Europa Universalis IV

Europa Universalis IV

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Substantial Towns and Cities
   
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22 Nov, 2019 @ 2:11pm
10 Jul, 2023 @ 1:55pm
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Substantial Towns and Cities

Description
Substantial Towns and Cities is a mod focused on making tall play more fun and rewarding. All of it's parts can be enjoyed by any playstyle. Here is a summery of its features. Full description if you scroll down.

- Changing trade goods in provinces over 25 development. Only to city focuses goods and with some requirements.
- Provinces over 20 development get a modifier depending on the terrain to bring them closer to an urbanised province (Like grasslands).
- Unique buildings in the capital province (shown as provincial modifiers). Unlocked through events that randomly fire. These have benefits similar to the monuments but anyone can get them and you chose what type of building you want. You can only have a limited number of these (3-5)
- Capital modifiers that are separate from the buildings. Improved capital fort and others.
- An event that allows a CoT to be created in the capital of a country.



Changing trade goods -
When provinces reach 25 development they will get the option to change their trade goods, this will temporarily reduce the goods produced. The list of options and their requirements at the moment are as follows:

• Silk - 500 total development and global trade is embraced
Or 500 total development and the province is in places where it was historically
• Glass - 200 total development and renaissance is embraced
• Cloth - 50 total development
• Paper - 200 total development and renaissance is embraced
Or 100 total development and printing press is embraced
• Dyes - 400 total development
• Incense - 150 total development and the printing press is embraced
• Salt - 100 total development, renaissance is embraced and the province is coastal
• Chinaware - 150 total development if Chinese tech group
Or 400 total development and global trade is embraced
• Cloves - 50 total development and province is in the 2 areas in vanilla
• Keep trade good and gain 3 production development. Always available
• Wait for another trade good to become unlocked. Always available

Gold and provinces are exempt from this and cannot be changed. The AI will interact with this and pick sensible options.

Cities -
It has a city system which gives the province a modifier when it reaches 25 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.

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

• Military -1% army decay yearly. Requires 25 development and 150 total development (200 ducats and 100 mil)
• Naval Collage -1% naval decay yearly. Requires 25 development and 150 total development ( 200 ducats, adm, dip, mil)
• National university -5% tech cost. Requires 26 development and 200 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 21 development and 150 total development (250 ducats, 100 adm, 100 dip)
• Royal palace +1 legitimacy. Requires 24 development and 200 total development (250 ducats, 50 adm and 50 dip and 100 mil)
• Parliamentary assembly +0.4 republican tradition. Requires 24 development and 200 total development (200 ducats, 100 adm, 100 dip and 100 mil)
• Grand Basilica +1 yearly devotion. Requires 24 development and 200 total development (200 ducats, 100 adm, 100 dip and 100 mil)
• National Bank -0.1 yearly inflation. Requires 30 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, 36 development and 400 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, 25 development and 200 total development (250 ducats and 50 dip)
• Diplomatic academy +1 diplomat. Requires 25 development and 300 total development (250 ducats and 100 dip)
• Colonial office +1 colonist. Requires at least to have embraced colonialism, 30 development and 200 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, 20 development and 200 total development (300 ducats and 100 adm)
• Administrative institute -10% advisor cost. Requires 25 development and 250 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, 24 development and 150 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 16 development and 150 total development (100 ducats and 50 mil)
• State of the art capital fort +25% local defensiveness and +1 fort level. Requires 25 development and 300 total development ( 200 ducats and 100 adm)
• Expert Artisans +1 local goods produced. Requires 20 development and 100 total development (200 ducats)
• Local quarry -50% build cost and -25% build time in Capital area (Lasts for 30 years). Requires 16 development and 50 total development (150 ducats)


The 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 300 total development and 25 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)
36 Comments
Drunkenslav 1 Sep, 2024 @ 10:57pm 
this is honestly my favourite mod and i wish its continued
Harbivore  [author] 28 Aug, 2024 @ 3:42am 
Probably not but is also outdated and screams 'mod made before GUI modding' so it feels very old.
DoubleCheeseVonHabsburg 27 Aug, 2024 @ 7:43pm 
still works?
Drunkenslav 13 Oct, 2023 @ 9:40am 
it works well enough
Harbivore  [author] 8 Oct, 2023 @ 11:28am 
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 8 Oct, 2023 @ 10:30am 
Do you think that this mod would be compatible with "Expanded Trade Goods" that adds more trade goods to the map?
Harbivore  [author] 22 Jun, 2023 @ 2:59pm 
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 22 Jun, 2023 @ 10:53am 
yey
Harbivore  [author] 22 Jun, 2023 @ 5:16am 
I kinda abandoned this but I'm going to try to fix it and maybe add some stuff.
whales! 22 Dec, 2021 @ 10:17am 
amazing concept, sorely needed, hope it gets updated soon!