Europa Universalis IV

Europa Universalis IV

One Day Recruitment Time
57 Comments
kacan 13 Sep, 2022 @ 3:38am 
can you update this for 1.34 pls
Yarushuma-san. 9 Jun, 2020 @ 2:37pm 
Can you update this for 1.30 please?
LimonenZitrone  [author] 2 May, 2020 @ 9:31am 
@barracuda922: .../Documents/Paradox Interactive/Europa Universalis
barracuda922 2 May, 2020 @ 9:30am 
ok i will try that, wheres the mod folder
LimonenZitrone  [author] 2 May, 2020 @ 9:25am 
@barracuda922: It is working. Sounds like the launcher messed the download up, try to redownload the mod and/or delete the mod folder.
barracuda922 2 May, 2020 @ 8:49am 
Mod is not working, anyone know a similar one that works?
LimonenZitrone  [author] 6 Nov, 2019 @ 6:04am 
@subarupieter: Yes, it affects every country.
subarupieter 6 Nov, 2019 @ 4:57am 
Is this also for AI?
Yarushuma-san. 2 Oct, 2019 @ 1:18pm 
Thanks! ...Also, sorry I answer on such short notice. I was caught up in my school and other things, so I have a little bit of my own Idiocrity. (It's a word I like to say meaning Idiot. Yes, I know it's not a word, but I like making my own vocabulary sometimes.)
LimonenZitrone  [author] 25 Sep, 2019 @ 2:59pm 
@thegazareks: It is updated to 1.29.
Yarushuma-san. 25 Sep, 2019 @ 2:58pm 
Can you update this? Please? This is a great mod, so I really want to use this for 1.29.
LimonenZitrone  [author] 25 Aug, 2019 @ 8:01am 
@⚔ Attila-The-Hun™ ⚔: It works fine for me, so if the zip isn't broken, I wouldn't know why it wouldn't work for you.
Attila-Van-De-Hun™ 25 Aug, 2019 @ 3:35am 
i have made sure steam has downloaded it correctly and i have had that mod only active and still it don't work
LimonenZitrone  [author] 23 Aug, 2019 @ 12:57pm 
@⚔ Attila-The-Hun™ ⚔: It should. Make sure steam downloaded it correctly, it tends to download broken zips.
Attila-Van-De-Hun™ 23 Aug, 2019 @ 10:53am 
dont work sadly
LimonenZitrone  [author] 31 Aug, 2018 @ 5:49pm 
@Aleatorio:
That's not possible, since it's a fixed value. Maybe you could add a modifier reducing the build time by a large number, but then it could also be more than 1, depending on other values and modifiers.
Aleatorio 31 Aug, 2018 @ 4:18pm 
@Lemonporn Can you make an event that give us the building and recruitment time set to 1? So we could Disable for AI.
LimonenZitrone  [author] 5 Jun, 2018 @ 1:45pm 
@Norseman:
It should be.
LAWsDaddy 5 Jun, 2018 @ 11:24am 
Is it save game compatible
LAWsDaddy 5 Jun, 2018 @ 8:54am 
Oh ok I didn't realize there was a deal on the launcher
LimonenZitrone  [author] 5 Jun, 2018 @ 8:04am 
@Norseman:
As for every other Workshop mod, subscribe to it and then activate it in the EU4 launcher.
LAWsDaddy 5 Jun, 2018 @ 7:57am 
How do you use this mod do I need to change anything in a game folder or activate it some how
LimonenZitrone  [author] 20 May, 2018 @ 6:21am 
@MrBlueGradient: It changes the base time, so it affects the AI too.
Toby 20 May, 2018 @ 5:30am 
Is this just for the player or AI to?
Katejsej 16 May, 2018 @ 1:02pm 
NICE :) :steamhappy:
LimonenZitrone  [author] 21 Mar, 2018 @ 9:44am 
@Erşan Kuneri:
Yes
Búri 21 Mar, 2018 @ 9:39am 
1.25 ?
Emperor Nuclear 19 Feb, 2018 @ 12:26pm 
ok
LimonenZitrone  [author] 19 Feb, 2018 @ 5:42am 
@Nuclear: If the value is set to 0, the game doesn't crash, but it will still take 1 day to build the specific unit type.
Emperor Nuclear 18 Feb, 2018 @ 9:15pm 
if you were to make the values 0, would the game crash... just a question.
LimonenZitrone  [author] 11 Feb, 2018 @ 8:06am 
@sukhmeet.dhingra:
Should work with ET, yes.
Akita Inu 22 Dec, 2017 @ 11:20pm 
Yes! This is exactly what I have been looking for!
Emperor Nuclear 14 Sep, 2017 @ 8:48pm 
Can you make a separate mod which reduces the ship building time by half for every ship class?
Hаябѕтylє Gandi 13 Jun, 2017 @ 10:50pm 
Loool it works, thx :D
LimonenZitrone  [author] 31 Jan, 2017 @ 3:20pm 
@AHWM:
It changes the base time for building units, so yes, it also affects the AI.
egg 31 Jan, 2017 @ 3:08pm 
Does this also affect the AI?
LimonenZitrone  [author] 28 Jan, 2017 @ 10:01pm 
@Mr.Cat: Building time is defined in the building file in months. I'm not sure, if it's possible to have a building time less than 1 month. I don't really want to make such a mod, but you could do that yourself.
Copy the building file (in .../common/buildings) to a new folder (in Documents/Paradox Interactive/Europa Universalis 4/mod) and change every number after "time =" to 1 (or lower, if that's possible). You need to keep the fodler structur though, so make a new folder inside of your mod folder called "common" and in that a new one called "buildings". Copy the building file into that folder.
You can read how to make a mod and a mod file, which is needed for the mod to be displayed in the launcher, in the wiki: http://www.eu4wiki.com/Mod_structure
bfergie45852 28 Jan, 2017 @ 2:37pm 
could you make a mod that makes building time one day?
LimonenZitrone  [author] 29 Oct, 2016 @ 7:48pm 
@Mr.Cat: What do you mean? It's not possible to change the speed in which the game is running.
LimonenZitrone  [author] 21 Oct, 2016 @ 4:50am 
@Valhalla:
It doesn't.
Also, if it started recently without any update for the mod or EU4, it is probably a conflict between this and another mod or another mod alone causing these problems.
War-Crimes 20 Oct, 2016 @ 6:57pm 
this mod for some reason removes coninial nations and screws up the HRE. This is recent and started 2 days ago
LimonenZitrone  [author] 7 Sep, 2016 @ 10:20am 
2)
In that file you type:
l_english:
no_revolts_anymore: "Modifier title here"
desc_no_revolts_anymore: "Modifier description here"
(every line but "l_english, or l_german or whatever language you are using, has to start with a blank).

After you have done that you create a new .mod file in the EU4 mod folder (where you created the first folder) that is named like the first created folder. This .mod file has to look like this:
name="This name is displayed in the launcher"
path="mod/mod_folder_name_here"
tags={
"mod tag here" (e.g. you can use "Events" or "Balance")
}
picture="picture_name.png" (you can also just use picture="" if you don't have any picture inside the mod folder)
supported_version="1.17.*.*"
LimonenZitrone  [author] 7 Sep, 2016 @ 10:20am 
@hokage:
1)
You create a new folder in your mods folder. Then you create a new folder called "common" inside this folder. Inside this folder you create a new folder named "triggered_modifiers". In this folder you create a new txt file (you could name it "norevolts_triggered_modifiers.txt"). In that file you create a new modifier:
no_revolts_anymore = {
potential = { always = yes }
trigger = { always = yes }

global_unrest = -1000
}

(If the modifier should only be for player, replace the first "always = yes" with "ai = no").
If you want, you can also localize the modifier, this way a specific text will be displayed ingame instead of "no_revolts_anymore". For that you need to create a folder named "localisation" in the folder you created first (so you should have two folders in there, "common" and "localisation). In that folder you create a new yml file (encoding: UTF-8-BOM), the name of that file should end with "_l_yourlanguage" (e.g. "no_revolts_mod_l_english.yml").
usagi 7 Sep, 2016 @ 8:04am 
how do i do that?
LimonenZitrone  [author] 7 Sep, 2016 @ 7:05am 
@hokage: I don't think that's possible. But you could just make a county modifier giving like -1000 unrest.
usagi 7 Sep, 2016 @ 4:46am 
can you make a mod that removes revolts?
LimonenZitrone  [author] 17 Aug, 2016 @ 8:51am 
@Gurra:
Yes, because it decreases the base value, which applies to both the AI and the player(s).
Gurra 17 Aug, 2016 @ 8:40am 
Guessing the AI are tgetting the same benefits.
bfergie45852 24 Jul, 2016 @ 1:26pm 
Hey could you make it so building build in one day?
Tnesniv Yørel 23 Jul, 2016 @ 8:58am 
@ lemonporn
Many thanks!