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Since the mod uses new events, nothing gets overwritten.
Mod conflict or some problem with your game files.
A hidden event, thus invisible. Keep in mind that you will never know when the event fires as hidden events are not made visible to the player. Again, did you mouse over the merchant icon (at the top of the game screen) to see the list of what each of your current merchants is granted by?
Did you mouse over the merchant icon (at the top of the game screen) to see the list of what each of your current merchants is granted by? Otherwise this mod has been tested to work with the current version of the game, so it has to be something upon your end. As far as I know there are no other major mod conflicts, but just to be clear are there any other major mods you are running, and any related to merchants or trade?
It is a hidden event that fires about once every year. After a year check your extra Merchant bonuses, the merchants granted by your development will be noted.
When you start EU4, after the game is finished loading, look at the bottom of the screen, click the button marked "content" between the options and exit buttons. From the content menu you can publish/update your mods. Next you have a problem/question regarding mods I'd suggest using the Paradox Eu4 forums.
So I'll happily share it here if someone would like it.
Same would be with diplomats, colonists and other bits.
The only thing that seems to be locked is to directly have more diplo/admin/militaristic monarch points, but that can be made around by making advisors cheaper and delivering much much more power :) and again... it's just few digits to change in 2 files altogether.
Anyone interested? I can share that.
Triggered modifiers slowdown the game. Modders have been advised to avoid using them.
I'd recommend checking the modding page on the eu4 wiki, and if you still have questions you can always get help on the EUIV Modding forum on Paradox's website.
I was thinking about getting monarch points per province - just to make dependable on the size of the country.... and just wondered if that would similar mechanics as in your mod.
I ended up allowing advisors to have 30 skill levels as opposed to 5, and make them cheaper to maintain. Which is still linked to the income and therefore the size of the country anyway. But i wondered if there was different route, especially for those nations that don't generate much income but have vast "empires" (as in lots of provinces).
Updated.
It should be. I'll get to checking and updating all my mods later in the month.
One can never have enough "Merchants".