Europa Universalis IV

Europa Universalis IV

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Dynamized Development v5g 1.27
   
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29 Oct, 2018 @ 7:18pm
2 Dec, 2018 @ 8:32pm
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Dynamized Development v5g 1.27

Description
Dynamized Development v5g (for eu4 1.27)

1 - Compatibility
+ This mod is fully compatible with Vanilla game and 'Extended Timeline' mod.
+ For mods that add provinces, add/remove terrain, climates, buildings and technology groups, this mod should work but with incompatibility with those new or removed feautures.
+ Requires 'Common Sense' dlc.
+ This mod is not Ironman compatible.
+ Available on English only.

2 - Decisions
+ You can choose to show/hide all Dynamized Developments Events (DDE) (If hiden they will still occur, but wont shot a event message on your screen).
+ Click on "your speed decision" to open an event message to change DDEs speed. Note that if you change the speed, DDE mean time to fire will re-start.
+ You can choose to enable/disable the historical date modifier. This modifier can speed up/down DDE mean time to fire (read more on description below).

3 - Description of the Dynamized Development Event
+ Your provinces will develop naturally without too much micro-management. All the modifiers are factors, in other words, they multiply the mean time .I.e a 0.9 modifier factor will reduce the mean time from the base 360 months to 324 months. All modifiers stack.
+ Development increase (when event fires): Base Tax (~55%), Production (~50%) and Manpower (~20%); Base Tax on Capital (~65%), Production on Capital (~60%) and Manpower on Capital (~30%) (This difference on Manpower reduces lag on longer games, also it decreases problems of bigger nations having a much larger force limit).
+ Base mean time (100%) for the event to fire on each province: 30 years. Real mean time at game start on each province: 10~120 years. May be more if have a backwards tech group. May also be greatly delayed the closer it is to 0 a.d (+800% mean time until 200 a.d) or much faster the later it is (-80% mean time after 1950 a.d) . No changes on speed from 1400 a.d to 1500 a.d.
+ Centers of Trade and Buildings give a big boast to mean time reduction, later buildings gives better boasts (e.g university gives 25% time reduction). This gives one good reason to build on your provinces.

4 - Modifiers for Dynamized Development Event
+ Number of provinces: If you own too few provinces (1~4) you will get a heavy penalty.
+ Historical date modifiers (from 0 to 2000ad) based on historical population/development grown. Before 1400 gets penalty, after 1500 gets bonus.
+ Technology group
  • Medium penalty: Sub Saharan, Central African, East African, Nomad Group.
  • High penalty: Andean, Mesoamerican.
  • Very high penalty: North American, South American.
+ Territory, no Core and Islands penalty; Capital Area bonus.
+ Development rate is faster the more developed the province.
+ More developed neighbor province bonus.
+ Terrain modifiers
  • Bonus: Farmlands, Grasslands and Drylands.
  • No modifiers: Woods, Coastline, Highlands, Savanah and Steppes.
  • Low penalty: Hills, Marsh and Forest.
  • Medium penalty: Jungle, Mountain and Coastal Desert.
  • High penalty: Desert.
  • Very high penalty: Glacier.
+ Climate modifiers
  • No penalty: Temperate.
  • Small penalty: Tropical.
  • Medium penalty: Arid.
  • Big penalty: Artic.
+ Culture/Religion tolerance penalties and bonus.
+ Buildings bonus to development grown. Exclusive buildings bonus to Vanilla or Extended Timeline Mod.
+ Centers of trade, Natural Harbor, Reformation Centers. Religious Centers, Trade Post, Estuaries, Birthplace of Institutions and other Special buildings bonus.
+ Modfiers for Unrest, War Exhaustion and Stability.
+ Devastation and prosperity modifiers.
+ Special modifiers for Sieges, Blockades and Looted provinces.

5 - Mod Team
+ Blue

6 - Credits
+ mate0815 (Original)
+ mars99 (v5.15)

7 - Usefull Links
+ Dynamized Development 5.15 (base mod)
+ Extended Timeline (complement mod)
Popular Discussions View All (4)
5
6 Nov, 2018 @ 8:44am
Q & A
Blue
2
2 Dec, 2018 @ 8:28pm
Bug reports, issues and sugestions.
Blue
0
31 Oct, 2018 @ 9:46am
Unbalancing Issues caused by this Mod
Blue
16 Comments
Blue  [author] 12 Jan, 2019 @ 5:57am 
"O ·Henry 6 hours ago
It appears to be fully compatible with version 1.28"
Read the update, it doesnt seem to have problems
egg 31 Dec, 2018 @ 6:33pm 
Thanks!
Blue  [author] 31 Dec, 2018 @ 5:56pm 
"egg 30 Dec @ 5:33pm
Also, just to be clear, Speed A (20%) is the fastest right?"
No? Speed J (500%) is the fastest. It will spawn more (500% more) events to add development to each province. On the other hand, Speed A(20%) will reduce the speed development increase.
egg 30 Dec, 2018 @ 11:33am 
Also, just to be clear, Speed A (20%) is the fastest right?
egg 30 Dec, 2018 @ 9:42am 
Thank you!
Blue  [author] 29 Dec, 2018 @ 6:50pm 
"egg 4 minutes ago
Thanks for answering.

A few more questions,
1. Does this mod actually add development or just reduce dev costs? The main mod does the second option now which is annoying and I prefer the first option"
This mod adds development from time to time on each province owned in the world.

"2. Do I need to run the base mod at the same time?"
If what you mean 'base mod' the one made by mars99 'v5.15' (update recently to 5.27), the answer is NO . Both mods have the same function (with different conditions and results), so you would double the events (with some incompability issues).
This mod works on Vanilla or 'Extended Timeline'. Other mods
egg 29 Dec, 2018 @ 6:37pm 
Thanks for answering.

A few more questions,
1. Does this mod actually add development or just reduce dev costs? The main mod does the second option now which is annoying and I prefer the first option

2. Do I need to run the base mod at the same time?
Blue  [author] 29 Dec, 2018 @ 5:52pm 
"egg 27 Dec @ 10:38pm
Does it still work?"

Not sure egg, aint playing this game lately, and playing just 2-3 hours to test may give a false report.
egg 27 Dec, 2018 @ 4:38pm 
Does it still work?
Blue  [author] 5 Dec, 2018 @ 6:57pm 
"Carlos
Do I require another mod to use this one?"
Nope.