Europa Universalis IV

Europa Universalis IV

Buy Building Slots
43 kommentarer
LimonenZitrone  [ophavsmand] 18. sep. kl. 17:14 
@DiorSavage: Yes, it still works.
DiorSavage💴 18. sep. kl. 15:08 
does this still works
varmongar 21. maj 2024 kl. 19:05 
If I wanted to change the cost of the decision to scale by number of core provinces, how can I do so?
Boris911 16. aug. 2023 kl. 7:44 
It's not works with 1.35.6.0. When I use it in the decision, it take money, but it don't add ane new additional building slots. :steamsad: May be building slots aren't possible change from 1.35.6.0.
LimonenZitrone  [ophavsmand] 14. maj 2023 kl. 16:45 
@Enmer: The decision.
Enmer 14. maj 2023 kl. 15:18 
how to enable for AI . Which file should I edit?
Robokiller 2500 1. okt. 2022 kl. 0:09 
Sorry for hustle, but i checked and it works! Thanks for the mod!
Robokiller 2500 1. okt. 2022 kl. 0:04 
"Building slots 18+" actually.
Robokiller 2500 1. okt. 2022 kl. 0:00 
Does this work with mods which add more building slots? I use "18 building slots" mod.
Mug 23. sep. 2022 kl. 7:07 
Thanks that worked
LimonenZitrone  [ophavsmand] 23. sep. 2022 kl. 3:02 
@Mug: You would have to change the code of the decision, but it is possible. You would have to change the "any_owned_province" and "every_owned_province" with just "any_province" and "every_province", replace the "is_core = ROOT" with "is_core = owner" and add an additional condition, "country_or_non_sovereign_subject_holds = ROOT"

Unless you meant you want the subjects to take the decision on their own, then just change the trigger "ai = no" with "OR = { ai = no AND = { is_subject = yes overlord = { ai = no } } }".
Mug 22. sep. 2022 kl. 13:44 
Any way to make this work for your subjects and colonies?
theanswerisme 20. dec. 2021 kl. 19:54 
A Great, simple, widely compatible mod, with a surprisingly amount of immersion. Thanks.
BloodRaven 3. juli 2021 kl. 16:34 
@LimonenZitrone: Thank you.
LimonenZitrone  [ophavsmand] 3. juli 2021 kl. 10:35 
@BloodRaven: In theory sure, but not in the mod. You could change the files tho, if you want to. Just replace the "is_core = ROOT" everywhere in the decision with "is_state_core = ROOT is_state = yes"
BloodRaven 3. juli 2021 kl. 6:43 
is there a way to add slots to state province only? ie excluding territories
Hopit 14. apr. 2020 kl. 2:18 
Would it be possible to make this compatible with Anbennar?
TheEviI 22. dec. 2019 kl. 18:42 
Finally everything works well! I just had to add that in the end too : ai_importance = 300
TheEviI 22. dec. 2019 kl. 18:22 
@lemonporn: thanks a lot! but strangely it doesn't work on your mods but it works on another one that I wanted to make the same change.
LimonenZitrone  [ophavsmand] 22. dec. 2019 kl. 17:27 
@The New Diamond: You can. Edit the potential to remove the "ai = no" and add an ai_will_do section to the decision.
TheEviI 22. dec. 2019 kl. 17:26 
Isn't there any way by modifying the config .txt I can get ai to make the decision?
LimonenZitrone  [ophavsmand] 22. dec. 2019 kl. 16:22 
@The New Diamond: No, AI can't.
TheEviI 22. dec. 2019 kl. 16:20 
ai can take the decision?
LimonenZitrone  [ophavsmand] 13. sep. 2018 kl. 8:02 
@ExVasterist:
It should work with any EU4 version in which building slots exist like this.
Zanderfel 13. sep. 2018 kl. 5:34 
what about EU4 versions? I know its compatible with the current, but I mean older versions - I'm using 1.21.1 before they did away with the 3 missions & replaced them with those one time quests/objectives.
LimonenZitrone  [ophavsmand] 12. sep. 2018 kl. 18:01 
@Dakit3: I hope it fits your needs :)
Dakit3 12. sep. 2018 kl. 17:53 
Gotcha....I have none of the dlcs for Eu4 and the one mod I would want to use to develop my provinces is not comparable with extended timeline. Definitely going to be giving this mod a try
LimonenZitrone  [ophavsmand] 12. sep. 2018 kl. 17:46 
@Dakit3: Nope, it doesn't affect development. Usually you need to increase development in a province to gain extra building slots. This still works, but with this mod you can also pay some money and in exchange receive building slots in your provinces.
So, for example, with this mod, if you enact the decision and thus pay money multiple times, even a province with 3 (lowest) development can have 12 building slots.
Dakit3 12. sep. 2018 kl. 17:44 
And this doesn't affect development at all?
LimonenZitrone  [ophavsmand] 12. sep. 2018 kl. 16:39 
@Dakit3: No.
Dakit3 12. sep. 2018 kl. 16:39 
Can the AI use this descision?
LimonenZitrone  [ophavsmand] 21. juli 2018 kl. 18:26 
@ExVasterist:
It does the same, no matter if you have the DLC or not.
Zanderfel 21. juli 2018 kl. 18:25 
What can the mod do without the Common Sense DLC?
LimonenZitrone  [ophavsmand] 21. juli 2018 kl. 18:11 
@ExVasterist:
It isn't needed. If you own the DLC, you can develop your provinces and thus get additional buildings slots, which makes this mod less useful than using it without having the DLC.
Zanderfel 21. juli 2018 kl. 17:22 
"If you don't own the Common Sense DLC there is no effective way to get additional building slots in your provinces."

"REQUIEREMENTS
NO mod or DLC required"

So... which is it? If it doesn't require a DLC, then Common Sense should not be needed.
LimonenZitrone  [ophavsmand] 19. apr. 2017 kl. 10:56 
@Motion a table:
The decision gives modifiers to core provinces. Provinces without such a modifier get the first one, which grants 1 building slot, provinces with the first modifier get that one removed and receive the second modifier, granting 2 building slots etc. There are six modifiers, whereas the last one doesn't grant 6 but 12 building slots, this way every province should have all slots unlocked regardless of the local development.
germanboo hispanic 18. apr. 2017 kl. 21:10 
Just curious, how did you script this? I'm interested in EU4 modding and i'd like to hear how it is done!
germanboo hispanic 18. apr. 2017 kl. 21:09 
sold
LimonenZitrone  [ophavsmand] 18. apr. 2017 kl. 21:03 
@Motion a table:
Yes.
germanboo hispanic 18. apr. 2017 kl. 21:02 
is this compatible with extended timeline?
Issandii 9. apr. 2017 kl. 15:37 
yee I play on 1.13.1 ...or 1.13.2 some of then ;P

I edited in your mod just version in description file from "1.20.*.*." to "1.13.*.*." and it work probubly coz game started to menu and started as gameplay I use upgread one time (as denmark) but only for test and in work. From other sides when I want load earlier save geme told me NOPE and go crush :D but only when I want reload, when I use event to upgrade it works

btw I havn't common sense it's to expensive for this moment for me :D
LimonenZitrone  [ophavsmand] 9. apr. 2017 kl. 14:46 
@Issandii:
So, you are playing on Eu4 Version 1.13 (or lower)?
I don't remember how building slots were managed back then, but if Common Sense was already released (if not that mod shouldn't have a function anyway), there shouldn't be problems using this mod. At least I can't think of anything that would lead to a crash. :/
Issandii 9. apr. 2017 kl. 9:13 
Hello it's OP mod BUT

My game crash every 10 - 15 min on version highest then 1.13.x so _____
Could you create it on this version too? As other mod ofc.

Thank you in advance