Europa Universalis IV

Europa Universalis IV

Development Expanded
841 comentarios
parspegame 28 SEP a las 11:18 
The Paradox launcher says this mod was made for an old version of the game. Will it be updated?
OP Cheater 22 AGO a las 16:54 
Does AI also use infrastructure?
Jay DoubleU  [autor] 20 AGO a las 5:02 
@SimplyFilms There should be compatibility with Voltaire's Nightmare.

And worst case scenario, this mod can be added or removed from games at any point!

You should be fine!

I hope you enjoy the mod!
SimplyFilms 19 AGO a las 17:08 
I apologize if I'm being a burden, but do you know if this mod is compatible with Voltaire's Nightmare? Looking back through this thread it seems to have a wide range of compatibility (not an easy achievement, I'm sure!), so I'd assume so, but I figured it'd be better to find out now then halfway through a campaign.
Thanks for the mod,
- Simplyfilms
ThePigMage 21 JUL a las 19:03 
love this mod thanks
Jay DoubleU  [autor] 2 JUL a las 12:23 
It will grow at a ever slowing static ratio.

So not to infinity by 1821.
But if you keep playing until the heat death of the universe, then it does grow infinitely.
snek 2 JUL a las 11:43 
Will dev grow to infinity through prosperity and global modifiers, or is that also capped?
(epic mod btw)
atleastonemoremod 3 JUN a las 23:15 
Has anyone tried this mod with Anbennar?
Nico-Sempai 15 MAY a las 7:03 
Update, pls !
POP 9 MAY a las 5:29 
does the estate crown land share decrease with automatic development growth
Jay DoubleU  [autor] 23 MAR a las 12:54 
@kebabblaster9000
still fuly functional, false error
kebabblaster9000 22 MAR a las 3:00 
update?
Hitchclif 17 MAR a las 16:40 
@Bob Page, almost all mods that aren't graphical improvements break Ironman mode, as a rule of thumb. If it changes gameplay, it's not Ironman compatible
visceral monkey 11 MAR a las 17:56 
Highly unbalanced for HRE nations as most of the time they don't see much destruction, even during the reformation. Every single game I played with this mod, every HRE nation had at least 25 development per province, and an average of about 35-40 development per province. This was by 1700, so not even very close to game end either.
Herr Bellius Von Bunnybutt 10 MAR a las 20:28 
does itonly effect ai?
Bob Page 8 FEB a las 20:33 
ironman compatible?
Hebrux 2 DIC 2024 a las 19:18 
thanks
Jay DoubleU  [autor] 2 DIC 2024 a las 11:53 
it does @hebrux
Hebrux 2 DIC 2024 a las 9:48 
does the mod still work for current version?
Ckasaron 5 OCT 2024 a las 11:05 
Any way to have this mod ALSO disable manual development altogether? With an intuitive system like this, dumping points into provinces directly seems frankly absurd.

I guess I want to see ET become feasible to play for long periods without every province being 50+ dev in less than 200 years.
Vb_Negotive_dV 6 JUL 2024 a las 13:12 
Is the mod compatible with ironman?
Razorcarl 13 JUN 2024 a las 0:03 
it does
Cat Was Taken 3 JUN 2024 a las 21:30 
does the mod still work
Jay DoubleU  [autor] 31 MAY 2024 a las 5:07 
@L'Aigle it should be :D

@CadianCastellan
Glad it worked :)
+
DudeChris33 and itsbenter have contributed greatly to the target-aquiring events (in DM's), so while i appriciate the credit, i would prefer if you linked to this mod instead of "me" proper as i feel i would disrespect their work by claiming it as my own.
+
Im glad that its helpful!
гроZZZмейстер 31 MAY 2024 a las 0:13 
Is it compatable with Ante Bellum?
CadianCastellan 27 MAY 2024 a las 8:38 
Hm… so it’s that easy! Thanks. I thought that was checking for the dev cost modifiers you’ve stacked.

I made a mod that forbids deving up a provinces with monarch points directly and instead implements ‘immigration’ mechanism. Population/Dev move to designated province from all over the realm instead of coming out of nowhere instantly.

I will make sure to credit you since I’ve made use of your target-acquiring events. I surely won’t profit off them in any way! :)
Jay DoubleU  [autor] 27 MAY 2024 a las 7:55 
@CadianCastellan
it checks for the local development cost modifier of a province, and if its 0.10 (10% over base of 50).
Local development cost usually comes from either terrain (farmlands/mountains) or prosperity and/or specific modifiers or circumstances.
CadianCastellan 27 MAY 2024 a las 6:46 
Man, I’ve been looking through the code but I couldn’t figure it out.

Can you enlighten me as to how was ‘provinces grow quickly up to local development cost 55’ implemented? How did you guys script that ceiling? Thanks in advance.
Jay DoubleU  [autor] 10 MAY 2024 a las 9:56 
@Erich Hartmann
If memory serves, you should be able to disable either the dev part or the culture part depending on what you mean with the question.
Erich Hartmann 10 MAY 2024 a las 2:36 
Hey mate can you upload the culture spread part of this mod as a seperate mod?
Jay DoubleU  [autor] 8 MAY 2024 a las 12:43 
yes
John Halo 8 MAY 2024 a las 10:58 
Does this still work for 1.37?
Jay DoubleU  [autor] 7 MAY 2024 a las 8:04 
@admmmmmm its still updated :D
ignore the warning sign!
势天黎 6 MAY 2024 a las 20:07 
Please update soon. Thank you.
Big D OG 26 ABR 2024 a las 13:42 
Please update soon. Thank you.
Jay DoubleU  [autor] 15 ABR 2024 a las 6:55 
@Shadow Dragon
It is
Shadow Dragon 14 ABR 2024 a las 14:58 
Is this mod still updated?
ZyrahRavenSteel 6 ABR 2024 a las 15:44 
Thank you for the information.
Jay DoubleU  [autor] 6 ABR 2024 a las 13:02 
@ZyrahRavenSteel
This mod, Development Expanded is mostly compatible with Europa Expanded

My other mod, Governments Expanded has a more complicated relationship with Europa Expanded
ZyrahRavenSteel 6 ABR 2024 a las 12:13 
Is This mod or other of your expanded series compatible with Europa Expanded?
Jay DoubleU  [autor] 5 ABR 2024 a las 1:18 
@Spongebob Crackpants
This mod is.

Other mods might be, but depends on the individual mod.
[ISRAEL] Spongebob Crackpants 5 ABR 2024 a las 0:59 
Are these mods compatible with the extended timeline mod?
Hugggsss 20 MAR 2024 a las 13:35 
i came from playing MEIOU because I loved being able to destroy and loot my enemies to oblivion without always taking their territory, but it's tiring playing with all that lag sometimes. With this mod, I was able to wipe out 500 dev from the Austrians just occupying all his cities for years before he can peace out as the Ottomans. 10/10 would recommend!
Jay DoubleU  [autor] 22 FEB 2024 a las 10:34 
@skoobeldoobel
There are 2 seperate mechanics.
1) internal colonization, accepted and primary cultures slowly SLOWLY expand.
2) devastation, when a province is completely devastated, there's a chance a neighbouring province will "colonize" it with its people and culture, adding some dev, removing some devastation and changing the culture.
skoobeldoobel 22 FEB 2024 a las 8:32 
interesting. what decides the flip? some provinces change culture to my main culture, while others seem to take on neighboring provinces' culture. also, is there just a random chance of it happening, or is it if a low dev province grows enough?
Jay DoubleU  [autor] 21 FEB 2024 a las 23:09 
@skoobeldoobel
depending on your settings, but yes, unless you turned it off, provinces do flip dynamically
skoobeldoobel 21 FEB 2024 a las 10:00 
do provinces flip cultures dynamically too? because i'm noticing a lot of cultural ♥♥♥♥♥♥♥
Jay DoubleU  [autor] 16 FEB 2024 a las 2:31 
@Roman :)

First time i've ever heard of this.
could you explain how/when it crashes?
Roman :) 16 FEB 2024 a las 2:11 
This mod crashes my game and is not functional. Please update. Thanks.
Aquitain 11 FEB 2024 a las 12:25 
Is there any way to disable manual development ?