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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.
@Akira Blaze would you be willing to share your fix for this mod?
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
}
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.
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 :)
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.
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.
i like them being distinct and separate. i dont really find it cluttered. i guess it's personal preference.
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.
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.
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
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.
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.
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