Europa Universalis IV

Europa Universalis IV

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RNW: Development Boost
   
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21 Dec, 2015 @ 6:34pm
30 Jan, 2016 @ 10:26am
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RNW: Development Boost

Description
Wondering why your sprawling, High American empire had the development level of a barren wasteland? Think it strange that an established Incan kingdom can't have a city with more than 3 base tax? If so, then this mod is for you.

THIS MOD IS INCLUDED IN THE RANDOM NEW WORLD IMPROVEMENTS MOD

What it does:

1. Boosts the development of provinces owned by random new world nations in the Andean, Mesoamerican, Indian, and High American tech groups. Provinces with especially high development will change their production to cloth, silk, or chinaware, depending on their culture. This happens automatically as soon as a new game is started, and only applies to the random new world.

2. Allows for highly developed provinces in the new world to change their trade goods to cloth, silk, or chinaware, depending on the culture of the province. This occurs through an event that fires when a province reaches a high development level. Both random new world and normal new world nations will receive these events.

More details:

- The strength of the development boost depends on the tech group of the nation. The development level of High American nations will be put on par with that of most European nations in 1444, while Mesoamerican and Andean nations will reach a level slightly higher as they would have had in the real New World. - The boost process has an element of randomness to it. Huge boosts are rare, but so are very low ones. The whole process is scaled according to what tech group the country is in. - Capital cities always get a significant boost, as do provinces with trade modifiers (estuary, important centre of trade, etc.) - Uninhabited provinces receive no boosts, nor do those of native tribes. I feel for these that their level should reflect the fact that they mostly are just wilderness.- The boost does no occur until you start playing, so the development map mode in the menu will not reflect what the RNW provinces' development levels will be on day one. - When the ai gets a trade good evolution event (and can afford to take it), they will accept or decline depending on what the current production of the province in question is. If it is greater they will decline, if it is lower they will accept. If it is about equal, then they have a 50/50 chance of saying yes or no.- The events allow for advanced colonial nations to develop tertiary industries in their big cities. I always found it strange how a development level 30 city could have fish as its main export. Not anymore!- The culture of the province in question determines which trade good evolution event can fire for it. The silk and chinaware events will only fire for provinces whose culture is in the East Asian culture group, while all other cultures will only get the cloth event. Silk requires a higher level of development than chinaware does. - These culture group restrictions also apply to the automatic trade good upgrades that occur at game start. Generally, only one province will get boosted high enough to make the change, and when it does it will either get chinaware or cloth depending on the culture. I have yet to see a province get boosted high enough to qualify for silk, but it is possible.
Requirements & Compatibilities
Requires the Conquest of Paradise DLC, as does any other mod to do with the random new world.Not compatible with any other mod that changes the main enlish localisation file, or the on actions file. This makes it incompatible with Extended Vanilla Experience or Dynamized Development, for example, though I might be able to create a compatibility patch if there is demand for one. Direct download (Paradox Forums)[forum.paradoxplaza.com] Try my other mods!RNW: Only ContinentsRNW: Better ClimateRNW: Better Trade Goods
Changelog
1/4/2016:- Updated for v.1.14.4 Votes make the workshop go 'round, so please hit the thumbs up if you like the mod!
12 Comments
Elzephor  [author] 15 May, 2016 @ 12:41am 
This mod is no longer being updated. Please use Random New World Improvements instead.
Jack 13 May, 2016 @ 8:36am 
update please
Chr!570ph3r 19 Jan, 2016 @ 12:38am 
Could you make a version of this that doesn't include events? Like only the development boost thing?
Elzephor  [author] 4 Jan, 2016 @ 10:19am 
@Bob Dole

No, it isn't. It changes too much.
jon 4 Jan, 2016 @ 9:58am 
Is this ironman compatible like the continents only mod?
Elzephor  [author] 28 Dec, 2015 @ 3:16pm 
@ Razmataz

That's a good point. I'm currently busy designing a new tile for the generator, but when that's done I could look into this.
Razmataz 28 Dec, 2015 @ 2:59pm 
If you don't mind me pitching in here but isn't it possible to tie ideas to culture? You could use the native ideas from the actual game that way which would mean a lot less work.
Elzephor  [author] 28 Dec, 2015 @ 1:52pm 
@Bernie Sanders

I found the random idea sets crappy too, but I haven't been able to find how to mod them. Lets get in touch, I've love to see what progress you've made.
Hissamake 28 Dec, 2015 @ 1:30pm 
Ingenuity at its best! A truely good mod should always feel like it was part of the vanilla game all along - just like this mod. Have you considered creating a mod focused on tweaking the ideas of the random world nations? I personally find the random ideas extremely off-putting, and often quite useless. I did try to do this myself, but unfortunately as a novice modder found the hurdle impassable. However, a talented modder like yourself might be able to implement a mod like this. I have some preliminary notes on the idea sets, feel free to message me, if you'd like to use them.
NCB 25 Dec, 2015 @ 8:59am 
Fucking amazing.