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I have reuploaded new (1.29) versions of (most) my mods. These had to be reploaded because I couldn't update the old ones due to the crappy new UI.
I have put links to the updated versions under the old mods' description.
Sorry that this update took so long.
it could be sth with beyond typus. i will update (or if necessary upload) my mods after the next big expansion.
( i feel very lost in this new launcher )
i dont know what they did for 12.0 but i'm pretty sure this mod will work as it only adds triggered modifiers.
This is a client state mod. It works nicely with Capitals Expanded as it allows for vast expansion with client states while your own core territory is kept tall.
check out my new Expanded mod focused around ruler abilities, stats, and establishment of a society.
yes, it works with them. in fact i have played with it in typus + idea variation.
the new idea groups will have no bonuses but the groups that are from the base game should (i think) still give the ultra tall bonus.
unfortunately, i have to say no that. idea variation has waaaaay too many idea groups and i'm too lazy to go through all of them thinking about bonuses and such for each.
MILITARY EXPANDED: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1709467696
(it includes a better merc fix so ignore the Mercs Fixed mod :)
I just made a new mod. Not related to Capitals Expanded, but some of you might find it interesting. It fixes the merc spam problem.
yes. if the ai develops its capital then it will get the bonus. however, the ai rarely keeps spaming development in one province due to its insanely high development penalty.
yes i agree copper and dyes could see change. however, i'd like to keep goods produced modifier for coal as it is quite a powerful bonus which goes on top of the other trade good bonus.
paper's 50% adm eff is indeed a typo in the file. ill fix that.
give glass something like tech cost reduction/institution growth and cost reduction/prestige OR give copper some goods produced modifier (coal only becomes relevant after 1750)
paper gives "administrative_efficiency = 0.5" which i think is a typo (in the file)
dyes feels kinda useless (or i have no clue how useful heir chance can be).
i also find it stranges that paper gives adm efficiency and books CCR. while these modifiers arent quite the same, but i would like to distinguish them more and give books maybe something like yearly corruption
anyway, thanks for the mod! def adds a nice feature for playing tall campaigns
thx for noticing this. i fixed it now.
the normal version on BT is probably very highly OP lol xD
thx for the suggestions. ill look into them.
Some that I think are OP are the following.
Paper 15% admin efficiency is huge.
Sugar .25 WE is pretty huge.
Coal 15% goods produced is big compared to the 15% tax and trade efficiency bonuses. Either a nerf to goods produced one or a buff to the trade and tax would be nice.
Gold -0.5 yearly inflation is huge.
Some that could use a buff are the following.
Fish 20% sailors is useless. I'd change fish to naval force limit and naval supplies to ship cost.
Wine and incense -1 national unrest and +1 tolerance of the true faith respectively is terrible... I'd myself up wine to -2 national unrest and incense to +3 tolerance of the true faith.
Cocoa 30% garrison growth could use a small buff with maybe a small max garrison size added into the mix. Maybe 25% growth and 25% max size?
Copper 25% recruitment speed is kinda useless IMO...
Fur 25% province trade power could use a buff or different buff entirely.
Im not sure why that is. No one else has complained about such a problem. Based on personal experience with eu4 mods i suggest you clear/delete contents of your mod folder and then restart steam and let all the mods to be redownloaded. Hope this helps.
I fixed the development requirements for this version. They are now twice the base game values. It should not feel OP anymore.
Also added new bonuses to Professionalism and trade goods if capital development is high enough.
oh ok ill look into it then. the thing is i have not played BT extensively, so i guess i got the values off. thanks for the comment.
The develpment is dubbel in Beyond Tempus.
So even with this mod its kinda OP
the development system in Beyond Typus is quite different from the base game. it's much easier to develop provinces in BT, so with the base game values this mod in BT would have been a little bit op -- too easy to get the bonuses imo.
(if you want to use base game values in Beyond Typus... you can! just activate the base game version with BT and it should work)
Why did it need an special mod? (I see ya made very small changes compaired to the main mod but still 🤔)