Europa Universalis IV

Europa Universalis IV

Development Expanded Lite
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 ?
DudeChris33  [作者] 6 月 15 日 下午 6:20 
@Calvin and Hobbes yes there is a built-in malus to mana generation depending on your empire size
Calvin and Hobbes 6 月 15 日 上午 10:38 
Thank you for this mod ! It goes really with what I've looked for.
I've just started a campaign so I'm curious to see how it'll go. I was wondering if there was some adjustment to mana ? I saw an option allowing excess mana to convert into ducats, which seems logic since I guess both the player and AI will have more mana to spare without manual developpement. Are there other things, like a lower mana generation and / or increased mana costs in general, to compensate for the mana that won't be spent on developping ?
DudeChris33  [作者] 6 月 14 日 下午 9:29 
@Доброгей yes that is an ET-specific thing. If you look at triggered modifiers ET adds modifiers to the early eras that increase dev cost by over 100%. That makes the development never automatically increase. I believe it it meant to represent how sparsely populated the world was back then, but it should start growing again at around year 1100.
Доброгей 6 月 14 日 下午 9:08 
Hey, that's a really useful mod you made, thank you. Can I ask if it's intended that 1/1/1 dev provinces don't grow? I am playing with Extended Timeline, currently at around year 550 and I often get alerts that I am able to upgrade trade centers (I guess, it's <10 dev provinces growing), but the lowest development provinces are still red after about 150 years with this mod.
DudeChris33  [作者] 6 月 10 日 上午 11:28 
in the silver mine example it also leads to the question of if development represents population or infrastructure. in my mind it represents population, which can't be spawned by spending mana or money, and that mission should really require a building to be built there instead
DudeChris33  [作者] 6 月 10 日 上午 11:27 
@Sha drean glad you enjoy! unfortunately things like the ones you mentioned are kind of the innate flaw in this mod, as unless I rewrite every mission tree, there will always be little things that don't really work
Sha drean 6 月 10 日 上午 4:47 
Hello. It's so much fun playing this mode. However, I have a few suggestions. In the mission tree, there are missions that require development, and AIs sometimes fail to complete them. For example, the Tyrol Silver Mine in Austria. The existing development level in that area is too high to automatically increase. Also, missions that require administrative power or diplomatic power above a certain level are difficult for AIs to complete. Can these points be upgraded?
DudeChris33  [作者] 5 月 25 日 下午 2:30 
@Sha drean default setup should be good, its the highlighted option when you start the game
Sha drean 5 月 25 日 上午 10:16 
Hello, I'm a Korean user. Could you please tell me how to set up this mod for the first time? I don't know English very well, so I don't know what to choose.
DudeChris33  [作者] 5 月 16 日 上午 10:50 
@Le Doctor Bones yeah I'll add another setup event
@Vaelyx uhh no, the development removal effect is in events/DVEL_events.txt at line 692
Le Doctor Bones 5 月 14 日 上午 11:33 
Is it possible to disable the development loss from devastation in the mod? While I like the development loss in theory, I have found through a couple of games that it works rather poorly with the many sources of devastation in Anbennar, especially for the ai.
POP 5 月 6 日 上午 4:44 
haha thanks again, you're such a dedicated modder
DudeChris33  [作者] 5 月 5 日 上午 10:52 
@POP that being said I did update it to adjust crownland now
POP 5 月 4 日 下午 9:49 
i see how it is now, thanks
DudeChris33  [作者] 5 月 4 日 上午 11:15 
@POP ok getting crownland from developing is easy enough but making the no_estate_crownland_loss_from_developing work would take more work than its worth (assuming pdx hasnt integrated its functionality into the change_estate_land_share effect, which they really ought to have done)
DudeChris33  [作者] 5 月 4 日 上午 11:03 
@POP no idea, probably not though. I will look into that
POP 5 月 4 日 上午 6:08 
and is the no_estate_crownland_loss_from_developing still valid?
POP 5 月 4 日 上午 6:05 
what about the estate lands?Do they increase or decrease like when manually increasing development?
DudeChris33  [作者] 4 月 28 日 下午 8:41 
@FuntimeByzantium yes my mod is less laggy than Jay's
FuntimeByzantium 4 月 27 日 上午 5:11 
Does it help reduce the lag?
jurrasiczilla 4 月 8 日 下午 4:47 
this is what i needed. thanks man
Clark Crente 4 月 7 日 下午 10:05 
Thanks, just added you! I'll message later or if you can join caesar universalis discord, that's the mod I'm working on atm https://discord.gg/JupXu2F83G
DudeChris33  [作者] 4 月 7 日 下午 9:47 
@Clark Crente of course, feel free to reach out over discord :)
@constantinople should be fixed, set to 0.05
Clark Crente 4 月 7 日 下午 8:39 
Hey, great mod idea, can I ask some questions on how could it complement with one I have that handles pops in a really simplistic way?

I'll do some tests with this mod to see how compatible it is
constantinople 4 月 7 日 上午 10:09 
Yeah, 75%. Apparently the 0.75 in the event_modifiers translates to 75% in game.
DudeChris33  [作者] 4 月 7 日 上午 9:36 
If you want to change it yourself its in
C:\Program Files (x86)\Steam\steamapps\workshop\content\236850\3040877055\common\event_modifiers
DudeChris33  [作者] 4 月 7 日 上午 9:35 
@constantinople Is it still 75%? I thought I fixed it to 7.5. The 7.5% is meant to compensate for the AI being unable to complete diet events that want development. I will look at the code when I get home it shouldn't be 75%
constantinople 4 月 7 日 上午 6:06 
What's the deal with the 75% estate global loyalty buff for the AI? Any particular reason that is there for?
DudeChris33  [作者] 3 月 17 日 下午 12:31 
@Riddick_DK ive never heard of universalis expanded, but this mod works with ET. Also the trigger to develop provinces has nothing to do with your mana.
Riddick_DK 3 月 17 日 上午 1:21 
No it was a broken mod on my part.

Question however: I play with 2 other mods, Universalis expanded, and extended timelines from 1444 - 9999 (Presumably), i don't know if this mod works with those two mods, but it seems my devs is still just at 0 each months even if i have way above 900 adm / dip / mil points. I don't know when this is supposed to tricker to develope the provinces?
DudeChris33  [作者] 3 月 16 日 下午 11:31 
@Jon Slow @Riot1738 thank you :)

@EmeraldPhoenix thank you, I pushed an update to slow things down a little bit lmk if you notice

@Riddick_DK that doesnt sound like my mod. Worst case scenario this mod broke it would reduce provinces to 0 dev, but they wouldn't be abandoned. You have a different broken mod
Riddick_DK 3 月 16 日 下午 4:35 
I don't think it's save friendly. I started my prussia save, and all my vassals was gone, and a few provinces was "abandoned" and became colonizeable.
EmeraldPhoenix 3 月 9 日 上午 11:42 
Great work with this! The only thing I'd note is that the system to account for the over-desolation might have overcompensated - I'm getting very developed provinces all over by the mid-1500s.
Riot1738 3 月 6 日 下午 2:35 
@DudeChris33 Thanks for keeping this mod updated! People like you are keeping this great game alive.
Jon Slow 2 月 12 日 下午 9:51 
@DudeChris33 You're an absolute legend! Love your work, have a great day!
DudeChris33  [作者] 2 月 12 日 下午 8:50 
@Jon Slow that was intentional, but I have removed it in the patch I just pushed. Non-migratory primitives will now benefit from the auto dev event. They have received a dev cost malus (ai only) in exchange
Jon Slow 2 月 12 日 下午 8:35 
@DudeChriss33 Sorry to bump again, I have been trying to figure out why kobolds don't get the development event myself (regardless of government type and monstrous level) but I can't figure it out.
I would like to do a kobold game without the action tax of manual devving. No pressure, I would be very grateful if you could have a look at it.
Jon Slow 1 月 25 日 上午 4:44 
Did you look at the Anbennar problem with kobolds harpies etc. and how to fix it?
Very interested in a fix.
DudeChris33  [作者] 1 月 12 日 下午 4:02 
@Ckasaron if you want to remove the penalty, go into
C:\Program Files (x86)\Steam\steamapps\workshop\content\236850\3040877055\common\event_modifiers\DVEL_event_modifiers.txt
and get rid of the mana maluses from "DVEL_no_manual_dev_#"
DudeChris33  [作者] 1 月 12 日 下午 3:58 
@AI Completionist I also added a hidden modifier to centers of trade to make them grow faster, as that is what I think is most realistic in the medieval period. If you wanted to make it easier to get cities in the early game, I would recommend making terrain give bigger bonuses.

@Ckasaron selecting no manual development basically just makes mana harder to get as a way to balance the game. Since youre no longer spending mana on development, if you continued to get the same amount of mana everyone would tech up faster, stay at 3 stability, culture convert everything, etc. This includes reducing your base mana generation and increasing the price of advisors based on government rank, making you rely more heavily on your ruler stats.