There are 3 canals that can be built: the Kiel Canal, the Suez Canal, and the Panama Canal. A large amount of ducats for the cost of the canal, (varies between canals).Own specific provinces or be owned by a vassal.To initiate construction the player must have: Only independent nations can build canals. Each canal provides a provincial bonus of +10/+20/+30/+50 trade power, +1%/+2%/+3%/+5% global trade power, as well as some prestige when complete. Canals, like monuments, have four levels each with varying bonuses. They allow for anyone to pass through, regardless of their relation to the canal owner. Moving a monument doesn't change its requirements, so it will become useless if the new location doesn't fulfill them.Ĭanals are late-game 'great projects' that primarily function to ease the movement of fleets between theaters of war. A monument of a non-tributary subject can be moved to the capital of the overlord. The relocation takes 1-10 days for each unit of distance between the provinces. They are marked with in the column in the table below.
#EU4 EXTENDED TIMELINE MAP EVERYWHERE UPGRADE#
This can be done multiple times, even in one go, meaning if you have the cash or manpower you can fast-track each upgrade level at once.Ī few monuments can be moved to the capital of their owner. Spending either 250 ducats or 10000 manpower speeds up the upgrade by 2 years. Zimbabwe gets -10% great project upgrade cost from their first idea Stone Masonry. There are also some events, decisions and missions which upgrade a monument. Upgrading a monument can be done via a button in the monument image in the province window and costs money and takes a long time according to the table below. A monument can be upgraded to increase its level. The monument doesn't lose a level if the province changes hands peacefully. If the province which contains a monument is conquered in a war or defects due to rebel occupations, the monument is downgraded one level. The monument has no effect if they are not fulfilled and it can't be upgraded.Ī monument can have 4 tiers/levels: Insignificant, Noteworthy, Significant and Magnificent. Many monuments have requirements which their province must fulfill. For each monument's modifiers, see the list below.
Global modifiers affect the owner's country the same way a national idea would. Provincial modifiers adjust the province the monument is located in areal modifiers affect all provinces in the local state (including other countries' provinces). Monuments that are active have three possible types of effects: provincial, areal, and global. The monuments exist in provinces and are shown above the buildings of a province. Leviathan spawns historical monuments spread out across the world. It was last verified for version 1.32.Īvailable only with the Leviathan DLC enabled. These include Float, Vector, and Event tracks.ĮxampleTimeline.Please help with verifying or updating this section.
Timelines may have any number of additional output data pins reflecting the types of tracks created within them. Outputs enum data indicating the direction the Timeline is playing. This is not triggered by the Stop function. Outputs an execution signal when playback ends. Outputs an execution signal as soon as the Timeline is called. This data pin takes a float value representing time in seconds, to which the Timeline can jump when the Set New Time input is called. Sets the current time to the value set (or input) in the New Time input. Plays the Timeline backwards starting from the end. Plays the Timeline backwards from its current time. Timelines come with the following input and output pins:Ĭauses the Timeline to play forward from its current time.Ĭauses the Timeline to play forward from the beginning.įreezes the playback of the Timeline at the current time. They are specifically built for handling simple, non-cinematic tasks such as opening doors, altering lights, or performing other time-centric manipulations to Actors within a scene.They are similar to level sequences as they both provide values such as floats, vectors, and colors to be interpolated between keyframes along the timeline. Timelines can be edited directly inside the Blueprint editor by Double-clicking on the Timeline in the Graph tab or in the My Blueprint tab.
Timeline nodes are special nodes within Blueprints that provide time-based animation to be quickly designed and played back based on events, floats, vectors, or colors that can be triggered at keyframes along the timeline.