Europa Universalis IV

Europa Universalis IV

[OLD] Capitals Expanded Beyond Typus
41 Comments
SciN3RD  [author] 1 Apr, 2020 @ 2:00am 
1.29 MOD UPDATE :

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.
SciN3RD  [author] 22 Feb, 2020 @ 2:03pm 
@Kroq-Gar:
it could be sth with beyond typus. i will update (or if necessary upload) my mods after the next big expansion.
Kroq-Gar 22 Feb, 2020 @ 12:46pm 
currently this mod does not apply any of the buffs ( my capital has 183 dev 61/61/61 ), i alrdy unsubed, started vanilla, resubed didnt change anything - is it not working currently or did steam mess smt up? :O
Kroq-Gar 23 Oct, 2019 @ 4:50am 
it works 12.0 =)
Chairman Meow (JP) 22 Oct, 2019 @ 3:56pm 
We have added 2 new trade goods as well now
Kroq-Gar 21 Oct, 2019 @ 4:51pm 
i ll let you know... if i manage to get the mods working with the launcher <.<"
( i feel very lost in this new launcher )
SciN3RD  [author] 21 Oct, 2019 @ 4:48pm 
@Kroq-Gar:
i dont know what they did for 12.0 but i'm pretty sure this mod will work as it only adds triggered modifiers.
Kroq-Gar 21 Oct, 2019 @ 4:45pm 
is this working with the 12.0 version?
SciN3RD  [author] 24 Jul, 2019 @ 5:03am 
NEW MOD: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1813797941

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.
SciN3RD  [author] 22 May, 2019 @ 4:09am 
NEW MOD: Ruler Abilities Expanded
check out my new Expanded mod focused around ruler abilities, stats, and establishment of a society.
Hunkthebear 14 May, 2019 @ 5:30pm 
@SciN3RD Ah thank you for the quick reply (i just woke up from a nap) and good to know this works!
SciN3RD  [author] 14 May, 2019 @ 9:48am 
@Hunkthebear
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.
Hunkthebear 14 May, 2019 @ 8:12am 
To add to Clara Korns Question: Does this work WITH Idea variation + Beyond Typhus? As in would Idea variation interfere in any way with the function of this mod? I know Idea variation changes base idea groups, do these still trigger the triggered bonuses? I would not expect the new ones (Society, Development, Tactics, ect...) to do any of these above, but what i am asking is with This mod, Beyond Typhus, and Idea Variation active (as well as any mods needed to patch idea for Beyond Typhus).
SciN3RD  [author] 8 May, 2019 @ 5:28pm 
@Clara Korn:
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.
Clara Korn 8 May, 2019 @ 4:17pm 
Would it be possible to make a version adding the new idea group from idea variation? I know it would be some work so if there is no interest for it i would understand if you dont want to do it.
SciN3RD  [author] 12 Apr, 2019 @ 7:34am 
I have made a new mod that adds some depth and flavor to the military and combat.

MILITARY EXPANDED: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1709467696

(it includes a better merc fix so ignore the Mercs Fixed mod :)
SciN3RD  [author] 4 Apr, 2019 @ 4:33pm 
NEW MOD: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1703353187

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.
SciN3RD  [author] 28 Mar, 2019 @ 2:05pm 
Update: i just fixed the issue with ultra tall bonuses. now instead of all owned provinces, the 30 dev condition must apply to all stated provinces.
Kaiser AVH 18 Mar, 2019 @ 9:22am 
@SCiN3RD Nice !
SciN3RD  [author] 18 Mar, 2019 @ 4:35am 
New patch: added ultra tall (capital at least 100 dev, all provinces at least 30dev) idea group bonuses.
Giffica 16 Mar, 2019 @ 4:40pm 
Love. This. Yes.
SciN3RD  [author] 11 Mar, 2019 @ 10:17am 
@Andrea von Hohenzollern
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.
Kaiser AVH 11 Mar, 2019 @ 8:52am 
congratulations for the mod. question: do the bonuses also apply when the AI ​​meets the necessary requirements?
SciN3RD  [author] 10 Mar, 2019 @ 12:30pm 
New patch: added bonuses if religious unity is 100% and capital is highly developed
SciN3RD  [author] 6 Mar, 2019 @ 9:10am 
@Sir Dayiz of Jomam
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.
animebob 6 Mar, 2019 @ 7:10am 
copper gives in the triggered_mod file only 25% recruit speed. IMO that bonus is anyway quite bad. i would give it the production efficiency from glass (makes IMO also a bit more sense, it was used for alloys like brass which was an important material for production at those times).
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
SciN3RD  [author] 6 Mar, 2019 @ 3:58am 
@Ēus Jung
thx for noticing this. i fixed it now.
Atlas the Great 6 Mar, 2019 @ 3:24am 
the beer and books bonus don't seem to work you need to put before the name of beer and books in the triggered modifiers file "bt_trade_good_"
AmyClaraRose 5 Mar, 2019 @ 2:11pm 
i actually didnt notice much lol
SciN3RD  [author] 5 Mar, 2019 @ 2:11pm 
@AmyClaraRose
the normal version on BT is probably very highly OP lol xD
AmyClaraRose 5 Mar, 2019 @ 2:08pm 
oh cool bt version lol ve been using the normal version on bt nice work
SciN3RD  [author] 3 Mar, 2019 @ 1:09pm 
@Jvoss123vv
thx for the suggestions. ill look into them.
Monarch 3 Mar, 2019 @ 1:01pm 
Other than that everything looks great.
Monarch 3 Mar, 2019 @ 1:00pm 
A lot of the capital trade good bonuses could use some tweaking.
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.
SciN3RD  [author] 2 Mar, 2019 @ 2:43pm 
@elbaf
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.
elbaf 2 Mar, 2019 @ 10:01am 
im trying to download that. i had problemseven with normal version - im still below 50 mods. this is 0 kb all the time, and im not able to download it by downloader
SciN3RD  [author] 28 Feb, 2019 @ 3:34pm 
NEW PATCH:
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.
SciN3RD  [author] 28 Feb, 2019 @ 6:17am 
@AlwaysRM
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.
AlwaysRM 28 Feb, 2019 @ 3:40am 
Its Just that i feel its still to OP.
The develpment is dubbel in Beyond Tempus.
So even with this mod its kinda OP
SciN3RD  [author] 27 Feb, 2019 @ 4:14pm 
@AlwaysRM
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)
AlwaysRM 27 Feb, 2019 @ 3:49pm 
Wait there all trigerd modifiers...
Why did it need an special mod? (I see ya made very small changes compaired to the main mod but still 🤔)