Europa Universalis IV

Europa Universalis IV

Capitals Expanded
93 Comments
Mazutaki 19 Dec, 2024 @ 4:28am 
yes
Aero 24 Nov, 2024 @ 9:44am 
does it still work?
taylorcurry1 15 Oct, 2024 @ 5:56am 
Is this gonna be updated?
Acteon 27 Mar, 2024 @ 6:47pm 
@SciN3rd I don't know if you've answered this before but are you planning on adding the Ultra Tall to the 3 new Vanilla idea groups? Infrastructure, Court, and Mercenary?
RAHHHHH!!! 28 Apr, 2023 @ 9:57am 
Does anyone else have an issue where this mod only works after a restart? Like, I'll start the game, this mod simply wont be active, I restart and it works?
SciN3RD  [author] 23 Apr, 2023 @ 8:49am 
@Joobi:
I know the modifier spam is annoying but sadly I really don't have the time or energy to try to rework it. There were some suggestions in this thread at some point, if you feel like fixing it yourself.
Joobi 23 Apr, 2023 @ 8:00am 
@SciN3RD have you managed to fix the modifier spam? Incredibly fun mod to use otherwise, but once your capital is developed to like 70, the modifier spam makes seeing active modifiers extremely difficult.
SciN3RD  [author] 23 Apr, 2023 @ 3:44am 
[UPDATE] the mod is now up to date.
Akira Blaze 21 Apr, 2023 @ 8:06pm 
It works just fine for anbennar, there's just no buff for the anbennar goods
Anbennar version?
Joobi 17 Dec, 2022 @ 6:45am 
The only issue this mod has is the modifier spam.
@Akira Blaze would you be willing to share your fix for this mod?
SciN3RD  [author] 8 Oct, 2022 @ 12:25am 
[UPDATE] The mod is now updated for 1.34. Let me know if there are issues.
Akira Blaze 24 Sep, 2022 @ 3:10pm 
Still works fine, no update needed
kebabblaster9000 24 Sep, 2022 @ 6:29am 
update
boratrauma 8 Apr, 2022 @ 12:36pm 
update?
udkudk 14 Mar, 2022 @ 5:33am 
We need a version that fixes modifier spam.
Akira Blaze 12 Feb, 2022 @ 5:51am 
Also if i might make a suggestion as to the tall/idea buffs, might be an idea to use "full_idea_group" rather than "has_idea" for the trigger, that way if other mods (or paradox themselves) mess with names or positions you won't have to make any adjustments :)
Akira Blaze 8 Feb, 2022 @ 4:31pm 
It's not a massive fix, but i did modify literally every trigger in order to remove the modifier spam, basically i added a NOT for dev so it disables the lower levels and merged each level so you only ever have one modifier of each type, just neatens it up a little :)
SciN3RD  [author] 8 Feb, 2022 @ 2:20pm 
@Potatopantz:
sorry to hear that. no, i'm afraid i don't really have time to go through the trade goods expanded mod, think of bonuses, etc...
if you're really interested, i suggest that you have a look at the file for triggered modifiers (either my mod or the base game files; the triggered modifiers are defined in a text file found under the triggered_modifiers folder under the common folder. you can easily edit the triggered modifiers text file to add whatever tradegood and bonuses you like. here is an example of how i did it (maybe not the best way but it works). just copy, edit, and paste this for each trade good in the triggered modifiers text file (or make a new text file under the triggered_modifiers folder):
cloth_00 = {
potential = {
capital_scope = {
development = 75
trade_goods = cloth
}
}
trigger = {
capital_scope = {
development = 75
trade_goods = cloth
}
}
development_cost = -0.15
}
Potatopantz 8 Feb, 2022 @ 11:34am 
After testing several of the goods it does not seem that any of them are compatible. I tested the ones around in England and none of them seem to have any kind of bonus when 75 dev is hit but the base goods still do. Is there any chance you could add some bonuses for them? Thank you either way for your time!
SciN3RD  [author] 8 Feb, 2022 @ 9:34am 
@Potatopantz:
i think i added some non vanilla trade good bonuses at some point. but i dont think it was trade goods expanded mod. it might have been beyond typus non vanilla trade goods. my suggestion is try it out.
Potatopantz 8 Feb, 2022 @ 9:32am 
I was curious if this mod is compatible with the trade goods expanded mod? Or will the development bonus only apply to the base trade goods?
SciN3RD  [author] 8 Feb, 2022 @ 7:58am 
@Akira Blaze:
i am rather busy these days, but if it is a quick fix let me know and i'll see if i can implement it. thx :)
Akira Blaze 7 Feb, 2022 @ 6:45am 
Hey, I was just wondering if you were still actively working on this? I've been tinkering about with a friend on an Anbennar version and made a few changes to the way it applies the buffs (merging the lower levels into the highers so you don't have 50 different modifiers on your capital) happy to share my workings with you!
SciN3RD  [author] 14 Nov, 2021 @ 2:37pm 
[UPDATE] The mod is now updated for 1.32. Let me know if there are issues.
boratrauma 13 Nov, 2021 @ 8:13am 
update?
Raznokk 25 Sep, 2021 @ 5:32pm 
Never mind, it changed capitals on me
Raznokk 25 Sep, 2021 @ 9:23am 
My capital is 118 Dev right now, and I don't seem to be getting any of the bonuses. All my stated provinces are more than 15, and I'm not getting any of the idea bonuses either. Crazy thing is, I was getting them earlier this same game, even this same play session, then I formed Italy, dev-d up my provinces, and the only one I got was capital manpower level 1. Any hidden conditions I should know about?
ScH 19 Aug, 2021 @ 9:20am 
Thanks a bunch for the update!
SciN3RD  [author] 19 Aug, 2021 @ 1:00am 
[UPDATE] I have updated the mod for 1.31. Let me know if there are problems.
Mystic Monkey 10 Jul, 2021 @ 8:25am 
I reinstalled and it seems to work now. Thnx lol
SciN3RD  [author] 9 Jul, 2021 @ 11:25pm 
@Sexy Monkey:
this mod should work with anything. is it installed correctly? you could also try manual installation. DL link is given in my "Expanded mods" collection.
Mystic Monkey 9 Jul, 2021 @ 6:28pm 
Doesn't seem to work for me and the mod isn't op when you can't affor the DLC :steamthumbsup:
SciN3RD  [author] 14 Jun, 2021 @ 12:29am 
@denizudk:
Pillage Capital is such a broken and stupid addition to the game that it singlehandedly has stopped me from playing eu4, even after they sort of fixed the horrendous state of 1.31. That's why I haven't updated any of my mods for 1.31. Honestly, at the moment I'm not sure how to balance this mod in regards to the insane and dumb Pillage Capital mechanic.

Eventually I may end up making a mod that removes or severely tones down the pillage capital nonsense, after which I will finally update my mods... Until then I'm sorry about the unbalanced nature of this mod.
udkudk 12 Jun, 2021 @ 1:47am 
The mod is working completely in 1.31.4, Unfortunately, with pillage capital etc, this mod became op in single player.
SciN3RD  [author] 4 May, 2021 @ 11:47am 
@Mazutaki:
i like them being distinct and separate. i dont really find it cluttered. i guess it's personal preference.
Mazutaki 4 May, 2021 @ 10:58am 
When you update your mod, mind condensing all the tiers into one? Instead of lvl 1, 2, 3 beeing active, just have lvl 3 be the same strength as 1+2+3. That way the triggered modifier list is less cluttered.
Helical 29 Apr, 2021 @ 5:15am 
Yeah sadly I hope yall in the modding scene get an easier time
SciN3RD  [author] 29 Apr, 2021 @ 5:10am 
@Helical:
i will update all my mods when they actually fix the game. at the moment 1.31 is utterly broken and i am on 1.30.6 myself. that being said, i think even this old version should work with 1.31 as it only adds triggered modifiers.
Helical 29 Apr, 2021 @ 4:43am 
I love this mod so much. When will this be updated to 1.31?
SciN3RD  [author] 28 Mar, 2021 @ 1:56pm 
@Galishai:
I just checked it and it works just fine. The previous update did not change anything regarding triggered modifiers so this mod is unaffected by it. The source of the crash must be something else.
Galishai 26 Mar, 2021 @ 8:31pm 
This mod is crashing my game on startup, on the most recent update.
SciN3RD  [author] 9 Mar, 2021 @ 11:07pm 
@Ryan:
The description is given under the original upload of this mod which is linked above and here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1660785882
Ryan 9 Mar, 2021 @ 5:17pm 
What does this mod do? There is no useful description.
SciN3RD  [author] 16 Feb, 2021 @ 11:58pm 
@Mappperke:
To get the ultra tall bonuses, the capital needs to be at least 50 dev and all stated provinces need to have at least 15 dev. Then each fully completed idea group gives ultra tall bonuses.
I have listed all the conditions and bonuses in the description of the original upload of the mod in steam. Look for it in the "ORIGINAL VERSION" link above.
BritishMapper 16 Feb, 2021 @ 8:26pm 
what do I need to get super tall idea modifiers?
Esoteric Regent 11 Nov, 2020 @ 4:48am 
UPDATE: Like others I have found that the old version works. Do not know if this helps
Esoteric Regent 11 Nov, 2020 @ 4:19am 
Same issue as many others. That is, the modifiers do not appear nor activate when thresholds are reached. I think it is an issue with the launcher but do not know what.
SciN3RD  [author] 27 Jul, 2020 @ 11:51am 
@Mitler0331:
the point is to make it easier to convert your subjects, when you get 100% unity yourself.
it doesn't suit the usual eu blobbing playstyle, but a subject oriented playstyle. this complements my 'Client States Expanded' mod quite nicely, where you can expand through surrounding yourself with client states.
Mitler0331 27 Jul, 2020 @ 11:48am 
So how does the Zealot's capital modifier supposed to work?
Cause it I have it when everyone is my religion but when I get a single province that is some other faith it goes away. It seems a bit odd for it to do that considering the 2.5% total increase in Missionary strength