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Enter your account data and we will send you a link to reset your password. Your password reset link appears to be invalid or expired. Log in Privacy Policy To use social login you have to agree with the storage and handling of your data by this website. Add to Collection Add new or search Public collection title. Private collection title. Send this to a friend. Send Cancel. To allow for the 30 years' war to be reproduced, after and if there is a Protestant elector as well as a few other factors , religious leagues can be formed.

The leader of the Protestant side will be the newly-Protestant elector, though it can change. The leader of the Catholic side will be the current Emperor. Anyone can join either league, even if they're not in the HRE, or any of the religions e. This allows for huge, continent spanning wars. If the war drags on for too long, a peace treaty is usually made which allows for both to religions to be elected.

If the Protestant league wins, the league leader becomes the Emperor and Catholics cannot become the Emperor or Electors — they can start another league war, though. If there is no war for more than 30 years or it is past , the Emperor's faith is declared the sole religion of the HRE and all states with this religion gain several bonuses, namely an increase in Legitimacy, Missionary Strength and Tolerance of their own faith, with Protestants getting a slightly larger bonus to represent the greater difficulty they face in achieving it.

If a league war drags on long enough, instead the Peace of Westphalia event occurs which allows any Christian to become emperor.

Finally, an Emperor whose religion is official will get bonuses in gaining Imperial Authority and to their ability to pass reforms, putting the Empire on a fast track towards unification.

This also takes into account any modifiers to idea costs you had. In the second half of the 18th century any country in Europe that ends up in a rough condition may experience a Revolution and become the revolutionary target.

Beyond the Revolutionary name and flag, this nation will receive significant bonuses and a large score boost, which can make it dangerous to push a country too far in the era of revolutions.

They can be targeted by other monarchs who wish to stop the spread of this revolution, and the revolutionary target gains a new CB to use on monarch countries, to spread the revolution. Free Features for the accompanying patch includes: Completely new rebel mechanic, local autonomy on province level, a replacement for the current cardinal system for Catholics, new reformation mechanics and a huge map improvement, making the rest of the world as detailed as Europe.

There are lots of interface, AI and gameplay enhancements. When it comes to the map, Paradox has worked closely with the best map-modders in the community, and this apparently completely revolutionizes play outside of Europe. A Center of Reformation is created for the first three countries to convert to Protestantism and Reformed Protestantism, respectively, and will exist in their provinces spreading their faith to the surrounding provinces unless the province holding the Center of Reformation is conquered and then converted to another religion.

There can now be up to 50 cardinals in the Holy See. New cardinals are added automatically and they are prioritized according to its home country's size and wealth. Papal influence can now be used for other types of benefits, such as ducats, legitimacy, stability and prestige.

The Papal State itself can't get cardinals nor papal influence but is still able to become the papal controller. The Manpower, Trade Value and Missionary map modes were removed since they weren't useful enough. In their place came:. Provinces now have a modifier called autonomy which replaces the revolt risk mechanic. Increasing autonomy will penalize the economic and military output of the province but will decrease unrest.

Usually it is natural to increase autonomy in freshly acquired provinces to overcome unrest from separatism. The higher the autonomy, the less tax income, production income, and manpower the province provides, and missionary work and recruitment is slowed down. However, the autonomy of the province will also reduce unrest in the province. Every 30 years the player can choose to lower or increase autonomy.

Autonomy also goes down passively by 1 point per year while at peace depending on government type , and goes up by 1 point per year while occupied. Revolt risk is replaced by unrest, which reduces the randomness inherent in the current system.

Rather than rebels having a chance to rise each month, each rebel faction has a progress bar which has a chance to increase each month based on the unrest in provinces aligned with the faction. When this happens, unrest will be reduced in the aligned provinces, and the progress bar reset to 0. This system is meant to encourage the use of courthouses , employing theologians , and other methods of reducing unrest in order to slow down rebel factions. The harsh treatment mechanic will target specific factions rather than provinces, reducing faction progress at the cost of military points.

Accepting the demands of rebels will be equivalent to them enforcing their demands. Players will no longer be able to escape the worst effects of rebels simply by giving into a few relatively minor demands. Rebels will lift the fog of war for nations they're friendly with, so if you support rebels in a foreign nation, or if they're aligned with you for cultural reasons, you'll be able to observe what actually happens once they rise. Rebels can now move across single sea zones if they've occupied everything on their side of the sea.

Blockading the port of the province they're in prevents this. Over non-European provinces have been added to the game and a few in Europe , along with over new nations. By default all of the allies of the defender will have double war-score costs for demands. However they can also not call their allies. Login to the site Don't remember me. Forgot your password? The game was released on 13 August It is a strategy game where players can control a nation from the Late Middle Ages through the Early modern period to AD , conducting trade, administration, diplomacy, colonization and warfare.

Gameplay The game has been formed to begin historically, with real events occurring in real time. The game itself is an interactive map of Earth divided into the provinces that compose nations. Each of these provinces contribute to their country either positively or negatively, as provinces can both provide resources to a nation and serve as a point of unrest and rebellion. The gameplay requires the player to lead a nation by finding a balance of military, diplomacy and economy. Players can choose to conquer the world by military might, become a colonial superpower, establish trade dominance, etc as hundreds of different nations.



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