Europa Universalis IV

Europa Universalis IV

Not enough ratings
Preset colonial trade good (Third Odyssey Version)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
288.343 KB
14 Oct @ 8:33pm
16 Oct @ 8:28pm
4 Change Notes ( view )

Subscribe to download
Preset colonial trade good (Third Odyssey Version)

Description
What Does This MOD Include?

After colonizing, annexing, or conquering a colonizable province, an event will pop up allowing you to change the province's trade good. This excludes most indigenous provinces in Mexico and the Inca region, as I don't think their trade goods need to be changed.

The AI will change province trade goods based on pre-set regional weights. If the original trade good is gold or cloth, the AI will keep them. These choices are based on my personal preferences and some imperfect historical sources.

The gem price change event has been modified. Now, at least 30 New World provinces producing gems are required for gem prices to drop.

Venice can only colonize North Elysium, and Spain cannot colonize the Caribbean. You no longer need to worry about colonizing slowly and having the Caribbean islands split up.

Notes

This MOD is not entirely “historically accurate” . For example, some provinces in California cannot produce furs, but I changed the trade goods for aesthetic reasons since the surrounding provinces produce furs.

Due to underlying mechanics, only one province per day will have its trade good changed after colonization. Therefore, I set up AI self-checks to address the issue where colonizing, annexing, or conquering multiple provinces at once may fail to trigger trade good changes. This is not instant—please be patient.

Players only have self-check events for annexing or conquering. This prevents the game from spamming events when you colonize multiple provinces on the same day, which could disrupt gameplay. So try to avoid completing multiple colonizations on the same day.

Due to the large workload, some oversights are inevitable . If you encounter issues such as messy trade goods or delayed trade good changes, please leave a comment—I will fix them when I see them. Suggestions will be considered based on feasibility and my availability.

If a province still fails to change trade goods, use the console: first turn on debug_mode to check the province ID, then use the command event goods_blueprint.1 [province ID] to manually change the trade good.

Compatibility

Compatible only with the Third Odyssey version, whether the original or Chinese version.

Fixed a bug that caused the “change goods” event to trigger immediately upon colonization, which completely prevented the possibility of gold production. This has now been resolved.