Europa Universalis IV

Europa Universalis IV

Buy Building Slots
43 条留言
LimonenZitrone  [作者] 9 月 18 日 下午 5:14 
@DiorSavage: Yes, it still works.
DiorSavage💴 9 月 18 日 下午 3:08 
does this still works
varmongar 2024 年 5 月 21 日 下午 7:05 
If I wanted to change the cost of the decision to scale by number of core provinces, how can I do so?
Boris911 2023 年 8 月 16 日 上午 7:44 
It's not works with 1.35.6.0. When I use it in the decision, it take money, but it don't add ane new additional building slots. :steamsad: May be building slots aren't possible change from 1.35.6.0.
LimonenZitrone  [作者] 2023 年 5 月 14 日 下午 4:45 
@Enmer: The decision.
Enmer 2023 年 5 月 14 日 下午 3:18 
how to enable for AI . Which file should I edit?
Robokiller 2500 2022 年 10 月 1 日 上午 12:09 
Sorry for hustle, but i checked and it works! Thanks for the mod!
Robokiller 2500 2022 年 10 月 1 日 上午 12:04 
"Building slots 18+" actually.
Robokiller 2500 2022 年 10 月 1 日 上午 12:00 
Does this work with mods which add more building slots? I use "18 building slots" mod.
Mug 2022 年 9 月 23 日 上午 7:07 
Thanks that worked
LimonenZitrone  [作者] 2022 年 9 月 23 日 上午 3:02 
@Mug: You would have to change the code of the decision, but it is possible. You would have to change the "any_owned_province" and "every_owned_province" with just "any_province" and "every_province", replace the "is_core = ROOT" with "is_core = owner" and add an additional condition, "country_or_non_sovereign_subject_holds = ROOT"

Unless you meant you want the subjects to take the decision on their own, then just change the trigger "ai = no" with "OR = { ai = no AND = { is_subject = yes overlord = { ai = no } } }".
Mug 2022 年 9 月 22 日 下午 1:44 
Any way to make this work for your subjects and colonies?
theanswerisme 2021 年 12 月 20 日 下午 7:54 
A Great, simple, widely compatible mod, with a surprisingly amount of immersion. Thanks.
BloodRaven 2021 年 7 月 3 日 下午 4:34 
@LimonenZitrone: Thank you.
LimonenZitrone  [作者] 2021 年 7 月 3 日 上午 10:35 
@BloodRaven: In theory sure, but not in the mod. You could change the files tho, if you want to. Just replace the "is_core = ROOT" everywhere in the decision with "is_state_core = ROOT is_state = yes"
BloodRaven 2021 年 7 月 3 日 上午 6:43 
is there a way to add slots to state province only? ie excluding territories
Hopit 2020 年 4 月 14 日 上午 2:18 
Would it be possible to make this compatible with Anbennar?
TheEviI 2019 年 12 月 22 日 下午 6:42 
Finally everything works well! I just had to add that in the end too : ai_importance = 300
TheEviI 2019 年 12 月 22 日 下午 6:22 
@lemonporn: thanks a lot! but strangely it doesn't work on your mods but it works on another one that I wanted to make the same change.
LimonenZitrone  [作者] 2019 年 12 月 22 日 下午 5:27 
@The New Diamond: You can. Edit the potential to remove the "ai = no" and add an ai_will_do section to the decision.
TheEviI 2019 年 12 月 22 日 下午 5:26 
Isn't there any way by modifying the config .txt I can get ai to make the decision?
LimonenZitrone  [作者] 2019 年 12 月 22 日 下午 4:22 
@The New Diamond: No, AI can't.
TheEviI 2019 年 12 月 22 日 下午 4:20 
ai can take the decision?
LimonenZitrone  [作者] 2018 年 9 月 13 日 上午 8:02 
@ExVasterist:
It should work with any EU4 version in which building slots exist like this.
Zanderfel 2018 年 9 月 13 日 上午 5:34 
what about EU4 versions? I know its compatible with the current, but I mean older versions - I'm using 1.21.1 before they did away with the 3 missions & replaced them with those one time quests/objectives.
LimonenZitrone  [作者] 2018 年 9 月 12 日 下午 6:01 
@Dakit3: I hope it fits your needs :)
Dakit3 2018 年 9 月 12 日 下午 5:53 
Gotcha....I have none of the dlcs for Eu4 and the one mod I would want to use to develop my provinces is not comparable with extended timeline. Definitely going to be giving this mod a try
LimonenZitrone  [作者] 2018 年 9 月 12 日 下午 5:46 
@Dakit3: Nope, it doesn't affect development. Usually you need to increase development in a province to gain extra building slots. This still works, but with this mod you can also pay some money and in exchange receive building slots in your provinces.
So, for example, with this mod, if you enact the decision and thus pay money multiple times, even a province with 3 (lowest) development can have 12 building slots.
Dakit3 2018 年 9 月 12 日 下午 5:44 
And this doesn't affect development at all?
LimonenZitrone  [作者] 2018 年 9 月 12 日 下午 4:39 
@Dakit3: No.
Dakit3 2018 年 9 月 12 日 下午 4:39 
Can the AI use this descision?
LimonenZitrone  [作者] 2018 年 7 月 21 日 下午 6:26 
@ExVasterist:
It does the same, no matter if you have the DLC or not.
Zanderfel 2018 年 7 月 21 日 下午 6:25 
What can the mod do without the Common Sense DLC?
LimonenZitrone  [作者] 2018 年 7 月 21 日 下午 6:11 
@ExVasterist:
It isn't needed. If you own the DLC, you can develop your provinces and thus get additional buildings slots, which makes this mod less useful than using it without having the DLC.
Zanderfel 2018 年 7 月 21 日 下午 5:22 
"If you don't own the Common Sense DLC there is no effective way to get additional building slots in your provinces."

"REQUIEREMENTS
NO mod or DLC required"

So... which is it? If it doesn't require a DLC, then Common Sense should not be needed.
LimonenZitrone  [作者] 2017 年 4 月 19 日 上午 10:56 
@Motion a table:
The decision gives modifiers to core provinces. Provinces without such a modifier get the first one, which grants 1 building slot, provinces with the first modifier get that one removed and receive the second modifier, granting 2 building slots etc. There are six modifiers, whereas the last one doesn't grant 6 but 12 building slots, this way every province should have all slots unlocked regardless of the local development.
germanboo hispanic 2017 年 4 月 18 日 下午 9:10 
Just curious, how did you script this? I'm interested in EU4 modding and i'd like to hear how it is done!
germanboo hispanic 2017 年 4 月 18 日 下午 9:09 
sold
LimonenZitrone  [作者] 2017 年 4 月 18 日 下午 9:03 
@Motion a table:
Yes.
germanboo hispanic 2017 年 4 月 18 日 下午 9:02 
is this compatible with extended timeline?
Issandii 2017 年 4 月 9 日 下午 3:37 
yee I play on 1.13.1 ...or 1.13.2 some of then ;P

I edited in your mod just version in description file from "1.20.*.*." to "1.13.*.*." and it work probubly coz game started to menu and started as gameplay I use upgread one time (as denmark) but only for test and in work. From other sides when I want load earlier save geme told me NOPE and go crush :D but only when I want reload, when I use event to upgrade it works

btw I havn't common sense it's to expensive for this moment for me :D
LimonenZitrone  [作者] 2017 年 4 月 9 日 下午 2:46 
@Issandii:
So, you are playing on Eu4 Version 1.13 (or lower)?
I don't remember how building slots were managed back then, but if Common Sense was already released (if not that mod shouldn't have a function anyway), there shouldn't be problems using this mod. At least I can't think of anything that would lead to a crash. :/
Issandii 2017 年 4 月 9 日 上午 9:13 
Hello it's OP mod BUT

My game crash every 10 - 15 min on version highest then 1.13.x so _____
Could you create it on this version too? As other mod ofc.

Thank you in advance