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Dryhad

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Jan 3, 2014
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Long After the End
eu4_20.png

This is a fan-made submod for After the End using the EU4 Converter DLC to continue your campaign beyond the 31st century.

This is an ongoing work in progress, feedback and suggestions are appreciated but bear in mind that a lot more is planned than is currently implemented.

The EU4 converter DLC is required to use this mod; the converter's interaction with Sons of Abraham and Conclave are both supported. A standalone EU4 version, generated with this converter, is available at https://forum.paradoxplaza.com/forum/index.php?threads/mod-long-after-the-end-alpha.1043759/

Features:
- Many new provinces in North America, Africa, and Australia
- Province count reductions in Europe, to make it fit for colonisation
- A totally re-done trade system
- Re-worked HRE mechanics for the HCC
- With Mandate of Heaven enabled, The Celestial Empire of California
- Explore the post-apocalyptic world beyond the Americas
- New religions and cultures
- Totally re-worked colonial and trade company regions

LAtE Team:
Elzephor
Mr. Alipin
Xykon
Dryhad
BiblioEngineer
Discux
blisterboy
Shadow_Games13

Thanks to xyloz for the Brotherhood of Steel national ideas, originally from the EU4 Fallout Mod
And of course none of this would exist without the wonderful work of the After the End team

eu4_21.pngeu4_24.png eu4_22.pngeu4_23.png
 

Attachments

  • After the End - EU4 Converter.zip
    11,9 MB · Views: 59
Last edited:
Have there been new institutions, eras added? Events?
Institutions and eras will likely be more of a refluff than wholly new content, at the moment only a few small changes have been made to them but we certainly have plans for fitting them into the setting more.
Same with events, most of what's currently in there is housekeeping and minor refluffs. Probably the most extensive event chain currently included is a reworking of the Seven Cities chain from El Dorado, so your Conquistadors can discover for themselves the fate of Rome or seek out the lost city of Amsterdam.
 
Probably the most extensive event chain currently included is a reworking of the Seven Cities chain from El Dorado, so your Conquistadors can discover for themselves the fate of Rome or seek out the lost city of Amsterdam.
I imagine Venice is also in there as a lost city? though I'd think that including Cities that simply would no longer exist in post-apocalyptic scenarios due to the fact that modern technology and maintenance are the only things keeping them around is a waste of space when there are many great cities in Europe(and the rest of the "Old World") who's ruins could hypothetically be found; Paris, Berlin, Prague, Constantinople/Istanbul, Moscow(the Russians that invade aren't from that far west, so we don't know if that city still stand or not), London(oops, sorry forgot that the Empire of the Isles would theoretically be lead from there), and Rome, and that's just with capitals of the pre-Event nations, there are plenty of major cities who's legacy would continue in myth and legend...

though honestly sense these are real cities with real locations it would almost make sense that there would just be events for colonizing the province containing their ruins(though I'd ting that Europe would be populated with more nations then what's shown in these screenshots, are you planning to add more?)

in anything I'd think making the new 7 cities be fictional cities from pulp fiction stories, with them being located in general areas where local cities inspired/influenced the original work's depiction of the fictional one to justify their existence in the unlikely event that someone "finds" them.
 
in anything I'd think making the new 7 cities be fictional cities from pulp fiction stories, with them being located in general areas where local cities inspired/influenced the original work's depiction of the fictional one to justify their existence in the unlikely event that someone "finds" them.
There's a mixture of reality and fiction. The Rome chain ties into the Rumors of Rome events from AtE proper (no way for the converter to know which, if any, you received of course, but they are just rumors), but there are also chains for seeking stuff like the Amber Room or the CSS Texas.
 
There's a mixture of reality and fiction. The Rome chain ties into the Rumors of Rome events from AtE proper (no way for the converter to know which, if any, you received of course, but they are just rumors), but there are also chains for seeking stuff like the Amber Room or the CSS Texas.
oh, I wasn't aware of these Rumors of Rome events in the original mod, I suppose it's only fair to include fallow up of sorts in that case.

another Old World location to hunt for could be Shangri-La in the Tibetian region, maybe as a replacement for the fountain of life?
 
PSA: there are a few event scripts that come shipped with the mod for testing purposes that people might find useful.

These all have to be fired from the console (press the ` / ~ key on your keyboard to open), and follow the format "event [event ID]"

The scripts are as follows:

Event ID: LAtE_scripts.1
Effect: All North American countries inherit all their vassals, without province autonomy increases.
Usefulness: Nations with low crown authority or high council power will often convert as many independent countries as vassals under what was the main country in CK2. Because of EU4 vassal mechanics, they often declare independence wars early on, which can mess up your early game. Use this command if you want to avoid this from happening.

Event ID: LAtE_scripts.2
Effect: Adds 5 development (2/2/1) to every North American provice
Usefulness: DEFUNCT. This is a relic from before we discovered how to make use of the converter's development distribution feature. Maybe use if you want North America to be even richer?

Event ID: late_trade.1
Effect: Removes all vanilla and converter-added provincial trade modifiers from all North American provinces.
Usefulness: The converter sometimes assigns its own trade modifiers to EU4 provinces, which don't always make sense. This removes them, setting up the game for the next script....

Event ID: late_trade.2
Effect: Adds provincial trade modifiers to the provinces in North America we think should get them.
Usefulness: Sets up your EU4 game with (we think) a more sensible distribution of provincial trade modifiers.


This mod is still in Alpha, so these scripts may be added to the main mod in a more accessible format later on. Until then, I'll be updating this list with any new scripts we add.
 
Cool stuff! Now we need someone willing to do a 'Long Long After the End' modification to the EU4 to Vic2 converter…
 
Cool stuff! Now we need someone willing to do a 'Long Long After the End' modification to the EU4 to Vic2 converter…

Brilliant! We'd have 'Long After the End' for CK2-EU4, 'Long Long After the End' for EU4-V2, 'Way After the End' for V2-HoI4, and 'So Long After the End We're Basically Back Where We Started' for the bonus HoI4-CK2 conversion, when we inevitably cause a second cataclysm by nuking(? Demonic Invasion, Economic Collapse, and other world-ending catastrophes are available) everybody. Again.
 
Brilliant! We'd have 'Long After the End' for CK2-EU4, 'Long Long After the End' for EU4-V2, 'Way After the End' for V2-HoI4, and 'So Long After the End We're Basically Back Where We Started' for the bonus HoI4-CK2 conversion, when we inevitably cause a second cataclysm by nuking(? Demonic Invasion, Economic Collapse, and other world-ending catastrophes are available) everybody. Again.

It would be a Megacampaign without end.
 
Brilliant! We'd have 'Long After the End' for CK2-EU4, 'Long Long After the End' for EU4-V2, 'Way After the End' for V2-HoI4, and 'So Long After the End We're Basically Back Where We Started' for the bonus HoI4-CK2 conversion, when we inevitably cause a second cataclysm by nuking(? Demonic Invasion, Economic Collapse, and other world-ending catastrophes are available) everybody. Again.
It should probably be 'Long After the End' for CK2-EUIV, 'Far After the End' for EUIV-Vic2, and 'Close to the End' for Vic2-HOI4.
 
No spoilers, but are there any nations in the East Asia region?

Depends what you mean by East Asia - Japan is populated, but we're keeping China empty to give the Californians/Mexicans/Haida something to colonize.
 
Will you guys make a "potential end-game scenario" version that lets you just download it for EU4 without having to play through the CK2 version?
 
Will you guys make a "potential end-game scenario" version that lets you just download it for EU4 without having to play through the CK2 version?
Most likely, especially as there does seem to be a lot of interest in it. Of course, we'd want to get the converter to a much more polished state so that we know which features in AtE will be best for conversion.