Europa Universalis IV

Europa Universalis IV

Trade Goods Expanded 1.37.1
Klutz2020 15 Apr, 2022 @ 8:37am
Help on conflict
I am using the Expanded family mods, all of them, with Extended timeline, and they all seem to work fine with it, except this one. Extended timeline adds buildings. Is there any way to make this mod work with ET? i know some of the Expanded have some aspects of ET incorperated into it. This mod would make it really fun with all the new trade goods. The game just crashes when i add this mod to the playset. I can add the trade goods in and all of that but after a bit it just crashes. Any ideas to fix it or could it be made compatible?
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Klutz2020 15 Apr, 2022 @ 10:56am 
For some reason it effects the dip tech and in 62 i have to have the renaissance and it gives me a +13000% tech cost and it breaks the game completely. Is there something on this that changes diplo tech requirements? it was playable since i changed around the order and it only crashes once in a while but not if i cant tech up diplo.
Heimeri Klein 11 Jul, 2022 @ 9:53pm 
Originally posted by Klutz2020:
For some reason it effects the dip tech and in 62 i have to have the renaissance and it gives me a +13000% tech cost and it breaks the game completely. Is there something on this that changes diplo tech requirements? it was playable since i changed around the order and it only crashes once in a while but not if i cant tech up diplo.
if i remember correctly the trade goods mod specifically does affect tech because at when the base point of the game starts it does affect tech which if i remember correctly is around 60 in extended.
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