winter & Climate Icons are also shown in province view.
Winter only affects hostile attrition now.
Climate now have impact on colonization.

- Succession Wars are no longer automatic.
When a country have the chance to form a union with each other, the strongest of the new overlords rivals and/or nations with a royal marriage or same dynasty, have the opportunity to challenge them in a succession war.

- Tariffs
Old system for tariffs completely gone.
Colonial nations now give a percentage of ALL their income as tariffs, starting at 10%.
Increasing tariffs is done per colony, for 25 admin power for +2.5% Tariffs and +5% Liberty Desire in the colony.

- Liberty Desire
Colonial subjects can declare war on their overlords at 50% liberty desire, and will do it automatically at 100%.
If Liberty Desire is lower than Tariff Percentage, they increase by 1% each year.
Liberty Desire grants more manpower and cheaper maintenance for the colonial subject.

- Added new option to 'Abandon Colony', for when you want to give up on a province.

- Westernization changed
Westernization no longer requires non-negative stability.
While westernizing, you no longer get +200% stability costs, but instead +5RR.
Westernization no longer depends on stability, but instead progress +10 from each power each month if possible.. When progress hits 5000, modified by techgroup, its finished.
Westernization events are now "bad effect" or "give up 4 months progress".
You can now see more details about effect of westernization and estimated finish date in the interface.
When westernization is finished, it will be truly finished, and no rebels can change that fact.

- Added 5 new achievements:
In The Name of the Father - Get 100% Patriarch Authority.
The Rising Sun - Conquer all of Japan as a European nation.
The Five Colonies - Have five colonial subjects.
The Re-Reconquista - Own all of Iberia as Granada
Turn the Table - Swap to one of your colonial subject from a 1444 start and vassalize your former overlord.

- Added four new map modes, for climate, trade goods, winter & federations.
- A New Interface has been added, where you can view all your current subjects, and view their benefits to your nation.
- Added a new loading screen to game.
- Added a generic idea group for those with native mechanics.
- Added idea group for colonial nations.
- Added idea groups for Huron, Iroqouis, Chickasaw, Cherokee, Pueblo, Shawnee & Creek.
- Added cocoa trade good.
- Added lots of new countries in Eastern Africa & Northern America.
- Added new pagan religion Totemism for North American Natives.



#################################
# Game balance
#################################

# Trade Nodes
- Added new trade node Western Europe, leading to Sevilla, Bordeaux, Antwerpen & London
- Caribbean no longer leads to Sevilla & Bordeaux, but instead to Western Europe.
- Moved Chesapeake connection from London & Bordeaux to Western Europe.
- Mauritanian coast now leads to Western Europe instead of Sevilla.
- California now also feeds Mississippi.
- Mississippi now also feeds St Lawrence.
- Basra now also feeds Persia.
- Genoa now feeds into Bordeuax.
- Malacca now feeds into Zanzibar.
- Indus now feeds into Samarkand.
- Trade nodes are now repaired if older save-games are loaded.
- removed kashmir-indus link
- Sevilla is now an end-node.
- Venice and Sevilla are now determined as proper end nodes for power propagation chains, just as Antwerp is.

# Trade
- Reworked some prices on trade goods, boosting some under performing trade-goods.
- Trade power now propagate upstream into empty trade nodes.
- Capitals now propagate power upstream.
- Trade power below 2 is not propagated upstream.
- Upstream propagation is now split between all incoming links where valid.
- A trading nation is no longer counted as having no presence if it only has transferred trade power (also fixes the ever growing trade piechart)
- Removed trade power malus from lesser governments.
- Now possible to trade in your home node even if its out of range
- Colonial & Protector overlords now get power in all trade nodes their subjects have power as well.
- Merchants now have a proper travel time again.

#Ideas
- Spanish idea 'Inter Caetera' now allows you to claim any province owned by a colonial country or that is overseas for spain.
- Russian ambitions nerfed from 100% to 50% manpower.
- Nerfed Prussian & Japanese ideas slightly.
- All +200% enemy core creation are now +100% enemy core creation.
- Gave the Italian ideas a nice boost.
- Religious ideas finisher nerfed from 100% to 50%.
- Boosted diplomatic ideas some, including 'reduced stab impacts' no longer giving stability penalties for breaking royal marriages.
- Native Trading Principles (french idea) now also increases the tax/mp gain from leaving natives alone by 25%.
- Portugal's ambition is now +20% Tariffs.
- Global Empire idea is now 25% naval force-limits.

# Score
- Score rank & ratings are now saved in save-game files.
- Score increase increases faster closer to the end of the game, and gives far less at the start of the game.
- Annexed countries is still in the score-list now, if they had accumulated points.
- Quality of leaders now impact score-rank instead of just +1 for each leader, and is now capped at +5 for leaders.
- Protectorates give less score than other dependencies.
- Below 50 republican tradition or legitimacy is now negative on score.
- Score for fleets now depend on amount of cannons, not amount of ships.
- Being occupied is a severe drawback to your administrative score.
- War-exhaustion reduces your military score now.
- Negative war score now have an impact on score calculation for diplomacy.
- Strong ally bonus on dip score now depends on those with stronger military power, not those with at least 50% of your income.

# Technology
- Techs costs are now reduced by about 5% for each full idea group of that category. Each idea reduces by 0.7%.
- Techs now slowly increase in cost over time (20% for late-game techs)
- American tech groups now start at level 1.

# Armies
- Exiled units will no longer cause natives to spawn.
- Armies at ships no longer reinforce at all.
- Armies at ships now always take 1% attrition, and not depending on naval supply limits.
- Re-balanced some recruitment speed modifiers.
- When a unit goes to board transports, all attached units will now be detached

# Navies
- Pirates only spawn outside coasts of those that can build ships.
- naval leaders no longer get unused bonus siege values.
- removed the "not-patrolled" modifier from the game.
- Not possible to give move order for more than one province into TI
- Dependency relations now allow each other to repair their ships in each ports.

# Force Limits
- Colonial States now provide basic naval force limit from their ports. (ie, not buildings)
- Vassals & Colonial states now provide land force limits to their overlords.

# Combat
- Tweaked terrain penalties on combat width and attacker a bit down .
- Units now take 10% more morale damage in combat.
- Each day, every unit in a combat now loses 0.01 morale.
- Native ferocity now also reduce damage taken.
- Shattered retreat now have a cap of no longer than 10 provinces.
- A unit retreating shattered will now stop retreating when it reaches maximum morale.
- The prestige from naval/land combat modifier now increases the cap of how much you can get from a combat as well.


# Colonization
- Overseas provinces now give production income again, but with a -100% local production efficiency.
- Colonial Nations are now formed if you own more than 5 provinces in the same colonial region in the New World, and will remove your cores on these provinces.
- Colonial nations have a 10% penalty on their colonists giving a boost & only get 25% growth in their colonies.
- Colonies now properly autocore when they become a city.
- Fixed an inconsistency between displayed and actual settler growth
- You can now colonize adjacent to colonial subjects.
- No Adjacent Controlled penalty on colonial growth is not applied adjacent to your colonial subjects.

# Cores
- The cores of annexed nations now take twice as long to disappear
- Reduced core decay time for same culture group to 100 years from 150
- Colonial conquest outside of region for a colony to core is 75% cost and 25% inside their colonial region.
- Fixed an issue with cores not disappearing on the correct dates.

# Comets
- Comet Sighted is a bit more rare now.
- Having the Scottish national idea "Comets" now properly reduces the chance of Comet Sighted significantly.
- Comet Sighted now have another option for those that like choice.

# Diplomacy
- Cancelling vassalization will now create a truce with the released state
- Cancelling vassalization now only results in losing 25 prestige (no stability hit)
- Royal marriages will not break if a regent dies.
- Subjects no longer get expansion cb's.
- Subjects to a player can not become lucky nations.
- Subject nations can no longer sell provinces

# Opinions
- Fixed broken opinion modifiers for vassal states
- Added opinion bonuses for having union, colonial or protectorate dependency.
- Large countries no longer get any additional AE for being large when gaining AE.
- AE reduction for giving away provinces is now applied to the country giving up the provinces.
- Some cases where AE was not scaling over the world, now scales properly.
- Fixed some inconsistencies in the AE system caused by leftover code from the old BB system

# War & Peace
- If you send a stabhitting peaceoffer, your callforpeace penalty is reset.
- Scripting separate badboy_factor and prestige_factor for defender in wargoal now works
- Re-scripted all wargoals that use separate attacker/defender settings
- wargoals are now applied at all cases in peacescore calculations.
- Release Nation and Annex now deducts provinces ceded properly when calculating final peacescore.
- CORECLAIM_PEACE_COST_DIP_FRACTION in two separate cost reductions
- CORE_PEACE_COST_DIP_FRACTION now gives 20% reduction
- Not possible to call to arms if they are already called
- If you are a daimyo and force another daimyo to release another daimyo, then that daimyo will become a proper vassal of Japan now.
- Making a country a protectorate will now break all their alliances

# Pagans
- Religious conversion of pagans is now +2% instead of +10%.
- Pagans no longer have a penalty on defensiveness, but get a -1 rr.
- Nerfed pagan religions.

# Holy Roman Empire
- Leaving the empire at Revoking the Privilegia also removes electorateship.
- Emperor now gets claim on all provinces previously in the empire when someone leaves it.
- Electors no longer have a -50 to vassalization when the empire is inheritable.
- Having less electors than desired is now an actual penalty on the imperial authority.

# Misc
- Removed obsolete colonial type rebels.
- Governments that cannot use royal marriages will now get a random ruler on startup if they have a Regency.
- Inflation from gold income now checks versus ALL monthly income types.
- Mecca and Rome are now religious centers, which are practically impossible to convert.


#################################
# AI
#################################

# Strategic AI
- AI: Added proper logic for raising tariffs
- AI: Will not launch any overseas invasions if they are a colonial nation
- AI: Will no longer desire a province simply because it contains a strait
- Fixed a bug where the AI would be hostile to countries it had no interest in conquering or vassalizing
- Improved AI army strength evaluation logic when planning a war
- AI: More consistent about which countries it wants to conquer versus which countries it wants to vassalize/make protectorate
- AI: Better at using multiple colonists at once
- AI: Migrants will not bother with buildings unless they have a large amount of cash
- AI: Will no longer create more generals than it needs
- AI: Smarter about where to assign their best leaders
- AI: Will no longer hold up peace to chase down scattered colonial holdings when it has won a crushing victory
- AI: Should no longer select colonies as rivals unless they are a colonial country under a different overlord
- AI: Should no longer select vassals as rivals under most circumstances
- AI: Colonial nations will now only colonize territory that is either adjacent or in their own colonial region
- AI: Will now prefer to focus on a single colonial region at a time when colonizing
- AI: Less likely to pick the 'Threatened' attitude over 'Outraged' against countries with high AE
- AI: Will now never move its capital to an isolated province
- AI: More prio on making protectorates out of countries that are impeding bringing trade home

# Decision & Event AI
- AI better at taking blasphemy_act, act_of_uniformity, sunday_school, conventicle_act and test_act
- 80% chance of AI picking option A in event 874 "Tensions between nobles and clergy"

# Diplomatic AI
- AI: Will no longer insult countries just for having a high opinion of them unless it is planning a war with them
- AI: Less willing to be vassalized by a non-HRE state if they are an HRE state
- AI: Will no longer make protectorates out of primitives unless they too are primitives
- AI: Now slightly less willing to make peace if it is a separate peace
- AI: Will now cancel treaties of military access and fleet

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3DMGAME-Europa Universalis IV v1 4 1 0 Update Incl 14 DLCs and Crack-3DM 7z

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All Comments

i got the 1.5.1 patch testing it now
1.5.1 patch here
where are the seeders for this? not even a single one?
3DM didn't released it yet.
1.5 patch just came out

I hope it can find its way to KAT
Why is this on 0/0....
Just encase you load your save game and all the icons of factions gone black, please do this..
1. Close/Quit the game if you are playing.
2. go to My documents/Paradox Games/Europa Universalis IV/Save Games . copy all your save games somewhere easily to find later(like desktop)
3. delete the whole Paradox Games folder.
4. Open the game. Now all Icon should go back to normal
5. Do again step no. 1
6. Copy your save game from desktop to My documents/Paradox Games/Europa Universalis IV/Save Games.
7. load your save game and it should work fine now.
can i just directly use this without previous update?
yes, but your save game might be a little broken
what i mean is faction icons might all gone black
thanks,you've been very helpful
Please seed!

Thanks for this.
Seed GODDAMMIT!