Europa Universalis IV

Europa Universalis IV

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Preset colonial trade good
   
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678.771 KB
13 Oct @ 4:18am
2 Nov @ 12:08am
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Preset colonial trade good

Description
What Does This MOD Include?

1.After colonizing, annexing, or conquering a colonizable province , an event will trigger allowing you to change the province’s trade good. You can choose any trade good you like — if you wish, every colonizable province could become a gold mine. (Except for most native provinces in Mexico and the Inca region, as I don’t think their trade goods need changing.)

2.The AI will automatically change trade goods based on pre-set regional weights. If a province already produces gold or cloth, the AI will keep those goods. These settings are based on my own preferences and some loosely verified historical sources.

3. Event options now include a highlighted choice , showing the pre-set trade good for that province in this MOD. Of course, you’re not forced to pick that option.

4.4.Partial Price Change Event Adjustments: The gem price change event now requires 30 New World provinces producing gems before gem prices will drop;

England’s Tea Act: any country that has the English Parliament can propose the Tea Act after 1700. or after 1550 if that country or its subjects own at least five provinces in the New World. The original Tea Act trigger conditions are retained.

Tea Act (If the country has the English Parliament and controls at least 10% of the global tea trade, it can pass the Tea Act to increase tea prices by 50%.)

Notes

1. This MOD is not entirely “historically accurate.” For example, some provinces in California technically shouldn’t produce furs, but I changed them for aesthetic consistency with neighboring provinces.

2.Due to game engine limitations, if multiple colonizable provinces finish colonization on the same day, only one will have its trade good changed. To fix this, I added an AI self-check system to handle situations where many provinces are colonized, annexed, or conquered at once. This process isn’t instant—please be patient.

3.Players only have self-check events for annexing or conquering. This prevents annoying event spam when colonizing multiple provinces on the same day. Try to avoid finishing multiple colonizations simultaneously if possible.

4. The MOD’s codebase has been completely restructured. Although it has been tested, the workload is quite heavy, so there may still be some oversights. If you encounter problems such as disordered trade goods or trade good changes not triggering after a long time, please leave a comment. I’ll fix bugs as soon as I can, while suggestions will be considered depending on their reasonableness and my available time.

5.If some provinces still fail to change trade goods, turn on debug_mode to view the province ID, then use the console command event goods_blueprint.1 [province ID] to manually trigger the event.

Compatibility

This MOD should be compatible with other mods as long as they don’t add new provinces to colonizable regions or rename any colonial regions (for example, to “Rome Forever”).

Third Odyssey Compatible Version

Preset colonial trade good (Third Odyssey Version)

Works with both the original and the Chinese version.
9 Comments
北陆  [author] 1 Nov @ 12:38am 
@happpyla 昨天写一半睡着了,直觉没错,确实工作量大,今天睡醒了干脆重构了整个MOD代码,现在玩家依旧可以选全部选项,且会有高亮选项告诉你原本预设这块地是什么产物了
北陆  [author] 31 Oct @ 8:19am 
@happpyla 不是的,有其他玩家想要玩家什么都能选,所以一边要保持玩家什么都能选,一边还要给额外选项有点哈基米,不过具体工作量怎么样我也没想过,因为一开始没人提这个诉求,只是直觉觉得可能会比较大,你等等吧,我正在倒余额,等我把冬促余额搞出来就去想想怎么实现,估计今晚应该能做出来
happpyla 31 Oct @ 8:07am 
哦我的意思不是如果是玩家这块地无视条件什么都能选,我的意思就是想如果您对AI有一个概率为1的选项的那个预设,在玩家殖民那块地跳出来的事件里,能有一个"预设产物",然后把殖民地产物变成那个您对AI设置的概率为1的产物就好了。这样能更直观地知道哪个产物是预设产物,不用一个一个看,这个批量生成代码应该比较简单。
北陆  [author] 31 Oct @ 7:51am 
@happpyla 我的也不一定符合你的审美,不过确实是有预设好的选项的,因为如果没有预设好的选项,AI就不知道选哪个,只需要打开debug模式,然后看AI在这块殖民地上的选择概率,只有一个选项是1,其他都是0,是1的那个选项就是这块地我预设的商品
至于额外的默认预设选项,而且要满足其他人的,如果是玩家这块地无视条件什么都能选的想法,我,我没做这个,不过我可以想想看看有没有什么工作量小一点的办法实现它
happpyla 31 Oct @ 7:44am 
这个mod是你必须要手动选择,没有作者预设的商品种类的选项吗?如果能有您预设好的商品种类,对我这种重度强迫症患者就更是福音了,因为我自己选择总会觉得有些地方选择哪种都比较丑陋。
北陆  [author] 31 Oct @ 3:33am 
It’s not directly related to England’s mechanic, but I did get the inspiration from that ability. Unlike it, though, this one doesn’t cost anything, works for all tags, and helps keep colonies from getting too messy.
Stuff_the_Second 29 Oct @ 1:09pm 
How does this interact with England's ability to choose a trade good after colonizing a province?
北陆  [author] 14 Oct @ 8:27pm 
@Ayumi 可以,只要该省份是原本就有的可殖民区域,比如你用中子灭杀把AI的新大陆殖民地全部灭杀了,自己再殖民然后每个省份都换成金矿,这是可以的
Ayumi 13 Oct @ 10:20pm 
手动把省份变成未殖民,在重新殖民能够触发事件吗