Code:
31th October 2011 (DW 5.1)
http://www.gamefront.com/files/20947...31_10_2011.rar
Version - 28th February / 3rd March 2011 (for Divine Wind 5.1 betas (16th February and 2nd March))
Download for February 16th beta patch
Download for March 2nd beta patch
Changes:
- New countries in North, Central and South Americas
- Rework of Mesoamerica with new provinces and layout
- New government type Remote Tribe that works like a steppe horde, given to all North and South American tribes as well as Subsaharan Africa countries
- New countries outside Americas (Uluru in Australia, Yeren Jurchens, Evenk and Chukchi in Siberia)
- Climate added for provinces
- Regions now corrected thanks to John Forseti, THANKS!
- More corrections because of the DW update, like corrected national decisions
- New event and decision to allow Indonesia and Malaysia to gradually become sunni
New installation guide for now, also in the downloadable readme:
####### HOW TO INSTALL (DW madness) ############
For now map modding in Divine Wind seems to not work properly in the mod folder. So here are the steps to work around it:
1) Make a back up copy of the entire Europa Universalis III game folder (recommended but not necessary so you can play vanilla)
2) Drag/copy all the stuff inside Terra Universalis folder to the new copy of the game directory. Let everything be replaced
3) Go to gfx/interface and rename icon_religion.dds and icon_religion_small.dds to something else
4) Go to interface and delete core_modfolder.gfx and domesticpanel_modfolder.gfx
5) Start the game through eu3.exe (and chose default) or eu3game.exe
6) ????
7) Profit
If things aren't right, erase all the files inside the map/cache folder. This should solve everything.
######### IF YOU WANT TO PLAY IN THE MOD FOLDER (HAS GLITCHES) ##############
If you want to play in the mod folder put both the "Terra Universalis" folder and the .mod file in the mod folder.
It works but the terrain map will be glitched (visually only). You'll have to do some things:
1) In mod/Terra Universalis/interface delete core.gfx and domesticpanel.gfx,
then remove the "_modfolder" from core_modfolder.gfx and domesticpanel_modfolder.gfx
2) Copy all the files from the vanilla localisation folder into mod/Terra Universalis/localisation
Then start the game through the launcher and chose Terra Universalis instead of Default.
If things aren't right, erase all the files inside the map/cache folder. This should solve everything.
24th December 2010 (for Divine Wind 5.0)
Download
- Minor bugs here and there corrected.
- Redraw most of islands and archipelagos, as well as putting Pacific Ocean Islands in correct place. Islands and archipelagos are now actually pretty!
- New countries in South America: Aymara, Huanca, Nazca and Cuzco at game start. Inca in later starts. Inca can be formed by inca culture countries.
- New countries in the pacific: Aotearoa, Tonga, Samoa, Marquesas, Tahiti, Rapa Nui and Hawaii. Chinese group, but don't worry no one can see you other than other pacific countries. New province in the pacific: Oahu.
- New countries in Europe: Arborea, Lucca and Piombino. New provinces in Europe: Lucca, Piombino, Arborea, Logudoro, Syracusa and Teruel.
- Other new provinces: Anguilla (caribbean) and Rodrigues (Indian Ocean).
- Dharmic group and Taoist group merged into Eastern again. Zoroastrinism moved into Jewish group.
- NIs are vanilla, for now.
New installation guide for now, also in the downloadable readme:
For now map modding in Divine Wind seems to not work properly in the mod folder. So here are the steps to work around it:
1) Make a back up copy of the entire Europa Universalis III game folder (recommended but not necessary so you can play vanilla)
2) Drag/copy all the stuff inside Terra Universalis folder to the new copy of the game directory. Let everything be replaced
3) Go to gfx/interface and rename icon_religion.dds and icon_religion_small.dds to something else
4) Start the game throug eu3.exe (and chose default) or eu3game.exe
5) ????
6) Profit
If things aren't right, erase all the files inside the map/cache folder. This should solve everything.
Version - 9th September 2010 (for 4.1 beta) - HTTT
Africa reworked, non-european tech boosted
Download
HTTT 1.0 version (2009-12-15)
- Dei Gratia, SRI and Hiring Fair taken out (events, modifiers, decisions, etc). If versions for HTTT are made, I'll ask authorization from the authors to include them again. Hiring Fair advisor is not in my list to include, as the new advisor system works. However, due to its simplicity, if people want it again I'll include it again. NOTE: All Dei Gratia religions are used in this version (i.e. includes e.g. teotl, gnostic, etc) as well as SRI countries in Europe (i.e. includes e.g. Cilli, Frankfurt, etc).
- All countries from any religion can declare an holy war against countries of other religion groups
- Imperial City government from SRI was kept, and now can change to other governments
- Updated map from HTTT, but keeping all provinces previously used
- Leon now extends to Badajoz
- Galiza is now part of Leon again
- Now the Force Vassals' Religion decision costs magistrates too
- Now Haixi Jurchens and Jinzhou Jurchens can also form Qing
- Added decisions to convert to different religions, depending on the original religion (possible conversions includes judaism, zoroastrian, sikh, gnostic)
- New countries possible to form: Austria-Hungary, Caliphate, Israel, Jerusalem, Greece, Sardinia-Piedmont, Srivijaya and Yuan
Note that without SRI and DG events the game mechanics is much closer to vanilla
2009-8-31 (7th) version for IN 3.2 - mainly the upgrade of SRI and DG
7th Version for IN
Proudly including:
Sacra Romanum Imperium
Dei GratiaHiring Fair Advisor
-Upgrade to Sacra Romanum Imperium 4.1 as of August 31th 2009
-Upgrade of Dei Gratia as of August 31th 2009
-New colonial revolter: Siberia
-Added a decision to allow the overlord to change its vassals religion to its own (in order to allow it to annex them later)
-Changed the english flag to the Three Lions' one
-Added a decision to allow the Jurchens to form Manchu
-Now only Manchu can form Qing
-Majapahit now sees all of its vassals
-Jain and Sikh countries now appear in the historical starts with its religions corrected
-The AI of Portugal or UK of Portugal and Brazil now doesn't ping pong the capital - it stays in Lisbon after the second change
-Castille/Spain now won't go after Granada if Granada is christian
-East Himalaya and Southwest Himalaya provinces' history polished - no more leftovers of Chagatai in 1821 and no more the weird Tibetan exclave
2009-5-6 (6th) version
-Inclusion of Sacra Romanum Imperium (many effects - see this mod thread here)
-Inclusion of Dei Gratia (many effects - see this mod thread here)
-Inclusion of Hiring Fair Advisor mod
-New country: Poland-Lithuania. It is possible to form with Poland or Lithuania, but it also exists in the historical starts.
-New colonial revolters: California, Zaire (for now it works as the entire middle africa), South Africa, Madagascar and Australia.
-Alaska and the ex-PTI provinces in north North America get a Canadian core
-Lousiana cores extended
-Portugal is now more powerfull: more provinces, better resources, more manpower and starts with an wharf, an university and a refinery.
-Portugal now has the historical flag of 1399 and teh portuguese uniforms are now white and blue (but lower quality...), and Portugal color is now similar to Sardinia-Piedmont.
-Pacific islands now can get sugar or cotton (now they can be interesting).
-Wetar and Chatham Islands now correctly have a port.
-The UK of Portugal and Brazil is now easier to form (less provinces required)
-Flag frames changed a la Divide et Impera as I hate partially obscured flags. Now they are more visible.
-New Adjacencies added.
2009-2-22 (5th) version - Dramatical change from previous version in map
-East Asia mostly based on Divide et Impera's - adition of lots of new provinces and countries
-Inclusion of accurate and diverse Sri Lanka and East African Coast (Swahili city states). Ceylon and Swahili are now a nation that can be formed.
-Undid Portugal and France modifiers of previous versions - these countries start with different sliders instead, France more decentralized and serfom, Portugal more free trade and free subjects
-All non-latin unit type groups will get equivalent "napoleonic lancers" and "napoleonic square" at land technology 63. But until then you are stuck to your crappy units. So westernize and run for land tech 63!
-You can now westernize if you have a muslim or better tech neighbor. But you can't obviously get to latin with a muslim neighbor - all you can get is its tech group. Which, of course, is very good if you're indian or worse
-African provinces can now get tobacco, cotton and coffee as tradegoods.
-Castille/Spain Reconquista will finish if there is no muslim country in the Iberian peninsula, no more Portuguese/Aragonese pseudo-infidel reconquista.
-Irian Tengah province now has a port
-England/Great Britain is now an historical friend of Portugal and vice-versa
Main characteristics (4th version):
-Covers the entire world, there is no PTI (including dozens of new islands in the pacific, atlantic and indian oceans)
-Boosted National Ideas
-Portuguese and Maltese cultures now cannot form Spain (but new culture Leonese can)
-Inclusion of Leon as a vassal and lesser partner in a personal union with Castille (1399-1516). Castille flag changed to reflect this reality.
-New unifying nation, the United Kingdom of Portugal, Brazil and Algarve (reduced name to UK of Portugal and Brazil because of size reasons). It exists in the history of the game from 1815 and beyond (this mod allows to go up to the year 9999 but keeps the history as in 1821).
-Portugal (or the UK of Portugal and Brazil) is always allied with England/Great Britain in the time span of the game.
Changes in the 2nd version
-The UK of Portugal and Brazil is now formed through decision and not event.
-Easier to form the UK of Portugal and Brazil - now you don't need to have any african nor asian provinces previous required. Now you don't need to own Ceará, Rio Grande and Minas Gerais too.
-French manpower cut by 25% and Land Forcelimits by 10%.
-The resign crash seems to be gone.
-Santana now correctly gets a Brazilian core in 1750.
Changes in the 3rd version
-Anobom, São Tomé e Príncipe and Porto Novo now get tradegoods correctly.
-Now Portugal or the UK of Portugal and Brazil can move to/from Europe from/to South America through event, thus allowing the formation of the UK of Portugal and Brazil.
-Portugal now has +75% Manpower and +15% Land Forcelimits (Portugal vs Castille balancing after Aljubarrota). It is only active if Portugal is smaller than 25 provinces-cities.
Changes in the 4th version
-Inner African natives now correctly being very aggressive.
-Banda Islands now produces spices, can't use unknown because I can't make it work that way.
-New Brazilian provinces now correctly getting tradegoods.
-Fixed an important error in unit position in Zanzibar.
-Minor changes in positions of cities.
-Removed 3 pixels of Athabasca that were separated from the main province.
Downloads of older versions: