Europa Universalis IV

Europa Universalis IV

Not Created Equal
16 Comments
Licarious Fenrir  [author] 22 Apr, 2021 @ 3:56pm 
With Leviathan releasing next week this mod will be receiving an update focusing on pulling everything need for different number of advisor ability level out of the python file and putting them in the config file.
For anybody who has made changes to the input.csv file you might want to make a back up of that for next week.
TimberLoaf 4 Aug, 2020 @ 7:56pm 
RunMe.pyc didnt work, but NCE_Translator.py did work, i put the files in the mod folder and it worked like a charm, thank you for the help
TimberLoaf 4 Aug, 2020 @ 7:42pm 
Ah i see, so something like "AE" to represent Advisors Expanded would be fine?
Licarious Fenrir  [author] 4 Aug, 2020 @ 7:37pm 
I think that having a space in it might cause some problems. I would just put an abbreviation of the mod there. Like how I use "V" for vanilla. That is only there to prevent individual files for getting to large and unwieldy.
TimberLoaf 4 Aug, 2020 @ 7:30pm 
Alright, i found that, now a question with the input.cvs, the ReadMe file says "Mod From;" as part of the information needed for the script, does this mean the name of the mod, as in "Advisors Expanded" or the workshop id? I noticed the base game advised just have "V", is that acceptable?
Licarious Fenrir  [author] 4 Aug, 2020 @ 7:21pm 
I believe that the file path looks something like steamapps\workshop\content\236850\2125125519\Source Code.
With 236850 being the workshop id for EU4 and 2125125519 being the workshop id for this mod.
TimberLoaf 4 Aug, 2020 @ 7:08pm 
Is that located in the mod files? I cant seem to find it
Licarious Fenrir  [author] 4 Aug, 2020 @ 6:37pm 
I do provide the python script that I use to make the mod.
All it takes to create one for Advisers Expanded is to ensure that you have a copy of python installed, fill out a line for each of the added advisors in input.csv, run the RunMe.pyc, and copy the newly created folder back to the main/new mod.
TimberLoaf 4 Aug, 2020 @ 5:44pm 
Thank you for the quick fix. Love the mod too. Could you perhaps make a patch for Advisers Expanded?
Licarious Fenrir  [author] 4 Aug, 2020 @ 5:14pm 
Thanks for bringing this to my attention the fix is now up.
TimberLoaf 4 Aug, 2020 @ 3:32pm 
Trade efficiency advisor gives 10x what it should, 30%, 60%, 90% instead of 3%, 6%, 9%
Licarious Fenrir  [author] 13 Jun, 2020 @ 7:31pm 
Yes this should be save game compatible.
The AI does use them by default, and there is an option in the config for the python compiler to make is so that they don't.
DuxMagnus 13 Jun, 2020 @ 7:15pm 
Excellent idea!

Will the AI use this and is it save game compatible?
AmySloth 12 Jun, 2020 @ 8:49pm 
based
Orc 9 Jun, 2020 @ 1:28pm 
Based
003skar98 9 Jun, 2020 @ 10:34am 
based