Europa Universalis IV

Europa Universalis IV

Development Expanded
836 Comments
Jay DoubleU  [author] 2 Jul @ 12:23pm 
It will grow at a ever slowing static ratio.

So not to infinity by 1821.
But if you keep playing until the heat death of the universe, then it does grow infinitely.
snek 2 Jul @ 11:43am 
Will dev grow to infinity through prosperity and global modifiers, or is that also capped?
(epic mod btw)
atleastonemoremod 3 Jun @ 11:15pm 
Has anyone tried this mod with Anbennar?
Nico-Sempai 15 May @ 7:03am 
Update, pls !
POP 9 May @ 5:29am 
does the estate crown land share decrease with automatic development growth
Jay DoubleU  [author] 23 Mar @ 12:54pm 
@kebabblaster9000
still fuly functional, false error
kebabblaster9000 22 Mar @ 3:00am 
update?
Hitchclif 17 Mar @ 4:40pm 
@Bob Page, almost all mods that aren't graphical improvements break Ironman mode, as a rule of thumb. If it changes gameplay, it's not Ironman compatible
MeteorJunk 11 Mar @ 5:56pm 
Highly unbalanced for HRE nations as most of the time they don't see much destruction, even during the reformation. Every single game I played with this mod, every HRE nation had at least 25 development per province, and an average of about 35-40 development per province. This was by 1700, so not even very close to game end either.
Herr Bellius Von Bunnybutt 10 Mar @ 8:28pm 
does itonly effect ai?
Bob Page 8 Feb @ 8:33pm 
ironman compatible?
Hebrux 2 Dec, 2024 @ 7:18pm 
thanks
Jay DoubleU  [author] 2 Dec, 2024 @ 11:53am 
it does @hebrux
Hebrux 2 Dec, 2024 @ 9:48am 
does the mod still work for current version?
Ckasaron 5 Oct, 2024 @ 11:05am 
Any way to have this mod ALSO disable manual development altogether? With an intuitive system like this, dumping points into provinces directly seems frankly absurd.

I guess I want to see ET become feasible to play for long periods without every province being 50+ dev in less than 200 years.
Vb_Negotive_dV 6 Jul, 2024 @ 1:12pm 
Is the mod compatible with ironman?
Razorcarl 13 Jun, 2024 @ 12:03am 
it does
Cat Was Taken 3 Jun, 2024 @ 9:30pm 
does the mod still work
Jay DoubleU  [author] 31 May, 2024 @ 5:07am 
@L'Aigle it should be :D

@CadianCastellan
Glad it worked :)
+
DudeChris33 and itsbenter have contributed greatly to the target-aquiring events (in DM's), so while i appriciate the credit, i would prefer if you linked to this mod instead of "me" proper as i feel i would disrespect their work by claiming it as my own.
+
Im glad that its helpful!
гроZZZмейстер 31 May, 2024 @ 12:13am 
Is it compatable with Ante Bellum?
CadianCastellan 27 May, 2024 @ 8:38am 
Hm… so it’s that easy! Thanks. I thought that was checking for the dev cost modifiers you’ve stacked.

I made a mod that forbids deving up a provinces with monarch points directly and instead implements ‘immigration’ mechanism. Population/Dev move to designated province from all over the realm instead of coming out of nowhere instantly.

I will make sure to credit you since I’ve made use of your target-acquiring events. I surely won’t profit off them in any way! :)
Jay DoubleU  [author] 27 May, 2024 @ 7:55am 
@CadianCastellan
it checks for the local development cost modifier of a province, and if its 0.10 (10% over base of 50).
Local development cost usually comes from either terrain (farmlands/mountains) or prosperity and/or specific modifiers or circumstances.
CadianCastellan 27 May, 2024 @ 6:46am 
Man, I’ve been looking through the code but I couldn’t figure it out.

Can you enlighten me as to how was ‘provinces grow quickly up to local development cost 55’ implemented? How did you guys script that ceiling? Thanks in advance.
Jay DoubleU  [author] 10 May, 2024 @ 9:56am 
@Erich Hartmann
If memory serves, you should be able to disable either the dev part or the culture part depending on what you mean with the question.
Erich Hartmann 10 May, 2024 @ 2:36am 
Hey mate can you upload the culture spread part of this mod as a seperate mod?
Jay DoubleU  [author] 8 May, 2024 @ 12:43pm 
yes
John Halo 8 May, 2024 @ 10:58am 
Does this still work for 1.37?
Jay DoubleU  [author] 7 May, 2024 @ 8:04am 
@admmmmmm its still updated :D
ignore the warning sign!
势天黎 6 May, 2024 @ 8:07pm 
Please update soon. Thank you.
Big D OG 26 Apr, 2024 @ 1:42pm 
Please update soon. Thank you.
Jay DoubleU  [author] 15 Apr, 2024 @ 6:55am 
@Shadow Dragon
It is
Shadow Dragon 14 Apr, 2024 @ 2:58pm 
Is this mod still updated?
ZyrahRavenSteel 6 Apr, 2024 @ 3:44pm 
Thank you for the information.
Jay DoubleU  [author] 6 Apr, 2024 @ 1:02pm 
@ZyrahRavenSteel
This mod, Development Expanded is mostly compatible with Europa Expanded

My other mod, Governments Expanded has a more complicated relationship with Europa Expanded
ZyrahRavenSteel 6 Apr, 2024 @ 12:13pm 
Is This mod or other of your expanded series compatible with Europa Expanded?
Jay DoubleU  [author] 5 Apr, 2024 @ 1:18am 
@Spongebob Crackpants
This mod is.

Other mods might be, but depends on the individual mod.
[ISRAEL] Spongebob Crackpants 5 Apr, 2024 @ 12:59am 
Are these mods compatible with the extended timeline mod?
Hugggsss 20 Mar, 2024 @ 1:35pm 
i came from playing MEIOU because I loved being able to destroy and loot my enemies to oblivion without always taking their territory, but it's tiring playing with all that lag sometimes. With this mod, I was able to wipe out 500 dev from the Austrians just occupying all his cities for years before he can peace out as the Ottomans. 10/10 would recommend!
Jay DoubleU  [author] 22 Feb, 2024 @ 10:34am 
@skoobeldoobel
There are 2 seperate mechanics.
1) internal colonization, accepted and primary cultures slowly SLOWLY expand.
2) devastation, when a province is completely devastated, there's a chance a neighbouring province will "colonize" it with its people and culture, adding some dev, removing some devastation and changing the culture.
skoobeldoobel 22 Feb, 2024 @ 8:32am 
interesting. what decides the flip? some provinces change culture to my main culture, while others seem to take on neighboring provinces' culture. also, is there just a random chance of it happening, or is it if a low dev province grows enough?
Jay DoubleU  [author] 21 Feb, 2024 @ 11:09pm 
@skoobeldoobel
depending on your settings, but yes, unless you turned it off, provinces do flip dynamically
skoobeldoobel 21 Feb, 2024 @ 10:00am 
do provinces flip cultures dynamically too? because i'm noticing a lot of cultural fuckery
Jay DoubleU  [author] 16 Feb, 2024 @ 2:31am 
@Roman :)

First time i've ever heard of this.
could you explain how/when it crashes?
Roman :) 16 Feb, 2024 @ 2:11am 
This mod crashes my game and is not functional. Please update. Thanks.
Aquitain 11 Feb, 2024 @ 12:25pm 
Is there any way to disable manual development ?
Jay DoubleU  [author] 9 Feb, 2024 @ 3:58pm 
it should still be functional :)
pablogriest 9 Feb, 2024 @ 3:47pm 
update pls
greenie 28 Jan, 2024 @ 3:08pm 
Just about a favorite mod of mine, adds a LOT of new and great dynamics to EU4 in most playsets I add it too, including total overhauls. Would love to have this updated if possible, thanks anyways though!
Jay DoubleU  [author] 7 Jan, 2024 @ 3:43pm 
@Vizla
The former, until it reaches 55 development improvement cost (excluding global dev cost reduction and development efficiency).

global dev cost reduction will independently grow province dev though.

i am aware that its a little quirky/weird, but the game has some limitations and this was roughly the best i could muster.
Vizla 7 Jan, 2024 @ 2:26pm 
Hi there,
about this: "A, provinces grow quickly up to local development cost 55" - does that mean it will grow until it reaches 55 development improvement cost (mana) or until 55 total province development (tax+prod+manpower)?