Europa Universalis IV

Europa Universalis IV

[OLD] Capitals Expanded Beyond Typus
41 kommentarer
SciN3RD  [ophavsmand] 1. apr. 2020 kl. 2:00 
1.29 MOD UPDATE :

I have reuploaded new (1.29) versions of (most) my mods. These had to be reploaded because I couldn't update the old ones due to the crappy new UI.

I have put links to the updated versions under the old mods' description.

Sorry that this update took so long.
SciN3RD  [ophavsmand] 22. feb. 2020 kl. 14:03 
@Kroq-Gar:
it could be sth with beyond typus. i will update (or if necessary upload) my mods after the next big expansion.
Kroq-Gar 22. feb. 2020 kl. 12:46 
currently this mod does not apply any of the buffs ( my capital has 183 dev 61/61/61 ), i alrdy unsubed, started vanilla, resubed didnt change anything - is it not working currently or did steam mess smt up? :O
Kroq-Gar 23. okt. 2019 kl. 4:50 
it works 12.0 =)
Chairman Meow (JP) 22. okt. 2019 kl. 15:56 
We have added 2 new trade goods as well now
Kroq-Gar 21. okt. 2019 kl. 16:51 
i ll let you know... if i manage to get the mods working with the launcher <.<"
( i feel very lost in this new launcher )
SciN3RD  [ophavsmand] 21. okt. 2019 kl. 16:48 
@Kroq-Gar:
i dont know what they did for 12.0 but i'm pretty sure this mod will work as it only adds triggered modifiers.
Kroq-Gar 21. okt. 2019 kl. 16:45 
is this working with the 12.0 version?
SciN3RD  [ophavsmand] 24. juli 2019 kl. 5:03 
NEW MOD: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1813797941

This is a client state mod. It works nicely with Capitals Expanded as it allows for vast expansion with client states while your own core territory is kept tall.
SciN3RD  [ophavsmand] 22. maj 2019 kl. 4:09 
NEW MOD: Ruler Abilities Expanded
check out my new Expanded mod focused around ruler abilities, stats, and establishment of a society.
Hunkthebear 14. maj 2019 kl. 17:30 
@SciN3RD Ah thank you for the quick reply (i just woke up from a nap) and good to know this works!
SciN3RD  [ophavsmand] 14. maj 2019 kl. 9:48 
@Hunkthebear
yes, it works with them. in fact i have played with it in typus + idea variation.
the new idea groups will have no bonuses but the groups that are from the base game should (i think) still give the ultra tall bonus.
Hunkthebear 14. maj 2019 kl. 8:12 
To add to Clara Korns Question: Does this work WITH Idea variation + Beyond Typhus? As in would Idea variation interfere in any way with the function of this mod? I know Idea variation changes base idea groups, do these still trigger the triggered bonuses? I would not expect the new ones (Society, Development, Tactics, ect...) to do any of these above, but what i am asking is with This mod, Beyond Typhus, and Idea Variation active (as well as any mods needed to patch idea for Beyond Typhus).
SciN3RD  [ophavsmand] 8. maj 2019 kl. 17:28 
@Clara Korn:
unfortunately, i have to say no that. idea variation has waaaaay too many idea groups and i'm too lazy to go through all of them thinking about bonuses and such for each.
Clara Korn 8. maj 2019 kl. 16:17 
Would it be possible to make a version adding the new idea group from idea variation? I know it would be some work so if there is no interest for it i would understand if you dont want to do it.
SciN3RD  [ophavsmand] 12. apr. 2019 kl. 7:34 
I have made a new mod that adds some depth and flavor to the military and combat.

MILITARY EXPANDED: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1709467696

(it includes a better merc fix so ignore the Mercs Fixed mod :)
SciN3RD  [ophavsmand] 4. apr. 2019 kl. 16:33 
NEW MOD: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1703353187

I just made a new mod. Not related to Capitals Expanded, but some of you might find it interesting. It fixes the merc spam problem.
SciN3RD  [ophavsmand] 28. mar. 2019 kl. 14:05 
Update: i just fixed the issue with ultra tall bonuses. now instead of all owned provinces, the 30 dev condition must apply to all stated provinces.
Kaiser AVH 18. mar. 2019 kl. 9:22 
@SCiN3RD Nice !
SciN3RD  [ophavsmand] 18. mar. 2019 kl. 4:35 
New patch: added ultra tall (capital at least 100 dev, all provinces at least 30dev) idea group bonuses.
Giffica 16. mar. 2019 kl. 16:40 
Love. This. Yes.
SciN3RD  [ophavsmand] 11. mar. 2019 kl. 10:17 
@Andrea von Hohenzollern
yes. if the ai develops its capital then it will get the bonus. however, the ai rarely keeps spaming development in one province due to its insanely high development penalty.
Kaiser AVH 11. mar. 2019 kl. 8:52 
congratulations for the mod. question: do the bonuses also apply when the AI ​​meets the necessary requirements?
SciN3RD  [ophavsmand] 10. mar. 2019 kl. 12:30 
New patch: added bonuses if religious unity is 100% and capital is highly developed
SciN3RD  [ophavsmand] 6. mar. 2019 kl. 9:10 
@Sir Dayiz of Jomam
yes i agree copper and dyes could see change. however, i'd like to keep goods produced modifier for coal as it is quite a powerful bonus which goes on top of the other trade good bonus.
paper's 50% adm eff is indeed a typo in the file. ill fix that.
animebob 6. mar. 2019 kl. 7:10 
copper gives in the triggered_mod file only 25% recruit speed. IMO that bonus is anyway quite bad. i would give it the production efficiency from glass (makes IMO also a bit more sense, it was used for alloys like brass which was an important material for production at those times).
give glass something like tech cost reduction/institution growth and cost reduction/prestige OR give copper some goods produced modifier (coal only becomes relevant after 1750)

paper gives "administrative_efficiency = 0.5" which i think is a typo (in the file)

dyes feels kinda useless (or i have no clue how useful heir chance can be).

i also find it stranges that paper gives adm efficiency and books CCR. while these modifiers arent quite the same, but i would like to distinguish them more and give books maybe something like yearly corruption

anyway, thanks for the mod! def adds a nice feature for playing tall campaigns
SciN3RD  [ophavsmand] 6. mar. 2019 kl. 3:58 
@Ēus Jung
thx for noticing this. i fixed it now.
Atlas the Great 6. mar. 2019 kl. 3:24 
the beer and books bonus don't seem to work you need to put before the name of beer and books in the triggered modifiers file "bt_trade_good_"
AmyClaraRose 5. mar. 2019 kl. 14:11 
i actually didnt notice much lol
SciN3RD  [ophavsmand] 5. mar. 2019 kl. 14:11 
@AmyClaraRose
the normal version on BT is probably very highly OP lol xD
AmyClaraRose 5. mar. 2019 kl. 14:08 
oh cool bt version lol ve been using the normal version on bt nice work
SciN3RD  [ophavsmand] 3. mar. 2019 kl. 13:09 
@Jvoss123vv
thx for the suggestions. ill look into them.
Monarch 3. mar. 2019 kl. 13:01 
Other than that everything looks great.
Monarch 3. mar. 2019 kl. 13:00 
A lot of the capital trade good bonuses could use some tweaking.
Some that I think are OP are the following.
Paper 15% admin efficiency is huge.
Sugar .25 WE is pretty huge.
Coal 15% goods produced is big compared to the 15% tax and trade efficiency bonuses. Either a nerf to goods produced one or a buff to the trade and tax would be nice.
Gold -0.5 yearly inflation is huge.

Some that could use a buff are the following.
Fish 20% sailors is useless. I'd change fish to naval force limit and naval supplies to ship cost.
Wine and incense -1 national unrest and +1 tolerance of the true faith respectively is terrible... I'd myself up wine to -2 national unrest and incense to +3 tolerance of the true faith.
Cocoa 30% garrison growth could use a small buff with maybe a small max garrison size added into the mix. Maybe 25% growth and 25% max size?
Copper 25% recruitment speed is kinda useless IMO...
Fur 25% province trade power could use a buff or different buff entirely.
SciN3RD  [ophavsmand] 2. mar. 2019 kl. 14:43 
@elbaf
Im not sure why that is. No one else has complained about such a problem. Based on personal experience with eu4 mods i suggest you clear/delete contents of your mod folder and then restart steam and let all the mods to be redownloaded. Hope this helps.
elbaf 2. mar. 2019 kl. 10:01 
im trying to download that. i had problemseven with normal version - im still below 50 mods. this is 0 kb all the time, and im not able to download it by downloader
SciN3RD  [ophavsmand] 28. feb. 2019 kl. 15:34 
NEW PATCH:
I fixed the development requirements for this version. They are now twice the base game values. It should not feel OP anymore.
Also added new bonuses to Professionalism and trade goods if capital development is high enough.
SciN3RD  [ophavsmand] 28. feb. 2019 kl. 6:17 
@AlwaysRM
oh ok ill look into it then. the thing is i have not played BT extensively, so i guess i got the values off. thanks for the comment.
AlwaysRM 28. feb. 2019 kl. 3:40 
Its Just that i feel its still to OP.
The develpment is dubbel in Beyond Tempus.
So even with this mod its kinda OP
SciN3RD  [ophavsmand] 27. feb. 2019 kl. 16:14 
@AlwaysRM
the development system in Beyond Typus is quite different from the base game. it's much easier to develop provinces in BT, so with the base game values this mod in BT would have been a little bit op -- too easy to get the bonuses imo.

(if you want to use base game values in Beyond Typus... you can! just activate the base game version with BT and it should work)
AlwaysRM 27. feb. 2019 kl. 15:49 
Wait there all trigerd modifiers...
Why did it need an special mod? (I see ya made very small changes compaired to the main mod but still 🤔)