Europa Universalis IV

Europa Universalis IV

Buildable Generic Monuments
subuwu_ylitka  [developer] 25 Sep, 2021 @ 10:10pm
Suggestions
ugh
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Showing 1-15 of 16 comments
TouchMe 28 Sep, 2021 @ 2:11pm 
Great mod! :Heart_Gem: But can you ...
1) make it compatible with the "Remove Constraints on Monuments" mod because I like moving all monuments to my capital province. :steamthumbsup:

2) remove the condition "All provinces does not have a Great Project (the first one on the 3rd picture)" because I want to build all of your great monuments :slimehungry: since all of them are awesome and can enrich my 'playing tall' experience on singleplayer campaign. If you do implement the changes, you should make a separate mod just for singleplayer to avoid players being too OP on multiplayer. :steamthumbsup:

Thanks for reading. I hope you can make it happen :JoyfulLalabit:
TouchMe 9 Oct, 2021 @ 3:42am 
btw, theres a bug. building generic monument on province that is currently expelling minorities wont spawn the monument.
subuwu_ylitka  [developer] 9 Oct, 2021 @ 5:44am 
@TouchMe Can't be fixed since "province_getting_expelled_minority" condition is the only way to track this and it's broken
Thanks Paradox ©
Last edited by subuwu_ylitka; 9 Oct, 2021 @ 5:48am
TouchMe 9 Oct, 2021 @ 7:02am 
awwwwww. well at least write this issue on the mod description to warn people not to build generic monument on that province to avoid losing 1000 ducats xD
see two 11 Oct, 2021 @ 6:29pm 
removing trigger first line of potential requirements for decision to appear would make it more compatible with other mods, like Ante Bellum, where I didn't have a decision pop up until I deleted the custom trigger unique for this mod. Also, I really suggest adding less randomness to Great Projects locations, especially the ones that mostly give effects on state/province level. Had a trade power wonder pop up on Greenland, so that's great, had to change event text for the one I wanted to build from "random province of accepted culture" to "random province with center of trade level 2 or higher", which defo makes much more sense, and other similar things could be made for other monuments. For example, the one that gives manpower could be made to only appear in provinces with +1 FL building, and the naval one could be tied to a Dock (+100% local sailors). Both are kinda useless cjea[ buildings, so they work perfectly. The Goods Produced monument could be tied to a province having a Workshop and a good Trade Good or a lot of production dev, obviously excluding gold provinces
subuwu_ylitka  [developer] 12 Oct, 2021 @ 2:30am 
Originally posted by see two:
removing trigger first line of potential requirements for decision to appear would make it more compatible with other mods, like Ante Bellum, where I didn't have a decision pop up until I deleted the custom trigger unique for this mod.
Idk what are you talking about, first section in the "Potential" part of decision is just a track of if all monuments were built, while "cm_potential_build = yes" consist of condition for ROOT and his vassals to not have any monuments in their provinces (for now it also counts great projects but will probably fix it when i'm done revamping entire code, but thats it for the current moment). If it somehow screws Ante Bellum, then it is either extremely rare bug case for which you didn't provide any useful information to make a fix or just not meeting conditions i described.
Originally posted by see two:
Also, I really suggest adding less randomness to Great Projects locations, especially the ones that mostly give effects on state/province level. Had a trade power wonder pop up on Greenland, so that's great, had to change event text for the one I wanted to build from "random province of accepted culture" to "random province with center of trade level 2 or higher"
Literally all of the monuments is spawning right at your capital, except for trade category (they're really strong so it will be too op if player had control over their spawn place) and "Grand Shipyard" (for obvious reasons). Your spawn in Greenland is just a missplay since event shows targeted province in advance.
Originally posted by see two:
For example, the one that gives manpower could be made to only appear in provinces with +1 FL building, and the naval one could be tied to a Dock (+100% local sailors). Both are kinda useless cjea buildings, so they work perfectly. The Goods Produced monument could be tied to a province having a Workshop and a good Trade Good or a lot of production dev, obviously excluding gold provinces
Production monument have no chance spawning in gold province since the first version. Other things just don't make any sense to me since you don't need other buildings to build canals or to upgrade existing monuments and i support this concept.
Last edited by subuwu_ylitka; 12 Oct, 2021 @ 2:32am
see two 12 Oct, 2021 @ 4:57am 
ah yeah, it doesn't screw with Ante Bellum, I just had Kiel Canal province playing as Denmark, that explains it then.

true, event does show where Monument will spawn, but it doesn't seem to change? Maybe it changes in the end of every month, I didn't check that

it doesn't make *much* sense, but at the same time, there wouldn't be much sense in having a Grand Shipyard in a state with only 1 coastal province, so some way of control would be nice. If location changes at the end of the month - nevermind all that, it's all good
subuwu_ylitka  [developer] 12 Oct, 2021 @ 6:30am 
Originally posted by see two:
true, event does show where Monument will spawn, but it doesn't seem to change? Maybe it changes in the end of every month, I didn't check that
Yes, once targeted, event won't change province, unless something noticeable happens (ownership change, unmet basic conditions, etc). This also prevents control of their spawn, but, as it turns out, it may be that buildings and Monuments take same slot for building process (haven't testet this yet) and because of that monuments sometimes won't spawn because of ongoing construction in the province, so later i'll add condition for province not to have construction of any building and this may become a tool of retargeting for ones who want that.
Originally posted by see two:
it doesn't make *much* sense, but at the same time, there wouldn't be much sense in having a Grand Shipyard in a state with only 1 coastal province, so some way of control would be nice.
"Grand Shipyard" has no state-wide bonuses, only global and for one province containing it, so it doesn't really matter
Waruiko 21 Oct, 2021 @ 4:38pm 
Add a back out option to the choices as right now clicking on a group means you must pick from that group.
subuwu_ylitka  [developer] 21 Oct, 2021 @ 6:10pm 
Originally posted by Waruiko:
Add a back out option to the choices as right now clicking on a group means you must pick from that group.
You can choose "I changed my mind" and then just enact decision one more time.
Problem with cycling it back to category event is that there can be only 1 event per world and in MP some weird guys can just enact it and hold the event forever, while current implementation leaves a window for solution.
Is this stupid? Maybe, but sacrifising some usability to reliability is okay to me
see two 21 Oct, 2021 @ 11:20pm 
Originally posted by subuwu_ylitka:
hold the event forever

isn't there a limit of 2 months or so for holding the event?
subuwu_ylitka  [developer] 21 Oct, 2021 @ 11:24pm 
Originally posted by see two:
isn't there a limit of 2 months or so for holding the event?
Category selection just as any category is event itself, so swapping between them resets the timer
Last edited by subuwu_ylitka; 21 Oct, 2021 @ 11:24pm
Nikal 30 Jan, 2022 @ 1:02pm 
I usually use this mod while playing a custom Primive nation and RNW. The monuments seem... a bit OP? Might need some re-balancing. Also, it's not that big a deal but having 'western looking' buildings in the "New Incan Republic" is somewhat silly. Could the images adjust? ;P
subuwu_ylitka  [developer] 30 Jan, 2022 @ 3:26pm 
Originally posted by Nikal:
I usually use this mod while playing a custom Primive nation and RNW. The monuments seem... a bit OP?
They wasn't designed for playing as primitives

Originally posted by Nikal:
Also, it's not that big a deal but having 'western looking' buildings in the "New Incan Republic" is somewhat silly. Could the images adjust? ;P
They can't since paradox never thought somebody will need that
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