Europa Universalis IV

Europa Universalis IV

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Substantial Towns and Cities - BT
   
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22 Nov, 2019 @ 1:38pm
11 Dec, 2019 @ 5:18pm
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Substantial Towns and Cities - BT

Description
This mod allows nations to change their trade goods when their provinces reach 40 development, this will temporarily reduce the goods produced. The list and their requirements at the moment are as follows:

• Silk - Allowed if nation is 800 development, global trade is embraced or the province is in places where it was historically
• Glass - Allowed if nation is 200 development and renaissance is embraced
• Cloth - Allowed if nation is 100 development
• Paper - Allowed if nation is 200 development and renaissance is embraced
• Dyes - Allowed if nation is 400 development
• Incense - Allowed if nation is 300 development and feudalism is embraced
• Salt - Allowed in any coastal province if total development is 200 and renaissance is embraced
• Books - Allowed if nation is 200 development and renaissance is embraced
• Option to not change trade good and gain a temporary goods produced bonus
• There is an option to wait for another trade good to become available


It has a city system which gives the province a modifier when it reaches 40 development. The modifier makes all provinces closer to grasslands reducing development cost in most terrain types, gives them +2 local unrest and +5 local trade power. In the future this will allow the cities to have special events happen to them.


It also adds new buildings unique to capitals in the form of modifiers. 3 different types are able to be build at game start with a max of 5 after 2 events. Here is a list of buildings available:

• Military -1% army decay yearly. Requires 50 development and 300 total development (200 ducats and 100 mil)
• Naval Collage -1% naval decay yearly. Requires 50 development and 300 total development ( 200 ducats and 100 dip)
• National university -5% tech cost. Requires 52 development and 400 total development ( 200 ducats and 100 dip)
• National Museum -1% yearly prestige decay. Requires +50 prestige, 18 development and 200 total development (400 ducats)
• Grand Cathedral +1 missionary. Requires 42 development and 300 total development (250 ducats, 100 adm, 100 dip)
• Royal palace +1 legitimacy. Requires 48 development and 400 total development (250 ducats, 50 adm and 50 dip and 100 mil)
• Parliamentary assembly +0.4 republican tradition. Requires 48 development and 400 total development (200 ducats, 100 adm, 100 dip and 100 mil)
• Grand Basilica +1 yearly devotion. Requires 48 development and 400 total development (200 ducats, 100 adm, 100 dip and 100 mil)
• National Bank -0.1 yearly inflation. Requires 60 development and 300 total development (200 ducats and 150 adm)
• Early modern sewer system -50% development cost, +10% local defensiveness. Allowed if renaissance is embraced, 72 development and 800 total development (500 ducats and 50 adm)
• Grand shipyard +100% ship build speed, -25% local build cost, +100% local repair. Requires the capital to be coastal province, 50 development and 400 total development (250 ducats and 50 dip)
• Diplomatic academy +1 diplomat. Requires 50 development and 600 total development (250 ducats and 100 dip)
• Colonial office +1 colonist. Requires at least to have embraced colonialism, 60 development and 400 total development (250 ducats, 50 adm and 50 dip)
• Stock exchange +20 local trade power +10% trade efficiency. Requires a level 3 CoT in the capital, 40 development and 400 total development (300 ducats and 100 adm)
• Administrative institute -10% advisor cost. Requires 50 development and 500 total development (300 ducats and 50 adm)
• Grand imperial palace +0.05 imperial authority gain. Requires the nation to be emperor of the HRE, 20 imperial authority, 48 development and 300 total development (300 ducats, 100 adm, 150 dip and 100 mil)

Some buildings unique to capitals but all can be acquired:
• Improved capital fort +25% local defensiveness. Requires 32 development and 300 total development (100 ducats and 50 mil)
• State of the art capital fort +50% local defensiveness. Requires 50 development and 600 total development ( 200 ducats and 100 adm)
• Expert Artisans +1 local goods produced. Requires 40 development and 200 total development (200 ducats)
• Local quarry -50% build cost and -25% build time (Lasts for 30 years). Requires 32 development and 100 total development (150 ducats)


Gold cannot be changed
Event for generating a level 2 CoT in the capital if one isn't already there, this is only possible once per game and requires 600 total development and 50 development in the capital. This costs 100 admin and 300 ducats.


Future Plans:
More unique city events such as fires, development migration to the city and temporary goods produced fluctuations
Changes to the current "sack of ****" event so it can only happen in cities hopefully providing a incentive to put forts on the cities to protect them
More types of trade good available to the cities (not new non-vanilla goods)
Better requirements for trade goods and capital buildings (ideas groups)
More capital building types like having to choose between -5 tech cost/ -5 idea cost for the university
Different levels of capital buildings (start with -2.5 tech cost and then upgrade to -5 tech cost)


This is the version for the BT game, here is the version for Vanilla - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1918535488
11 Comments
Marunath 16 Jun, 2021 @ 9:54am 
i get crashing when province goods changing books
Harbivore  [author] 25 Feb, 2020 @ 12:08pm 
They aren't actual buildings they are implemented as province modifiers so there is no problem there.
ExistentialSadBoi 25 Feb, 2020 @ 12:06pm 
I'm just thinking because of the buildings, since IV adds a bunch
Harbivore  [author] 25 Feb, 2020 @ 12:06pm 
I'm 99% sure it would be; I see no reason as to why it shouldn't. The only problem I see would be game balance.
ExistentialSadBoi 25 Feb, 2020 @ 12:01pm 
I'm sure the answer is no, but would this be compatible with the idea variation?
Harbivore  [author] 15 Feb, 2020 @ 4:29am 
Sorry guys I was not subscribed to this thread for some reason so I didn't see your messages.

Iskander - Yeah it adds some nice flavour and some more incentives to playing tall. I plan on making it one mod in the future where it auto detects BT and changes all the events to the BT versions. The mod was originally made for BT actually and I am on the BT discord.
https://discord.gg/dtvvV3f

Alexanderyou - Yeah it's fully compatible with all of dubs mods

fcl3 - Thanks for telling me Ill change it now

Iskander 3 Feb, 2020 @ 5:54am 
So, I was going to request that you make a version of this mod compatible with BT and their increased development scores, but it seems it already exists!

Thanks for both mod versions! I'm loving these neat little rewards for heavily investing in provinces.
alexanderyou 19 Jan, 2020 @ 4:01pm 
Does this work with the BT more buildings mod?
fcl3 16 Jan, 2020 @ 10:36am 
@Harbivore description says:
```This is the version for the vanilla game, here is the version for Beyond Typus -https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1918511264```
You should probably change that
Harbivore  [author] 23 Nov, 2019 @ 1:22am 
Yes there are, based on institutions to stop the native getting paper and glass, but you worries about a silk HRE the nation needs 800 development to get silk currently and the province needs 40 development.

So not many provinces will even change their trade good