Europa Universalis IV

Europa Universalis IV

Roads as Buildings
92 kommentarer
smirkyshadow 5. okt. kl. 17:48 
Would love compatibility with doges ideas :D
DUCATISLO 1. sep. kl. 9:50 
gg
smirkyshadow 28. aug. kl. 18:03 
Good to know :D
ReyDeLeon  [ophavsmand] 19. aug. kl. 11:53 
@FuntimeByzantium no as it adds its own manufactory buildings in the buildings.txt text file, (will give a try doing a compatibility version in the weekend)

@BakwasBoy herb's development is a nice and pretty complex mod, I will have to see if I'm able to do so (will give it a try in the weekend)
BakwasBoy 18. aug. kl. 18:51 
hey, can you make it work with herb's development and 17 institutions? that would be ultimate playing tall & wide experience. Or just tell me how to do it, thanks a lot!
FuntimeByzantium 15. aug. kl. 4:22 
Does this mod work with Trade Goods from Amber Eagle?
ReyDeLeon  [ophavsmand] 14. aug. kl. 1:40 
@smirkyshadow Hi, any mods that touch technologies are incompatible with this mod

@smirkyshadow @Khairus @豐川祥子 I made a mod that combines this mod and 17 institutions into one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3548601001
smirkyshadow 12. aug. kl. 19:07 
I can't build roads, it says "tech requirement 0"
ReyDeLeon  [ophavsmand] 2. aug. kl. 15:07 
@豐川祥子 @Khairus ah yes, technology folder contains files which say about buildings unlock techs and dates so it won't work well with mods that modiy these as there won't be info about new buildings. I will create a compatible version as it's not that difficult to create. Thank you for comments and reporting!
Khairus 1. aug. kl. 21:42 
@ReyDeLeon ok I figured it out, it was another mod interfering .. I fixed it by copy/pasting the " technology" folder from this mod in to the other mods.. now everything works :). thanks for responding :)
不是下雨天卻淋濕雙眼 1. aug. kl. 20:21 
i figured out what the problem was. ur mod cant run institutions mods that change trends of thought.
不是下雨天卻淋濕雙眼 1. aug. kl. 19:41 
i let this mod run first, then closed other mods and ran it alone, then reopened other mods and there was no problem.:steamhappy:
ReyDeLeon  [ophavsmand] 1. aug. kl. 13:20 
@Khairus @豐川祥子 Hi, thanks for reporting! This is very appreciated! Do you have other mods enabled aswell? When does this message appear? If it's an ongoing save that may be the cause (but not necessary).
@Tyetonix Hi, not atm, can you tell in which cases more buildings slots are needed?(some buildings don't take building slots)
不是下雨天卻淋濕雙眼 31. juli kl. 23:40 
@Khairus i have the same problem, but I dont use any mod that modify building
Khairus 31. juli kl. 14:21 
what does it mean when it says a building " requires 0" ? is that something else breaking this mod ?
Tyetonix 30. juli kl. 0:26 
Is it possible if there is a version for this mod with 18 or 24 building slots?
=
ReyDeLeon  [ophavsmand] 28. juli kl. 9:50 
@冰冰板 Do you have any particular in mind?
冰冰板 28. juli kl. 8:05 
The stats for some buildings are too low
ReyDeLeon  [ophavsmand] 28. juli kl. 7:17 
@冰冰板 Hi, cool! What modifier's values did you not like?
冰冰板 26. juli kl. 2:56 
Hello, I have created the Chinese version of this mod.
链接:[h1] 中文版 [/h1]
ReyDeLeon  [ophavsmand] 20. juli kl. 2:29 
@fabian Type "smods eu4" in google
@NeoForce Yea, the grandest ones
fabian 18. juli kl. 5:19 
How do I find this mod on smods? I have been searching for a while and cant find it
NeoForce 8. juli kl. 15:41 
Technically palaces are already part of the game under Great Projects as Monuments.
ReyDeLeon  [ophavsmand] 1. juli kl. 6:47 
@Portokalcho Hi, it's easy

1.Download manually both mods ie. from smods , then
2.in Eu4's launcher create a new mod (it may be a button with "send mod" text).
3.Extract idea variation first, then this mod and overwrite files if necessary
4.Edit file "adm" in mod folder/common/technologies and add as many idea slots as you want
Gosho Rodopski 1. juli kl. 6:29 
Hi I dont know if you take requests but if you do could you make a compatability patch or mod or however it is done between this mod and idea variation lite (this is the version of the mod WITHOUT any buildings, goverment reforms or estates just the ideas themselfs and some scuffed land seizing). Having both yours and the ideas' mod keeps the unique ideas but removes the more idea slots so still having the vanilla amount which is pretty much the only thing that breaks I think. Thanks in advance
ReyDeLeon  [ophavsmand] 20. juni kl. 9:49 
@DJ Dislexia hi, Caesar Universalis has this mod already implemented, if the error still occurs then it means another mod causes incompatibility issues, hope this helps :)
Lil DJ Zyn 17. juni kl. 20:08 
I was running Caesar, Development Lite, No State maintenance, Fortress Capture Provence, More European Provinces Compatch....While trying to get this mod or the Compatch version but all I see are where the roads and buildings should be, but it only has 2000 gold and a A symbol under each of the new buildings/roads :/
ReyDeLeon  [ophavsmand] 6. juni kl. 13:05 
@Gajcer hi, disable other mods
Gajcer 6. juni kl. 0:11 
I love all the additional buildings, but I am having a lot of crashes when oppening a buildings tab in the province :(
ReyDeLeon  [ophavsmand] 20. maj kl. 8:37 
@Sha drean Hi, I'm happy you like it! it's currently working as designed, bc I plan to decrease enemy's movement speed if player decides to use "scorch earth" mechanic
Sha drean 20. maj kl. 6:04 
I'm having fun using this mod. However, the Rail Road says that the enemy's movement speed is 80%. Is this what you intended?
ReyDeLeon  [ophavsmand] 11. maj kl. 6:17 
@SirSkittlez Well I tested many different ways and it's working perfectly in my case, both menus (left and province menu). So I have no clue what's in your case

@NeoForce hi!, Thanks for your comment!
I will have to change the name of Glorious Monument to "Patron Saint Statue"

Postal buildings are useful in some rare cases, they also are within time range (they started to appear from 1712)

Pillory is there to portray more rural state of towns and granary is rarely useful. If you have big stacks drilling in your not yet huge capital/province to not get attrition. Otherwise quite insignificant.

Railroad is more of a easter egg if someone wants to play after 1821 and it's expensive and very late in the game.

I wanted also to add big upkeep of the roads etc but ai is probably not going to understand it so I passed.

Feel free to upload your version when you finish ^^
SirSkittlez 11. maj kl. 5:12 
Mhm, Amazing works. Although when I meant it wasn't compatible I meant it kinda works. Its just that when in the build menu the buildings in this mod at least most of them don't appear in the menu. Other than that keep up the great work!
NeoForce 10. maj kl. 22:55 
I've been using this one but there's lots of aspects I'm removing in the mod. LIke Glorious Monument doesn't seem to belong. Same for Postal Bldg, that doesn't really fit as this isn't a game like Skyrim. Pillory and granary seems off too. I guess itinerant court would probably be better off than pillory.

I'm really trying to reduce how many roads there are down to 6 and likely remove Railroad as that doesn't really start till 1825 so that's beyond base game except for extended dates. I'm modifying every aspect on roads. Those are also expensive to maintain so I'm adding that as well. but it does offer other aspects like Army movement speed. That's exactly the aspect Rome designed their roads.

I'm also modifying the education part down to 6 structures to simplify the buildings stuff. Just too many of them. But I'm removing the dev bonus from education
ReyDeLeon  [ophavsmand] 8. maj kl. 12:14 
@RobotDethMonkey hmm, did you try to delete the mod files from the documents folder and let steam redownload it?
@SirSkittlez Thanks ^^ Both mods probably use the same files so that's why it isn't compatible with the Bigger Ui Production Mod
SirSkittlez 4. maj kl. 23:36 
As someone who loves playing Tall I absolutely love this mod. My only gripe with this mod, is that it isn't compatible with the Bigger Ui Production Mod. Other than that though, amazing mod!
R0B0T 4. maj kl. 13:33 
@ReyDeLeon 1920x1080 is my resolution and it is still out of place
ReyDeLeon  [ophavsmand] 25. apr. kl. 11:35 
@FrenchDonut22 thx ^^
@Neondragonsold is it on steam? I couldn't find it...
FrenchDonut22 24. apr. kl. 14:59 
wonderful mod
Рико ЧВК Вагнер 9. apr. kl. 9:19 
@ReyDeLeon This is a mod that translates the game from the standard language to the desired one, the russifier translates the game into Russian.
ReyDeLeon  [ophavsmand] 8. apr. kl. 10:18 
@Neondragonsold What is russifier?
Рико ЧВК Вагнер 7. apr. kl. 18:43 
hello, I have a problem with the fact that this mod does not display new buildings, but it changes the icons. The problem is that I had the russifier enabled, are you planning to make the mod compatible with at least the russifier?
ReyDeLeon  [ophavsmand] 29. mar. kl. 11:31 
@kebabblaster9000 unlikely as trade goods may have their own manufactory buildings
kebabblaster9000 29. mar. kl. 10:53 
im guessing this does not work with trade goods expanded?
ReyDeLeon  [ophavsmand] 29. mar. kl. 7:51 
@Nuggz hi, not atm, but sounds fine to do it in some near fuftre
Nuggz 25. mar. kl. 21:28 
so is there a pure version that ONLY has roads?
ReyDeLeon  [ophavsmand] 8. mar. kl. 9:40 
@wallentinostensson83 hi, disable all other mods

@NeoForce hi, please update the mod

@𝕭𝕵𝕺𝕽𝕶 hi, not atm
wallentinostensson83 7. mar. kl. 18:42 
i cant build any roads. only to vassals. ?
NeoForce 6. mar. kl. 10:52 
I was just playing around with this. The first thing I noticed was the roads. They don't increase taxes but they do require maintenance charge to maintain the roads. Like maybe 0.5% or 1% charge. But it does increase a tiny bit of trade and production efficiency and movement speed.