Europa Universalis IV

Europa Universalis IV

Development Points Expanded
69 Comments
BerthNerd 6 May @ 6:28pm 
At least TGE and EE are no longer working in combination. TGE on its own is fine
BerthNerd 6 May @ 6:10pm 
It seems that TGE is no longer working. At least the setup event of TGE doesn't change trade goods. Would it be possible to make a version of this mod for Europa Expanded + Flavour and Events expanded, but without the trade goods?
Lazy Invincible General 30 Mar @ 2:39pm 
should not be enabled* I ment to say that instead of required
Lazy Invincible General 30 Mar @ 2:39pm 
if you could, I think it would be a good idea to Explicitly state that harb's dev points is not required in the description since most patches require the base mod (I think , I might be incorrect)
ZeKomanda  [author] 30 Mar @ 10:18am 
Good catch! I have tweaked a lot of stuff and it made more sense to have it as a separate mod than a submod unfortunately
Lazy Invincible General 29 Mar @ 8:59pm 
yep, 100% my fault for having harb's dev points enabled at the same time
Lazy Invincible General 29 Mar @ 8:37pm 
wait... am I not supposed the have the base mod (harb's development points) enabled with this one at the same time (asking because I just reread everything and I don't see a mention about it)
Lazy Invincible General 29 Mar @ 8:32pm 
how do I build the more advanced trade goods from trade goods expanded?
asking because in the mod it relies on you building stuff such as cannon foundries and the like found in the TGE_latent_buildings.txt file but I don't see a way to build them in game (same for mines or getting resources from your vassals)
ZeKomanda  [author] 23 Mar @ 11:02am 
@MeterorJunk I think there were a lot of conflicts last time I checked it. I wouldn't expect compatch any time soon
MeteorJunk 22 Mar @ 7:04pm 
Any chance for a compatch with the 1.37 Idea Groups Expanded as well?
BigVegasBoss 21 Mar @ 8:45pm 
Hey there, This mod works fantastic (Ive been wanting a mod to do this for a while) But I did notice it seems to conflict slightly with Jeee's Request Occupations seems to be causing a small conflict, which causes a visual bug in the build menu of each province which shows an emporium building in each one even if there isn't meant to be one. (Just letting you know for feedback purposes).
ZeKomanda  [author] 17 Mar @ 12:30pm 
@Justintrouble8 That's funny behaviour, will check it out.
@MeteorJunk, there are other versions of the mod without TGE requirement
MeteorJunk 16 Mar @ 3:07pm 
You just had to make expanded trade goods a requirement huh
Justintrouble8 8 Mar @ 8:25pm 
In the text files that edit expand infrastructure for both AI and players there is a # added before the development reduction boost that removes its effect, might be intentional. It also adds global garrison size instead of local. Every fort gets the bonus from one province I had 200% garrison size.
Justintrouble8 6 Mar @ 5:01pm 
Mod still works. Played many hours, no issue. Works with scourge of empires but not xorme unless you delete the file that forces ai to be able to dev. Without deleting it the countries programmed to dev will go thousands into development debt and become super powers.
Chrissi 22 Feb @ 9:51am 
Ok my fault, it show me +0 but worked. I thought i expand it multiple times, to bad that you cant see the level.
ZeKomanda  [author] 22 Feb @ 3:15am 
@Chrissi Interesting, this mod does override expand_infrastructure modifier. The difference is that vanilla does:
allowed_num_of_manufactories = 1
and mod does:
allowed_num_of_manufactories = 0.5

Could you check if manufacture limit increases if you expand infrastructure twice?
Chrissi 21 Feb @ 2:31pm 
Hi, I have a question to the "Expand Infrastructure". If i use your mod, this action doesnt increase the manufacture limit anymore. Do you want this or is this a mistake ?
ZeKomanda  [author] 12 Feb @ 8:27am 
NP, thanks for letting know
Chrissi 11 Feb @ 5:09pm 
Hi @ZeKomanda, the Mod "Substantial Towns and Cities" is the problem. Sry for the late respond.
Strelok 6 Feb @ 5:27am 
Cheers, first of all thanks for your great work. I got a question, is there a way for you to fix compatibility with idea groups expanded. I realised, that this mod disables the extra ideas of the mod. Probably because of UI stuff I would guess. Do you have an Idea, or maybe a fix ?

Never the less, thank you for your work !
ZeKomanda  [author] 4 Feb @ 6:24am 
@Chrissi I think it should work same way as in vanilla. Could you test it with minimal setup(just this mod + TGE + EFE + Europa Expanded)?
Chrissi 4 Feb @ 1:08am 
Me again, I don't know if it's a bug from other mods, but I found out that the developed provinces counter in the mission tree doesn't count. As a example the Netherland mission "Draining the swamps"
ZeKomanda  [author] 3 Feb @ 9:35am 
Oh I see, thanks for pointing that out
Chrissi 3 Feb @ 9:26am 
It was my fault, it is incompatible with "Mining and Ores Reworked"
Chrissi 3 Feb @ 8:00am 
Hi at this time I have problems with the Construction UI and the Trade goods view, in the UI most new buildings ar not available and the trade goods view are shifted and wrong.
ZeKomanda  [author] 11 Jan @ 7:09am 
@George Droyd I don't think I have changed a lot of loc stuff compared to original mod. Could you provide an example with what you are currently struggling?
Kikel Dollarcouponberg 9 Jan @ 2:05am 
Im messign around trying to compatch this mod and learning loc stuff. It would be cool if you added commented examples or the yml and txt addtional modiifer sections, the text guide is helpful to a point but it would be alot easier with jsut examples seeing the actual stuff seems to be in the base loc file that cant be touched and is formatted weird
ZeKomanda  [author] 5 Jan @ 9:33am 
@hlei0902 If you use it with TGE, it will have those
hlei0902 3 Jan @ 7:31pm 
does it have latent and manufactured goods too
SKALA 20 Dec, 2024 @ 3:48am 
Great mod which makes game more realistic! But if you want to play until end of the game in age of revolution I recommend to install also Development Cost Rebalance mod that increases base cost of development so you will not have 40 dev provinces in each HRE minor, or capital city with 60+ development.
ZeKomanda  [author] 16 Dec, 2024 @ 3:15pm 
@George Droyd There is Europa Expanded only version in the description. I haven't played in a while and didn't check if it's still up-to date, but it's worth trying if you don't want TGE.
Kikel Dollarcouponberg 15 Dec, 2024 @ 4:12pm 
Hey there any status update on a version of this that doesnt require TGE?
fanyogs 29 Nov, 2024 @ 7:07am 
Just letting people know that this mod conflicts with religions and cultures expanded
thepresuid 10 Nov, 2024 @ 11:54am 
TGE doesnt work for some reason.
ZeKomanda  [author] 27 Oct, 2024 @ 11:15am 
@ThatOne_Cat Just did a re-test. Seems fine on my end with just the 3 required mods. I am going to be very obvious here, but did you use in-game decision to activate TGE goods?

If yes, then you can try:
1) re-downloading/re-subscribing to those mods and see what happens
2) running just the TGE
ThatOne_Cat 27 Oct, 2024 @ 9:38am 
ok, so for some reason the trade goods from TGE are missing... I messed around, tried JUST the required mods but the trade goods just don't show up.
ZeKomanda  [author] 18 Oct, 2024 @ 12:24am 
@Danceymetal Literally was playing with this mod yesterday. I had all new tradegoods/buildings and proper dev points functionality.
Also dev points buildings are cut from these mod/submods as they often brake compatibility, as a compensation more vanilla/TGE buildings and terrain provide dev point generation.

Review your modlist and try new game with minimal mod setup: TGE, FEE and EE
Danceymetal 17 Oct, 2024 @ 2:22pm 
Seems to dumb down both TGE and Dev points, if you go for this mod You're stuck with TGE buildings but you don't have any of the actual new trade goods, and if your playing the version without TGE you don't have any of the dev points buildings.
ZeKomanda  [author] 7 Oct, 2024 @ 12:30pm 
@キツネ @traaaf @.
Added separate mods for EE/TGE/mod Family only, you can check them in description or in this collection: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3344929107
ZeKomanda  [author] 7 Oct, 2024 @ 9:13am 
Hey guys, currently working on mods that require only:
- Europa Expanded
- Expanded mod Family OR just Trade Goods Expanded

I believe this should cover all use cases
ResidentWeeb 7 Oct, 2024 @ 8:12am 
Would be nice to have a version that only combines Dev points and EE without the need for trade goods and events expaned mods.
Xoran 6 Oct, 2024 @ 9:48am 
thank you. Very happy someone already went through the work and solved this problem
traaaf 5 Oct, 2024 @ 1:35pm 
I know we are all picky people, but I'd love a version that was just Trade Goods Expanded and Dev Points. Cheers for all the good work
ZeKomanda  [author] 4 Oct, 2024 @ 2:06pm 
@Nuggz You don't need original Dev Points. In fact I have changed some of the features: more buildings provide base dev point generation (including ones from TGE), terrain affects dev point generation and UI has been simplified.
As for RCE, I have put a note in the description and will look into patching that too.
Nuggz 4 Oct, 2024 @ 1:15pm 
also Limonen said that RCE edits the province gui so u ARE gonna have to update and take into account for that
Nuggz 4 Oct, 2024 @ 1:14pm 
do i need the OG dev points mod active or do i just need this one and the Expanded mods?
Deadmankenny 1 Oct, 2024 @ 4:44pm 
@zekomanda yes that would be the mod, it's part of the expanded mod family.
ZeKomanda  [author] 1 Oct, 2024 @ 12:40am 
@. Currently considering it, will post a message once and update description once I am done with it.
. 1 Oct, 2024 @ 12:15am 
Any chance of a Europa Expanded only patch?