Europa Universalis V

Europa Universalis V

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Metropolis&Megalopolis Mega-Compatch
   
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Nov 27 @ 8:29am
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Metropolis&Megalopolis Mega-Compatch

In 1 collection by ^Sturm
Sturm's Workshop
8 items
Description
🔥 Metropolis&Megalopolis— Mega Compatch
🏛 What does this Compatch do?

This mod makes every vanilla building mod, expansion, and building overhaul automatically compatible with Metropolis & Megalopolis — without editing or overwriting anything.

No matter how many mods modify buildings, this compatibility patch guarantees that:

✔ All vanilla buildings keep the megalopolis&metropolis flags.
✔ Late-game city buildings work correctly in Metropolis and Megalopolis
✔ Mods can update anytime — no conflicts & no breakage


🔧 Load Order

To ensure 100% compatibility:

All Building Mods

Metropolis&Megalopolis

Mega Compatch


💡 If you don’t use any other building mods, you can still play with just:

Metropolis & Megalopolis + Mega Compatch + Random Building Mod

Nothing else is required.

💯 Compatibility

Works with any building mod, including:

✔ Building extensions
✔ Government House / Local Proximity
✔ Extended Authority – Forts & Bailiffs
✔ More Buildings
✔ More Methods of Control
✔ Multiple Capital (Secondary Capital)
✔ Praecepta Militaría (Byzantine Army Rework)
✔ And almost every building-related mod on the workshop = Just pm me so i could add to the mod.

Mods can update freely — this compatch stays compatible.

❗ When do you need a separate compatch?

Only if a mod adds new locations or a new rank system (example: Idea Variation II).
In that case, a small extra compatch is still required.

13 Comments
Proletarier aller Länder Dec 7 @ 1:24am 
Oh and if it does work how I think it does then adding pops_more, grow_more and production_more should make it compatible with the mod "Increase the population cap/Accelerate population growth/Increase raw material output". Bless you sire.
Proletarier aller Länder Dec 7 @ 1:06am 
Very cool and good mod.
However I don't think it actually supports the building extensions mod properly? I'm not sure I entirely know how this mod works but I don't see any building extensions buildings in the inject_buildings.txt.
For instance city_estate should hypothetically be buildable in the metropolises but I don't seem to be able to and I don't see it in inject_buildings.
This might be because I have a local modified version of building extensions but looking at the presumably up to date workshop folder the buildings should have the same ID.
Forgive me if I am mistaken.
^Sturm  [author] Dec 3 @ 8:45am 
Hey Max, which mod you are talking about? DM me so i could check it out and give you a feedback.
MaxCheng95 Dec 3 @ 1:52am 
Heya, is it possible to make the mod compatiable to mods that modifies annexation costs and migration attraction based on city levels?
^Sturm  [author] Dec 2 @ 12:01pm 
@HarryBaboon if i do that you don't have to use that mod seems like. He could easily replace his file with "inject" command. Right now he is replacing the whole thing and that will make the mod incompatible not only with megalopolis but with bunch of other mods.
HarryBaboon Dec 2 @ 11:30am 
Could you add "AI Town(+Fort) upgrade only in province capital" and "Dumb Building and Production Tweak"? They really help with the AI town spam and RGO imbalance in some areas.
«CroSSfire» Nov 30 @ 6:21am 
It would be really nice if you could add "LysanderSage100's Buildings Improvements".
^Sturm  [author] Nov 29 @ 10:32am 
@Michigan Mayor for sure, will release it in the next update.
Michigan Mayor Nov 29 @ 12:54am 
can you add the void buildings from the unlimited resource mod?
^Sturm  [author] Nov 28 @ 9:08am 
You can activate any Buildings mod — one or all of them — together with Metropolis & Megalopolis.
You do NOT need separate compatibility patches anymore.
This single patch handles everything. Just make sure this mod loads last. If you don' use any of the mod listed in the requirements than you don't need this patch. New command "inject" or try "inject" add modifiers without breaking the whole files therefore i'm only injecting my building codes into other modders buildings. Therefore even they update the mod and change the values i don't need to update this mod.