Europa Universalis IV

Europa Universalis IV

Capitals Expanded
93 条留言
Mazutaki 2024 年 12 月 19 日 上午 4:28 
yes
Aero 2024 年 11 月 24 日 上午 9:44 
does it still work?
taylorcurry1 2024 年 10 月 15 日 上午 5:56 
Is this gonna be updated?
Acteon 2024 年 3 月 27 日 下午 6:47 
@SciN3rd I don't know if you've answered this before but are you planning on adding the Ultra Tall to the 3 new Vanilla idea groups? Infrastructure, Court, and Mercenary?
RAHHHHH!!! 2023 年 4 月 28 日 上午 9:57 
Does anyone else have an issue where this mod only works after a restart? Like, I'll start the game, this mod simply wont be active, I restart and it works?
SciN3RD  [作者] 2023 年 4 月 23 日 上午 8:49 
@Joobi:
I know the modifier spam is annoying but sadly I really don't have the time or energy to try to rework it. There were some suggestions in this thread at some point, if you feel like fixing it yourself.
Joobi 2023 年 4 月 23 日 上午 8:00 
@SciN3RD have you managed to fix the modifier spam? Incredibly fun mod to use otherwise, but once your capital is developed to like 70, the modifier spam makes seeing active modifiers extremely difficult.
SciN3RD  [作者] 2023 年 4 月 23 日 上午 3:44 
[UPDATE] the mod is now up to date.
Akira Blaze 2023 年 4 月 21 日 下午 8:06 
It works just fine for anbennar, there's just no buff for the anbennar goods
💖⎛⎝Silver Knight⎠⎞💂☢☣ 2023 年 4 月 20 日 下午 11:48 
Anbennar version?
Joobi 2022 年 12 月 17 日 上午 6:45 
The only issue this mod has is the modifier spam.
@Akira Blaze would you be willing to share your fix for this mod?
SciN3RD  [作者] 2022 年 10 月 8 日 上午 12:25 
[UPDATE] The mod is now updated for 1.34. Let me know if there are issues.
Akira Blaze 2022 年 9 月 24 日 下午 3:10 
Still works fine, no update needed
kebabblaster9000 2022 年 9 月 24 日 上午 6:29 
update
boratrauma 2022 年 4 月 8 日 下午 12:36 
update?
udkudk 2022 年 3 月 14 日 上午 5:33 
We need a version that fixes modifier spam.
Akira Blaze 2022 年 2 月 12 日 上午 5:51 
Also if i might make a suggestion as to the tall/idea buffs, might be an idea to use "full_idea_group" rather than "has_idea" for the trigger, that way if other mods (or paradox themselves) mess with names or positions you won't have to make any adjustments :)
Akira Blaze 2022 年 2 月 8 日 下午 4:31 
It's not a massive fix, but i did modify literally every trigger in order to remove the modifier spam, basically i added a NOT for dev so it disables the lower levels and merged each level so you only ever have one modifier of each type, just neatens it up a little :)
SciN3RD  [作者] 2022 年 2 月 8 日 下午 2:20 
@Potatopantz:
sorry to hear that. no, i'm afraid i don't really have time to go through the trade goods expanded mod, think of bonuses, etc...
if you're really interested, i suggest that you have a look at the file for triggered modifiers (either my mod or the base game files; the triggered modifiers are defined in a text file found under the triggered_modifiers folder under the common folder. you can easily edit the triggered modifiers text file to add whatever tradegood and bonuses you like. here is an example of how i did it (maybe not the best way but it works). just copy, edit, and paste this for each trade good in the triggered modifiers text file (or make a new text file under the triggered_modifiers folder):
cloth_00 = {
potential = {
capital_scope = {
development = 75
trade_goods = cloth
}
}
trigger = {
capital_scope = {
development = 75
trade_goods = cloth
}
}
development_cost = -0.15
}
Potatopantz 2022 年 2 月 8 日 上午 11:34 
After testing several of the goods it does not seem that any of them are compatible. I tested the ones around in England and none of them seem to have any kind of bonus when 75 dev is hit but the base goods still do. Is there any chance you could add some bonuses for them? Thank you either way for your time!
SciN3RD  [作者] 2022 年 2 月 8 日 上午 9:34 
@Potatopantz:
i think i added some non vanilla trade good bonuses at some point. but i dont think it was trade goods expanded mod. it might have been beyond typus non vanilla trade goods. my suggestion is try it out.
Potatopantz 2022 年 2 月 8 日 上午 9:32 
I was curious if this mod is compatible with the trade goods expanded mod? Or will the development bonus only apply to the base trade goods?
SciN3RD  [作者] 2022 年 2 月 8 日 上午 7:58 
@Akira Blaze:
i am rather busy these days, but if it is a quick fix let me know and i'll see if i can implement it. thx :)
Akira Blaze 2022 年 2 月 7 日 上午 6:45 
Hey, I was just wondering if you were still actively working on this? I've been tinkering about with a friend on an Anbennar version and made a few changes to the way it applies the buffs (merging the lower levels into the highers so you don't have 50 different modifiers on your capital) happy to share my workings with you!
SciN3RD  [作者] 2021 年 11 月 14 日 下午 2:37 
[UPDATE] The mod is now updated for 1.32. Let me know if there are issues.
boratrauma 2021 年 11 月 13 日 上午 8:13 
update?
Raznokk 2021 年 9 月 25 日 下午 5:32 
Never mind, it changed capitals on me
Raznokk 2021 年 9 月 25 日 上午 9:23 
My capital is 118 Dev right now, and I don't seem to be getting any of the bonuses. All my stated provinces are more than 15, and I'm not getting any of the idea bonuses either. Crazy thing is, I was getting them earlier this same game, even this same play session, then I formed Italy, dev-d up my provinces, and the only one I got was capital manpower level 1. Any hidden conditions I should know about?
ScH 2021 年 8 月 19 日 上午 9:20 
Thanks a bunch for the update!
SciN3RD  [作者] 2021 年 8 月 19 日 上午 1:00 
[UPDATE] I have updated the mod for 1.31. Let me know if there are problems.
Mystic Monkey 2021 年 7 月 10 日 上午 8:25 
I reinstalled and it seems to work now. Thnx lol
SciN3RD  [作者] 2021 年 7 月 9 日 下午 11:25 
@Sexy Monkey:
this mod should work with anything. is it installed correctly? you could also try manual installation. DL link is given in my "Expanded mods" collection.
Mystic Monkey 2021 年 7 月 9 日 下午 6:28 
Doesn't seem to work for me and the mod isn't op when you can't affor the DLC :steamthumbsup:
SciN3RD  [作者] 2021 年 6 月 14 日 上午 12:29 
@denizudk:
Pillage Capital is such a broken and stupid addition to the game that it singlehandedly has stopped me from playing eu4, even after they sort of fixed the horrendous state of 1.31. That's why I haven't updated any of my mods for 1.31. Honestly, at the moment I'm not sure how to balance this mod in regards to the insane and dumb Pillage Capital mechanic.

Eventually I may end up making a mod that removes or severely tones down the pillage capital nonsense, after which I will finally update my mods... Until then I'm sorry about the unbalanced nature of this mod.
udkudk 2021 年 6 月 12 日 上午 1:47 
The mod is working completely in 1.31.4, Unfortunately, with pillage capital etc, this mod became op in single player.
SciN3RD  [作者] 2021 年 5 月 4 日 上午 11:47 
@Mazutaki:
i like them being distinct and separate. i dont really find it cluttered. i guess it's personal preference.
Mazutaki 2021 年 5 月 4 日 上午 10:58 
When you update your mod, mind condensing all the tiers into one? Instead of lvl 1, 2, 3 beeing active, just have lvl 3 be the same strength as 1+2+3. That way the triggered modifier list is less cluttered.
Helical 2021 年 4 月 29 日 上午 5:15 
Yeah sadly I hope yall in the modding scene get an easier time
SciN3RD  [作者] 2021 年 4 月 29 日 上午 5:10 
@Helical:
i will update all my mods when they actually fix the game. at the moment 1.31 is utterly broken and i am on 1.30.6 myself. that being said, i think even this old version should work with 1.31 as it only adds triggered modifiers.
Helical 2021 年 4 月 29 日 上午 4:43 
I love this mod so much. When will this be updated to 1.31?
SciN3RD  [作者] 2021 年 3 月 28 日 下午 1:56 
@Galishai:
I just checked it and it works just fine. The previous update did not change anything regarding triggered modifiers so this mod is unaffected by it. The source of the crash must be something else.
Galishai 2021 年 3 月 26 日 下午 8:31 
This mod is crashing my game on startup, on the most recent update.
SciN3RD  [作者] 2021 年 3 月 9 日 下午 11:07 
@Ryan:
The description is given under the original upload of this mod which is linked above and here:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1660785882
Ryan 2021 年 3 月 9 日 下午 5:17 
What does this mod do? There is no useful description.
SciN3RD  [作者] 2021 年 2 月 16 日 下午 11:58 
@Mappperke:
To get the ultra tall bonuses, the capital needs to be at least 50 dev and all stated provinces need to have at least 15 dev. Then each fully completed idea group gives ultra tall bonuses.
I have listed all the conditions and bonuses in the description of the original upload of the mod in steam. Look for it in the "ORIGINAL VERSION" link above.
BritishMapper 2021 年 2 月 16 日 下午 8:26 
what do I need to get super tall idea modifiers?
Esoteric Regent 2020 年 11 月 11 日 上午 4:48 
UPDATE: Like others I have found that the old version works. Do not know if this helps
Esoteric Regent 2020 年 11 月 11 日 上午 4:19 
Same issue as many others. That is, the modifiers do not appear nor activate when thresholds are reached. I think it is an issue with the launcher but do not know what.
SciN3RD  [作者] 2020 年 7 月 27 日 上午 11:51 
@Mitler0331:
the point is to make it easier to convert your subjects, when you get 100% unity yourself.
it doesn't suit the usual eu blobbing playstyle, but a subject oriented playstyle. this complements my 'Client States Expanded' mod quite nicely, where you can expand through surrounding yourself with client states.
Mitler0331 2020 年 7 月 27 日 上午 11:48 
So how does the Zealot's capital modifier supposed to work?
Cause it I have it when everyone is my religion but when I get a single province that is some other faith it goes away. It seems a bit odd for it to do that considering the 2.5% total increase in Missionary strength