Europa Universalis IV

Europa Universalis IV

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Development Expanded Lite
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1.544 MB
2023 年 9 月 24 日 下午 5:40
5 月 16 日 上午 11:03
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Development Expanded Lite

描述
Based on Jay DoubleU's "Development Expanded", this mod seeks to simplify the dynamic development and remove some features to make the game run faster and be more compatible with major overhauls. It also fixes the annoying problem of AI nations becoming desolate wastelands every game.

Features:
- Adds an incentive for a more peaceful playstyle to the game, since your land loses development from devastation
- Automatic development over time for all provinces owned by a non-native/non-tribal nation, with each province receiving 1 random development point every so often (10 years average) depending on its development cost and your stability
- Automatic removal of development from devastated provinces
- Passive culture spread within each empire, with options menu to change how/if this works
- Highly optimized code so you won't even notice it happening (despite iterating through every province every year!)
- The ability to disable manual development. (Not really, just increases base cost by 900%, but thats good enough to make the ai not do it)

Notes:
- The built-in development cap scales with dev cost reduction, so getting more dev cost reduction will increase your provinces development cap. For example in vanilla your provinces will grow until the cost to develop them is 50 mana, so when you reduce the cost below 50 with ideas, edicts, etc., it will develop more until it reaches that threshold again. This threshold is the "base cost" of the province, and may change mod-to-mod
- In case you want to develop certain provinces for missions, estate agendas, institutions, or something else, there is a decision to disable the dev cost penalty for a month

Compatbility:
- No DLC required
- Does not work with patches prior to 1.35
- Not compatible with Jay's Development Expanded
- 100% savegame compatible, feel free to add or remove whenever!
- Should be compatible with everything (including mods that add new provinces) as its purely event-based, as long as they dont overhaul how development works
- Note: Incompatible with Imperium Universalis, but has been integrated
- Specifically tested for compatibility with Vanilla, Extended Timeline, Ante Bellum, Voltaire's Nightmare, Anbennar, Europa Expanded, Post Finem, The Odd Empires, and Gods and Kings

Known Issues:
- Europa Expanded has some issues with 0/0/0 provinces. I think I fixed it but if you see a tooltip saying a province is "too remote and inhospitable to colonize" let me know
- "Development Cost Modifier" given by adm tech has to be manually entered for each mod, so if there are any mods that change vanilla tech progression (like ET), I will have to hard-code a workaround. I have already done this for the mods listed above but if you want more mods added let me know what modifiers are given at what tech levels. That being said it will still work with those mods, just certain numbers may be wrong late-game
- Bug reports are welcome, please feel free to reach out in comments or on discord @DudeChris33
热门讨论 查看全部(1)
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6 月 13 日 上午 7:00
置顶: Backend Numbers
DudeChris33
360 条留言
DudeChris33  [作者] 10 月 29 日 上午 12:02 
@Juggernaut wait until you see the -3 one
Juggernaut 10 月 28 日 下午 9:47 
Don't like the -2 mana point modifier.
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 10 月 24 日 上午 2:11 
Yes, just sometimes occupation won't reduce development so much.
You're right about EU5, but we know Paradox and how they release games (vic3,ck3,hoi4), so I guess many will just stick to EU4 for at least one more year :P

And about scorching - scorching ottomans is necessary and a good feeling :empireskull:
DudeChris33  [作者] 10 月 22 日 下午 12:22 
@✠ 𝓓𝓡𝓐𝓖𝓞 ✠ if you want the dev to go down just a little, occupy the province and dont scorch the earth. Scorched earth is an inherently extreme measure, hence the name.

As for the migration bit, the development moving from devastated regions to undevastated regions is already implemented, but the culture change is not. I dont think its really worth trying to implement with eu5 right around the corner.
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 10 月 22 日 上午 4:57 
And is it possible to add some option of culture change like people are migrating from one province to another if there's a war, but migrating to another country if one is devastated?
For example province of Symia is under Hungarian control, let's say it has a Hungarian culture and its development is really low (4), while all central Serbia is devastated due to war with Ottomans and their development is falling down everywhere due to devastation - so basically these "people" are migrating somewhere and that can be closest province and if development is very low (not populated) they can become majority (what actually happened in some southern and central Hungarian cities
✠ 𝓓𝓡𝓐𝓖𝓞 ✠ 10 月 22 日 上午 4:51 
Greetings! What should I change to make scorched earth ruin provinces a bit less, or to reduce a bit development reduction due to devastation? I went to war against Venice, scorched their earth cuz I expected to reduce for 2-3 development, but insted their provinces got absolutely razed - from 20dev to 5-6dev
DudeChris33  [作者] 7 月 26 日 上午 10:41 
@Apo7292009 yes
Apo7292009 7 月 25 日 下午 1:13 
does it take into accout for every development modifiers?

like development_cost_in_primary_culture development_cost development_cost_modifier local_development_cost local_development_cost_modifier
DudeChris33  [作者] 6 月 16 日 下午 5:27 
@Calvin and Hobbes correct
Calvin and Hobbes 6 月 16 日 上午 7:46 
Oh nice , thank you for your answers ! So the more development an empire has the less mana it generates ?
In the known issues you refer to the "Development cost modifier" reductions by admin tech, these are the 10% reduction given at techs 17, 23 and 27 ?