1399-1899. 95%+ of vanilla is improved. Whole world changes with a dynamic, non-deterministic structure. more than 4 years of development with the same Mod founder (Darken). Historical starts, Truth in history, Optional cheats, Nation creation aids/improvements, Rebellion Improvements (makes much more sense and plausibility), More Nations, Vanilla Fixes and improvements, Extensive Game Balancing, New events, New Graphics, New religions, New Trade Goods, Custom in-game settings, Improved dynamic EU3 feeling, New provinces, less wasteland, Complete MP or SP compatibility, 100% vanilla events improved, New missions, New decisions, New Spy missions, Overhauled Navy, Less Annoyance, Much Better AI, More difficulty levels, Idea tech slider, Includes other mods, Vast amounts of cross referencing between events, missions, and decisions. This list could go on for a long time.

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1) Added new event and localization to warn player of any tag changes world wide and to save, quit, and reload.

2) Western Influences modifier now gives positive tech investments rather than negative.

3) Added safeguards to various events to insure that faction influence effects only happened to countries with factions ( currently only MNG ). Thanks to freaka666 for his assistance relating to this in the quick modding questions thread on the Paradox forum.

4) Factions are now removed from MNG when QIN is formed to prevent possible CTD.

5) Achievements button removed from menu to match final DW patch.

6) SPI can no longer be formed with ITA exists as historically SPI and ITA were the same.

7) AI SPI and SAR lose cores when ITA formed.

8) When GER is formed AI SWI no longer loses cores as SWI is historically separate from GER.

9) When RUS is formed AI MUR, NZH, and RYA now lose cores.

10) Reworked the base code used for core removal in TN Nations as the games own debug said it was invalid. Simplified to be:

any_country = { limit = { tag = CRT ai = yes } country_event = 23923 }

instead of the old:

random_owned = { owner = { limit = { CRT = { ai = yes } } CRT = { country_event = 23923 } } }

which seemed strange when using random_owned in a country event. Both the game debug and validator have no issues with the new code.

11) TN Rebels.txt put # infront of code for tag TAR as the game debug insisted TAR is not a valid tag in this one file only. Code was the same as for all the other tags but kept being flaged as in error. Suspect the letter combination of TAR is not valid and yet the game debug does not object to TAR else where. Could rename TAR to PUR but would effect save game compatibilty so left as TAR but simply removed from this one file.

12) common\factions.txt The game debug says the following are not valid for this file:

trade_tech_cost_modifier
production_tech_cost_modifier
government_tech_cost_modifier
naval_tech_cost_modifier

I moved the above items to triggered modifiers. Thanks to freaka666 for his assistance relating to this in the quick modding questions thread on the Paradox forum.

13) triggered modifiers - papal_bad_heretic - replaced

crusade_target = {
capital_scope = {
owned_by = THIS
}
}

with

is_crusade_target = yes

Thanks to freaka666 for his assistance relating to this in the quick modding questions thread on the Paradox forum.

Throwing in my modding towel

Throwing in my modding towel

News 1 comment

I am quiting modding but I still plan on replying here.

14.113 has been released

14.113 has been released

News

14.113 has been released for a while now and because not many people seemed to have noticed ill write about it here.

5.2 beta patch for TN 14.112

5.2 beta patch for TN 14.112

News

TN 5.2 beta patch for TN 14.112. overwrite the old TN 14.112 files with the ones in this zip.

TN 14.112 is released

TN 14.112 is released

News

TN mod 14.112 for DW 5.1 Summary of changes: -fixed election system. -minor bug fixes. -minor game balance changes.

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Terra Nova Mod Ver 14115 for Paradox EU3 DW 5.2

Terra Nova Mod Ver 14115 for Paradox EU3 DW 5.2

Full Version 5 comments

As a member of the TN team I am releasing a new version containing several bug fixes. Please see the change log included in the download. Should be save...

Terra Nova mod 14.112

Terra Nova mod 14.112

Full Version 5 comments

this is the 14.112 version and is for EU3:DW 5.1. Please see the install instructions.

Terra Nova mod 14.112 5.2 beta patch

Terra Nova mod 14.112 5.2 beta patch

Patch 2 comments

This is the patch for TN 14.112 for DW 5.2 beta ONLY:

Terra Nova mod 11.88

Terra Nova mod 11.88

Full Version 7 comments

This version is for EU3: Heir to the Throne version 4.1b Beta patch (dec 22nd).

Vanilla map graphics for 11.84

Vanilla map graphics for 11.84

Patch

This is the vanilla map graphics patch for TN 11.84 beta, full, or any future TN version (until we do more map edits).

10.83 patch file

10.83 patch file

Patch

This file will fix the Diamond spamming events in india. This is for 10.83.

Comments  (0 - 10 of 163)
BanterWagon
BanterWagon

Hi every version I Tried it keeps crashing! EU3 has stopped working....! Any help? Thanks!

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Guest

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Racingla1
Racingla1

Hi guys! need any help or something? can help making nations!

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Guest
Guest

Hi i downloaded the mod and it worked up till the loading part. i chose a nation and start date hit play and it crashes please help!

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DarkenEU3 Creator
DarkenEU3

You either have the wrong verson of TN mod for the EU3 version you are using, or you didnt follow the install instructions. There are sometimes one or more files that you have to do special things with.

Reply Good karma+1 vote
heater3031
heater3031

Hey, I have a problem with this mod. Right, so I played a game as the Mixtec, until I conquered all of mexico and became The Aztec Empire. Well time passes and eventually the Europeans arrive,an event comes up asking if I want to change tech groups to African, so I say yes. I do this until I finish by changing to the Latin Tech group (side note, even when I was in the Chinese tech group, the cost for big and medium ships was too high) and the most peculiar thing happened. I can build cogs in my cores, but not big or medium ships. Technically I can, but the cost is astronomically high, as in $42,000 high. -_- The triggered modifier for lowered ship costs is activated. If it matters, I'm still animistic since I haven't been offered to change my religion. If it's religion how do I change it?

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DarkenEU3 Creator
DarkenEU3

If you already have the modifier which reduces the cost of ships and calvary, then there is a bug where the ship price is still too high. If you do not have the modifier, then you need the event that give it to you. If you have the modifier please post some screenshots in the TN section of EU3 in the forum.paradoxplaza.com then I can see more clearly what you mean.

Reply Good karma+2 votes
heater3031
heater3031

Sorry, I can't post there, since I have to register eu3. I don't have the product key..... because I pirated the game. I did not want to, but I couldn't find it anywhere else and I can't buy stuff online. My reasoning for pirating the game probably won't suffice, but take solace in this: I'm almost old enough to get a job, and I will get that job, and with the money from the job, I will buy EU4! Could you just help me man I'm sorry. Is there any other way I could send you screen shots of the game?

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heater3031
heater3031

Will Do, I'll do it as soon as I figure out how to take screenshots.

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DarkenEU3 Creator
DarkenEU3

here is the last versions of the mod:

Forum.paradoxplaza.com

Reply Good karma+2 votes
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