Europa Universalis IV

Europa Universalis IV

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Automatic building removal
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9 Mar, 2021 @ 4:34am
3 Dec, 2021 @ 9:04am
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Automatic building removal

Description
Tired of manually deleting heaps of coastal defences and regimental camps in all your newly conquered provinces to make place for courthouses and manufactories? Then this mod is for you!

This mod automatically removes docks, shipyards, regimental camps and coastal defences (and upgraded versions of these) from newly acquired provinces for player nations. It removes marketplaces in provinces without a center of trade or estuary. It removes churches in provinces with less than 5 base tax.
As far as I can tell, this works for all means of acquiring provinces: conquest, diplomatic annexation, threats and so forth.

The mod also automatically removes trade good manufactories when the trade good in a province changes to something not matching the current manufactory. Gone are the days that you skip a message about a province now producing coal because you're busy waging wars, only to find out 50 years later that you never got an alert about building a furnace because it still has a farm estate! Or abolishing slavery and having to scour all of Madagascar and the Ivory Coast for all now fish and grain producing provinces that still have a now useless trade station!

Obviously not ironman compatible (though it should be!). Might give issues with mods that
- use the on_province_owner_change and on_trade_good_changed triggers in on_action.txt (not sure how to properly describe this otherwise), since this mod uses the same triggers; or that
- add or change trade goods, which might mess with the automated removal of manufactories.


I plan to add some customisation options to the automatic removal through decisions/events in the future, allowing you to choose and change which buildings should be removed automatically. In the meantime, you can alter the mod to suit your own preferences by changing the scripted effect in the mod files :)
22 Comments
Taipan 4 Apr, 2022 @ 12:21am 
Did it myself, if anyone wants to do it, just open each text file in the mod, search for the vanilla function, copy paste the new vanilla over the former vanilla code, and keep the code added by the mod, which removes buildings and stuff. Works like a charm.
Taipan 1 Apr, 2022 @ 3:44pm 
I think this needs an update.
Droog 16 Mar, 2022 @ 7:32pm 
Very based
这瓜保熟吗 4 Mar, 2022 @ 7:39am 
可以的, 这个mod, 我以前有一个类似的mod, 不过是做成决议的形式来手动触发的. 你要不要考虑下呢, 亲!
Luc  [author] 9 Feb, 2022 @ 2:36pm 
Ah, okay. No, it shouldn't. As far as I'm aware, the conditions only trigger on actual ownership changes of provinces, not on temporary occupation.
KillWonder 9 Feb, 2022 @ 2:00pm 
I meant when the AI occupies a province, do they delete buildings as well on there?
Luc  [author] 9 Feb, 2022 @ 9:06am 
@KillWonder I'm not sure if I fully understand your question, but to hopefully answer it (and maybe a couple of others): the mod deletes certain buildings when a province is gained by a player. It does not automatically remove buildings for the AI. However, the AI may construct buildings which will be deleted once you conquer/integrate/buy/smurf their provinces (which is basically why I made the mod, since I got tired of manually destroying tons of stuff in new provinces) :)
KillWonder 9 Feb, 2022 @ 7:21am 
Does this also count for the AI?
Luc  [author] 3 Dec, 2021 @ 9:08am 
Brief update: I've updated the mod for 1.32.2 (including compatibility with the base game effects of the triggers as discussed below). No functionality changes though.
Luc  [author] 3 Dec, 2021 @ 8:14am 
On further thought, I think moving the effect to a decision and removing all automation (or moving the automation part to automatically enabling/disabling the decision) would remove any compatibility issues. I'll think about it.