Europa Universalis IV

Europa Universalis IV

Harb's Development Points
308 Comments
Jared 9 Jul @ 7:45am 
took 8 years to discover winmerge, I hate myself now
Harbivore  [author] 12 Jun @ 4:18am 
@Waruiko thanks, and all you'd need to do for that is winmerge the technology files of the 2 mods
Waruiko 11 Jun @ 9:09am 
Love this mod and the only thing that disappoints me about it is I can't run it with any mods that give me extra idea groups
Harbivore  [author] 21 May @ 10:28am 
@Sha drean Thanks, glad you like it. There is but it's more adjacent than directly connected to this.
Sha drean 20 May @ 5:14am 
너무 좋은 모드입니다. 혹시 추가 업데이트 해주실 생각은 없으신가요??
forrestomintero 21 Apr @ 3:07pm 
@takumoto that's literally breaking the first rule of mods. Always start with a fresh save or you create all kinds of problems
Harbivore  [author] 21 Apr @ 1:25pm 
Probably..........
Takumoto 21 Apr @ 10:54am 
nah im not using any other mods, is it because i added the mod to an existing savegame?
Harbivore  [author] 21 Apr @ 6:32am 
@Takumoto Mod incompatibility
Takumoto 21 Apr @ 4:49am 
i am somehow not getting any dev points, it says i should be getting about 15 a month but for years the count stayed at 25
Harbivore  [author] 9 Apr @ 2:28am 
@forrestomintero - On one hand yeah, price wise I agree with you. However, EI is for tall nations to try to keep their strength up, and those nations tend to be under gov cap so it makes sense from a game design point of view. I think making the buffs from EI stronger so it is more beneficial for the tall nations but still doesn't allow the wide ones to piggyback off of the mechanic.
forrestomintero 8 Apr @ 4:01pm 
honestly if anything, I feel like expand infrastructure should be a net reduction of governing cost. (I feel this way about vanilla too) you're already spending 50 admin to buff a single province which is a rather steep price to begin with. If you feel like that would be too op you could double the cost to compensate
Harbivore  [author] 7 Apr @ 12:35pm 
Yeah there are issues with expanding infrastructure doing the maths it will generally make your nation weaker. There is no way EI is getting you more strength than 10 gov cap.
As I said before there is something in the works and I hopefully will adding a bit of it back here, as I have gotten better with gamebalance and understanding my mod since making this.
Dimonius 6 Apr @ 3:47pm 
So, I'm asking for infrastructure to give +10% GC (or more for balance, like 25%) instead of +10 GC flat. Then this can be reduced through centralization of domains, being a high empire late in the game.
Dimonius 6 Apr @ 3:41pm 
@Harbivore Yes, I apologize a lot for my English.
I will try to be more clear about what I was talking about regarding GC.
I know about courthouses/town halls, statehouses and ect; I have no problem if I play “wide empire” or even do WC.
But, if I'm trying to play an ultra tall empire. For example: Netherlands, full provinces only in the Lower Lands region. Everything else is territories. At some point, when each province in the Lower Lands has 50+ development and 5 levels of infrastructure respectively, and the territories will cover from Africa to the East Indies, it becomes impossible to control GC, because courthouses/town halls, statehouses are forbidden in your mod to build on the territories. And native provinces in the Lower Lands have an infrastructure of 50 GC each, which cannot be reduced.
Harbivore  [author] 6 Apr @ 12:56pm 
@dimonius I never had any massive gov cap issues, you need to be making use of the courthouses/town halls, statehouses and maybe taking admin ideas. That will reduce your governing cost of a province to be -70% with town halls or -90% if the statehouse is on paper, glass or gems.
Also, I am having a hard time understanding your point. I don't think English is your first language and only part of your point is that in some scenarios you can easily go over gov cap
Harbivore  [author] 6 Apr @ 12:51pm 
The auto dev devving territories and colonies are bugs. It's not meant to develop them at all. I would add extra choices for the auto dev but it would be a lot of work and would compromise the clean vanilla style the mod currently has.

Glad you like it @Mawan
Mawan 6 Apr @ 1:50am 
I agree that the ability to tune the auto-dev script would be great.
The main one would be the ability to make it not dev territories.
Optionnaly, the ability to prioritize a dev type before the others (so production before manpower before taxe f.e.)
Then this one should be a fix more than anything, but disabling auto-dev of colonies would be great. By the endgame, I started noticing I was finishing 30+ dev colonies, which is how I figured out that the auto-dev script can dev those provinces.

Other than that, I really like the mod, it's really satisfying to see your empire get better and better as you grow instead of the opposite.
Dimonius 31 Mar @ 10:34am 
I know than, but massive problem is than autodev script choice NON fully state province, and development territories, than caust gigantic GC problem in late game, bec u Obviosly want only dev FULL statet province. I had this problem in Inca camping, when i don't dev for 50 yeats and can't undestand why i over GC, and than i just see, that script overdev my territories in CALIFORNIA for like 500-600 dev, and obs than made very much strugle to full state it and fix the GC problem
Harbivore  [author] 31 Mar @ 9:08am 
As I said the GC is a mild issue but it isn't something that massively worries me, and tall nations should be centralising state. You have like 5 states in the low countries easy, the other issue you might be having is being locked to duchy a unique issue for BUR.
I have plans for a solution but that isn't soon and it's more of a shift than a fix.

Also, I am not planning on changing the cap. I feel you don't understand what happens when you go over your dev points. The points are not deleted, they are spent and automatically develop good provinces. This is something that is meant to be a part of the gameplay, you aren't really meant to develop manually past 10 dev points a month.
Dimonius 31 Mar @ 8:17am 
As for the limit of accumulated points, I personally would prefer to engage in the development of regions throughout the country every 20 minutes, rather than every 1-2 years(ingame time) in the middle of the war to pause so that these points do not go away automatically, and throw them anywhere, distracting from the war, which may be in another part of the world. As the simplest and most logical way out, I suggest making such an option only for the player, where he could choose how much I want to increase the maximum limit for storing development points. I don't want to disappoint you, but in the middle of the game, when the development bonuses have already been awarded, I can still get an institute for 1 cycle of development points, having a 3-development province under my rule, or 2-3 for development 30+ dep prov.
Dimonius 31 Mar @ 8:17am 
This is because if we are going to conquer the world, it is more profitable to leave 1-2 states in a trading company, and do the rest in full states and build up buildings with courts. As a result, all these changes play against the high empires, because if you leave everything in the trade companies (or obviously only trade centers) for them, and it's all territories, then we end up going beyond GC much faster than a wide empire.
I suggest doing the following: first, remove the flat malus in the infrastructure to the management limit, make it %, in order to encourage the use of centralization. To return the opportunity to build courthouses in territories.
Dimonius 31 Mar @ 8:05am 
The main problem is that government capacity is strangling only high nations. If we go beyond the conditional Netherlands, develop only the Lower Lands and squeeze in the infrastructure there - very quickly we will find that we are going beyond the GC than if we decided to take over the world. And I know what I'm talking about - now I've decided to play for Burgundy (and not be very big in Europe and not create Lorraine, but keep the Lower Lands with the historical lands of Burgundy). And I had many times fewer problems with the management GC than when I played for the Netherlands.
Harbivore  [author] 31 Mar @ 1:19am 
As for administrative issues I am working on something for autonomy and gov cap, but the issue you might be running into is that expanding infrastructure in this version of dev points will make you weaker if it would cause you to be over gov cap and so is exclusively for tall nations. The same is true for being able to build more than 4 buildings in provinces, wide nations need to make good choices of which building they want. This is because wide play is sooooo much stronger than tall play.
Harbivore  [author] 31 Mar @ 1:19am 
Also, there is a system for automatic developing once you reach the development cap. Which is practically needed when you get into the midgame unless you really prefer to spend it yourself. I do not want to increase the max stored points by much, as it is there to stop instant spawning of institutions and even if it was 4000 points say you would still spend the same amount of time clicking on provinces to develop and just increase the time between these sessions. If I made the pool bigger players might be more inclined to spend their time on the unfun and boring task of manually developing 200 times every 20 mins.
Harbivore  [author] 31 Mar @ 1:19am 
I don't really want development points to be gained through war directly. Development points are mainly a consolation prize for 80% of nations (the ones who don't focus on their generation) when they are not at war allowing more peaceful nations to keep pace with the expanding ones.
The development points you gain from war are in the provinces you conquered for the rest of the game...
Dimonius 30 Mar @ 11:06am 
Or it is possible to make each granary increase the maximum number of stored points by 100.
Dimonius 30 Mar @ 11:05am 
Alternatively, you can also significantly expand the maximum storage of development points. I mean, starting in the late middle of the game, 1000 is absolutely not enough, which results in endless microcontrol - every 1-2 years they get distracted and start developing, instead of focusing on war and construction. By the 1600s, I think the pool should be 3,000 or even more.
forrestomintero 25 Mar @ 12:26am 
Personally I think it's probably fine as is because then it would lose most of its value after the early game once you're just swimming in dev points. Comparatively, mp is always useful because between tech, ideas, random events, and that -1 per month that can really kill you early if you have a bad ruler, there's always a good reason to stockpile mp. At the very least, I don't think it should lose mp value, only gain dev value if the mod author feels like going that way.
Dimonius 24 Mar @ 11:26am 
I realize that I'm already writing more than one comment, but after a few games, I have something to say. "Show strength" is an early reason for war, which gives 100 mana points each, perhaps it would be logical to give development points or only them. It is often used at the beginning of the game to develop your small nation.
Dimonius 24 Mar @ 11:22am 
I also noticed that there are usually a lot of military Points. In particular, because their interactions are mostly situational, unlike buttons of other types of mana. I mean, absolutism is useful for literally 10-20 years at a late stage of the game, and innovation is too much of it from other resources / or the country does not have it at all. I suggest removing the innovation button and giving 2 new ones - for military and naval traditions +1 for 1 point.
Dimonius 24 Mar @ 11:17am 
Also, the main problem of a high empire is that the automatic system is very fond of developing undeveloped territorial provinces, especially when all the full provinces are 40+ development. Which turns into a vicious administrative limit nightmare. At a minimum, I propose to introduce a condition - that the automatic system will never develop territories.
Dimonius 24 Mar @ 11:12am 
At some point, it becomes impossible to play high empire and have trading companies, mostly due to the fact that courts and government buildings often require either infrastructure expansion, which in itself imposes a +10, or excessive provincial development, which often negates the effect in full provinces, and the inability to build their territories. The administrative limit is stifling too much, and honestly, I like it to some extent, but it doesn't leave any counterplay. This is partially solved when you close all the reforms and expand the administration, but for the most part it sometimes looks comical that being Holland, having only the lower lands, I cannot own the entire East Indies without going beyond the administrative limit.
Lazy Invincible General 11 Mar @ 9:38pm 
@sceleus You should use this though I think it will also require europa expanded
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3325530427&searchtext=Development+Points
and if your still unhappy make your own patch mod I guess if you want to use both
Harbivore  [author] 11 Mar @ 5:46am 
@Sceleus then don't use that mod. It's a mod incompatibility
Sceleus 10 Mar @ 12:38pm 
It crashes if I use it with "Trade Goods Expanded 1.37.1", when I hovering over a new building.
Load order doesn't matter. I use only these 2 mods.
Harbivore  [author] 21 Feb @ 5:00am 
@joneill132 Must be something on your end as I haven't changed anything and EU4 hasn't been updated. Probably mod incompatibility or failed download
joneill132 20 Feb @ 5:06pm 
Get a crash to desktop when hovering over the new buildings like the road. Is this a known issue? Only using a few graphic and UI mods, nothing that should be touching any of the files you listed above.
Harbivore  [author] 16 Feb @ 4:16am 
@麒麟 Yeah ai gets an extra 25% I believe. This is to help with imperfect ai choices
麒麟 15 Feb @ 9:26pm 
Does AI have an additional development bonus? In Observer mode, I see that AI increases by 20% -30% each month compared to my previous TAG.
NotNitehawk 10 Feb @ 7:42am 
After reloading, the base tax button says it costs dev points, and actually spends dev points.
NotNitehawk 10 Feb @ 7:37am 
@NukMasta, no, it says costs dev points on the other two buttons, and the other two are clickable, but I couldn't click the base tax button because I didn't have enough admin points, and when I did, it spent admin points instead of dev.
NotNitehawk 10 Feb @ 7:36am 
A save-reload seems to have fixed it, for now.
NukMasta 10 Feb @ 7:29am 
it always says they cost mana instead of dev, if you press it, it should cost dev

also this is not compatible with A House Divided
NotNitehawk 10 Feb @ 7:26am 
This is my only enabled mod. Base Tax still costs Admin points instead of dev points, but the other two are working as intended.
NukMasta 10 Feb @ 7:07am 
Is this compatible with A House Divided?
NotNitehawk 10 Feb @ 3:54am 
But what if I want this *without* the more buildings mod? Is that an option?
VFacure 22 Jan @ 11:21pm 
Hey man, this legitimately amazing. The game feels so much less sluggish now. By 1600 the world feels very rich, trading pays off very well, feels less of a drag to play in general. I suggest strongly that a good way to pretty much compatibilize your mod and the BT inclusion of it is to make the AI zero-likely to develop, ever, if its points are below 50. Will rarely get into negatives. In my current game Korea for some reason decided to use 20k dev points in 1580 and, well, that broke East Asia. It's not your fault but I think this would be a good device to make sure other mods can bash with your but at least it won't ruin any games.
Alberto_09 21 Jan @ 10:59am 
just make that develop provinces cost extra admin/diplo/mil power to develop so you can avoid the useless monarch points.

This would be around 75% of dev points cost and 30-40% base game monarch points cost.


For the endgame, you can just slow down the dev points generated per upgrade (like buildings or develop provinces)