Europa Universalis IV

Europa Universalis IV

Substantial Towns and Cities
36 Comments
Drunkenslav 1 Sep, 2024 @ 10:57pm 
this is honestly my favourite mod and i wish its continued
Harbivore  [author] 28 Aug, 2024 @ 3:42am 
Probably not but is also outdated and screams 'mod made before GUI modding' so it feels very old.
DoubleCheeseVonHabsburg 27 Aug, 2024 @ 7:43pm 
still works?
Drunkenslav 13 Oct, 2023 @ 9:40am 
it works well enough
Harbivore  [author] 8 Oct, 2023 @ 11:28am 
It will work but not interact with those trade goods and might result in the AI from removing good trade good from that mod as it not coded to recognise them
austifornian 8 Oct, 2023 @ 10:30am 
Do you think that this mod would be compatible with "Expanded Trade Goods" that adds more trade goods to the map?
Harbivore  [author] 22 Jun, 2023 @ 2:59pm 
If people have any suggestions or changes you can port them here no guarantees on what will or will not happen.
One idea I had was to add cloves to the region around the ingame location. Maybe to have another event that lowers their value if they spread too much.
Drunkenslav 22 Jun, 2023 @ 10:53am 
yey
Harbivore  [author] 22 Jun, 2023 @ 5:16am 
I kinda abandoned this but I'm going to try to fix it and maybe add some stuff.
whales! 22 Dec, 2021 @ 10:17am 
amazing concept, sorely needed, hope it gets updated soon!
Manekrit 18 Oct, 2021 @ 2:02pm 
There are an issue with AI ruining spice islands by changing cloves on some crap.
Akira Blaze 10 Jul, 2021 @ 5:03am 
So a problem me and my friend have noticed (especially if you are playing with mods that change/add missions) The AI makes *really* poor choices with the changing of goods, which can cause problems if your missions needs you to have a certain good, or just cause the value of a province to drop a fair bit (like when they pick incense) might be an idea to have an option to change the good back on conquer, or maybe just make it so that the AI always picks the +1 good produced.
dedjustded 31 May, 2021 @ 12:56am 
hey so i have a problem, basically the ottomans conquered constantinople and changed the trade good to salt after dev-ing it up a bit and now that i've reconquered it wish to change the trade good back to glass because of the crystals in the renaissance. is there any sort of way to do this?
Drunkenslav 14 Oct, 2020 @ 11:26am 
whats the event to get a city? it seems its bugged so i wanna do it manually
Drunkenslav 13 Oct, 2020 @ 11:45pm 
for some reason the cities just dont exist anymore?
Drunkenslav 13 Oct, 2020 @ 6:18am 
looks like my cities dissapeared
TimberLoaf 5 Aug, 2020 @ 6:23pm 
Also, for some reason quite a few provinces are getting the city modifier twice. I thought it was because they were 40 dev but then some 20-30 dev ones were getting it too.
TimberLoaf 5 Aug, 2020 @ 11:54am 
How difficult would it be to add compatibility for Trade Goods Expanded?
Harbivore  [author] 11 Jun, 2020 @ 11:07am 
I completely forgot I'd have to fix this for 1.30

Send me anything that's broken but I don't think there will be anything broken but the new update
Drunkenslav 11 Jun, 2020 @ 2:12am 
the capital quarry thing is broken, is there a version where it is removed? i dont want to build so many buildings so cheaply, it works on the entire nation and not just the capital, so its unusable in MP :/
UPSILON™ 10 Jun, 2020 @ 11:58pm 
how is this mod looking for 1.30?
Drunkenslav 19 May, 2020 @ 4:31pm 
maybe add like second tier of cities that has 7.5 trade instead of 5? and then third tier of cities that has 10? like Grand City 45 dev?
Harbivore  [author] 3 Mar, 2020 @ 5:54am 
Im not working on the mod right now as Im waiting for the next update. I also have no clue how to do this without massively expanding how many events in the mod, which would slow the game down. However, I have a version for BT which doubles all the requirement for the events because all development in BT is doubled. You could use this version as it should work just fine for the basegame.
WilliamAtlas 1 Mar, 2020 @ 9:14pm 
No worries! Just a suggestion, would it be potentially handy to give options in the form of an event window at game start, for the player to set the level of province dev the goods changes occur at?

I started playing this with Development Expanded in my last playthrough and the development inflation over time flips allot of provinces. The AI takes full advantage of it and makes for harder games tbh which is fun, but giving players the option to set the levels of flips might be a nice way to cover people's mod combinations.
Harbivore  [author] 25 Feb, 2020 @ 6:31am 
Oh no I completely missed that. Didn't even occur to me. Ill try to fix that in the next update
Hra Luuris 25 Feb, 2020 @ 5:17am 
Is it possible to make the event that changes trade goods in a province destroy its manufactory if there is one?
Harbivore  [author] 15 Feb, 2020 @ 4:04am 
First thanks for the feedback, it helps me change what feels bad and shows me bugs I may of missed.

I have weighted it so the AI will be much more likely to pick a better trade good but it is still a bit of randomness I might need to weight it a bit more if people are noticing dumb decisions with the AI.

To be fair salt is one of the better options because it gives Rome the +15% defensiveness, which I personally try to do in my capital province.
WilliamAtlas 13 Feb, 2020 @ 6:00pm 
Love the mod and am pleased to hear Paradox might have gotten some inspiration from you on the more dynamic trade goods.

I've had a few games where the AI seems to still swap trade goods that are quite lucrative e.g. paper for salt or incense unnecessary. Sad to see the Pope become a salt trader in Rome more often than not.

Would a few more rules for AI around these goods be helpful? E.g. not swapping a high return good for a lower one?

Love the work overall though :)
zsmaar 1 Feb, 2020 @ 11:19am 
This mod is great! :)
Harbivore  [author] 28 Jan, 2020 @ 6:57am 
Also an update for some people who follow this mod. There is a chance that PDX has seen my mod and are adding something like the trade goods part of my mod, if so I will obviously not have that feature in my mod anymore. I will be updating and working on the mod more after the Europe update.
Harbivore  [author] 28 Jan, 2020 @ 3:02am 
Yes they do, the ai interact with all parts of the mod
Kaisergeese 27 Jan, 2020 @ 6:58pm 
Does the ai build these special buildings?
Harbivore  [author] 18 Dec, 2019 @ 2:04pm 
yeah accident with the check whether salt can be produced in provinces with ports
SuperCrumpets 18 Dec, 2019 @ 12:49am 
good mod but for some reason the ai seems to love spamming salt everywhere
Harbivore  [author] 30 Nov, 2019 @ 4:16am 
I have fixed the problem, it now gives a local friendly and local hostile movement speed modifier.
Lupus 30 Nov, 2019 @ 3:31am 
I think there is a bug with the "city - Grasslands" modifier; It adds a global movement debuff instead of a local one. Same with "city - Hills", "city - Highlands" and "city - Mountains".