Europa Universalis IV

Europa Universalis IV

Substantial Towns and Cities
36 条留言
Drunkenslav 2024 年 9 月 1 日 下午 10:57 
this is honestly my favourite mod and i wish its continued
Harbivore  [作者] 2024 年 8 月 28 日 上午 3:42 
Probably not but is also outdated and screams 'mod made before GUI modding' so it feels very old.
DoubleCheeseVonHabsburg 2024 年 8 月 27 日 下午 7:43 
still works?
Drunkenslav 2023 年 10 月 13 日 上午 9:40 
it works well enough
Harbivore  [作者] 2023 年 10 月 8 日 上午 11:28 
It will work but not interact with those trade goods and might result in the AI from removing good trade good from that mod as it not coded to recognise them
austifornian 2023 年 10 月 8 日 上午 10:30 
Do you think that this mod would be compatible with "Expanded Trade Goods" that adds more trade goods to the map?
Harbivore  [作者] 2023 年 6 月 22 日 下午 2:59 
If people have any suggestions or changes you can port them here no guarantees on what will or will not happen.
One idea I had was to add cloves to the region around the ingame location. Maybe to have another event that lowers their value if they spread too much.
Drunkenslav 2023 年 6 月 22 日 上午 10:53 
yey
Harbivore  [作者] 2023 年 6 月 22 日 上午 5:16 
I kinda abandoned this but I'm going to try to fix it and maybe add some stuff.
whales! 2021 年 12 月 22 日 上午 10:17 
amazing concept, sorely needed, hope it gets updated soon!
Manekrit 2021 年 10 月 18 日 下午 2:02 
There are an issue with AI ruining spice islands by changing cloves on some crap.
Akira Blaze 2021 年 7 月 10 日 上午 5:03 
So a problem me and my friend have noticed (especially if you are playing with mods that change/add missions) The AI makes *really* poor choices with the changing of goods, which can cause problems if your missions needs you to have a certain good, or just cause the value of a province to drop a fair bit (like when they pick incense) might be an idea to have an option to change the good back on conquer, or maybe just make it so that the AI always picks the +1 good produced.
dedjustded 2021 年 5 月 31 日 上午 12:56 
hey so i have a problem, basically the ottomans conquered constantinople and changed the trade good to salt after dev-ing it up a bit and now that i've reconquered it wish to change the trade good back to glass because of the crystals in the renaissance. is there any sort of way to do this?
Drunkenslav 2020 年 10 月 14 日 上午 11:26 
whats the event to get a city? it seems its bugged so i wanna do it manually
Drunkenslav 2020 年 10 月 13 日 下午 11:45 
for some reason the cities just dont exist anymore?
Drunkenslav 2020 年 10 月 13 日 上午 6:18 
looks like my cities dissapeared
TimberLoaf 2020 年 8 月 5 日 下午 6:23 
Also, for some reason quite a few provinces are getting the city modifier twice. I thought it was because they were 40 dev but then some 20-30 dev ones were getting it too.
TimberLoaf 2020 年 8 月 5 日 上午 11:54 
How difficult would it be to add compatibility for Trade Goods Expanded?
Harbivore  [作者] 2020 年 6 月 11 日 上午 11:07 
I completely forgot I'd have to fix this for 1.30

Send me anything that's broken but I don't think there will be anything broken but the new update
Drunkenslav 2020 年 6 月 11 日 上午 2:12 
the capital quarry thing is broken, is there a version where it is removed? i dont want to build so many buildings so cheaply, it works on the entire nation and not just the capital, so its unusable in MP :/
UPSILON™ 2020 年 6 月 10 日 下午 11:58 
how is this mod looking for 1.30?
Drunkenslav 2020 年 5 月 19 日 下午 4:31 
maybe add like second tier of cities that has 7.5 trade instead of 5? and then third tier of cities that has 10? like Grand City 45 dev?
Harbivore  [作者] 2020 年 3 月 3 日 上午 5:54 
Im not working on the mod right now as Im waiting for the next update. I also have no clue how to do this without massively expanding how many events in the mod, which would slow the game down. However, I have a version for BT which doubles all the requirement for the events because all development in BT is doubled. You could use this version as it should work just fine for the basegame.
WilliamAtlas 2020 年 3 月 1 日 下午 9:14 
No worries! Just a suggestion, would it be potentially handy to give options in the form of an event window at game start, for the player to set the level of province dev the goods changes occur at?

I started playing this with Development Expanded in my last playthrough and the development inflation over time flips allot of provinces. The AI takes full advantage of it and makes for harder games tbh which is fun, but giving players the option to set the levels of flips might be a nice way to cover people's mod combinations.
Harbivore  [作者] 2020 年 2 月 25 日 上午 6:31 
Oh no I completely missed that. Didn't even occur to me. Ill try to fix that in the next update
Hra Luuris 2020 年 2 月 25 日 上午 5:17 
Is it possible to make the event that changes trade goods in a province destroy its manufactory if there is one?
Harbivore  [作者] 2020 年 2 月 15 日 上午 4:04 
First thanks for the feedback, it helps me change what feels bad and shows me bugs I may of missed.

I have weighted it so the AI will be much more likely to pick a better trade good but it is still a bit of randomness I might need to weight it a bit more if people are noticing dumb decisions with the AI.

To be fair salt is one of the better options because it gives Rome the +15% defensiveness, which I personally try to do in my capital province.
WilliamAtlas 2020 年 2 月 13 日 下午 6:00 
Love the mod and am pleased to hear Paradox might have gotten some inspiration from you on the more dynamic trade goods.

I've had a few games where the AI seems to still swap trade goods that are quite lucrative e.g. paper for salt or incense unnecessary. Sad to see the Pope become a salt trader in Rome more often than not.

Would a few more rules for AI around these goods be helpful? E.g. not swapping a high return good for a lower one?

Love the work overall though :)
zsmaar 2020 年 2 月 1 日 上午 11:19 
This mod is great! :)
Harbivore  [作者] 2020 年 1 月 28 日 上午 6:57 
Also an update for some people who follow this mod. There is a chance that PDX has seen my mod and are adding something like the trade goods part of my mod, if so I will obviously not have that feature in my mod anymore. I will be updating and working on the mod more after the Europe update.
Harbivore  [作者] 2020 年 1 月 28 日 上午 3:02 
Yes they do, the ai interact with all parts of the mod
Kaisergeese 2020 年 1 月 27 日 下午 6:58 
Does the ai build these special buildings?
Harbivore  [作者] 2019 年 12 月 18 日 下午 2:04 
yeah accident with the check whether salt can be produced in provinces with ports
SuperCrumpets 2019 年 12 月 18 日 上午 12:49 
good mod but for some reason the ai seems to love spamming salt everywhere
Harbivore  [作者] 2019 年 11 月 30 日 上午 4:16 
I have fixed the problem, it now gives a local friendly and local hostile movement speed modifier.
Lupus 2019 年 11 月 30 日 上午 3:31 
I think there is a bug with the "city - Grasslands" modifier; It adds a global movement debuff instead of a local one. Same with "city - Hills", "city - Highlands" and "city - Mountains".