Europa Universalis IV

Europa Universalis IV

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[OLD] Capitals Expanded
   
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Feb 19, 2019 @ 9:07am
Apr 1, 2019 @ 3:51pm
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[OLD] Capitals Expanded

In 1 collection by SciN3RD
SciN3RD's Expanded mods
13 items
Description
ORIGINAL VERSION is found here.

ORIGINAL BEYOND TYPUS VERSION is found here.

UPDATED VERSION is found here.

UPDATED BEYOND TYPUS VERSION is found here.

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Capitals Expanded
(Base game version)

For Beyond Typus development values see: BEYOND TYPUS VERSION

This mod adds a number of triggered modifiers to reward the development of your nation's Capital. This is a nice touch for those who like playing tall. The modifiers are listed below. They are activated when the condition is met. These modifiers can stack. Note that I may tweak these values in the future for balance purposes.

When Capital's total development is 45 = Global tax +15%
When Capital's total development is 50 = Production efficiency +15%
When Capital's total development is 55 = Trade efficiency +15%
When Capital's total development is 60 = Land force limit +20%
When Capital's total development is 60 (AND is coastal) = Naval force limit +20%
When Capital's total development is 65 = Army morale +10%
When Capital's total development is 65 (AND is coastal) = Naval morale +10%
When Capital's total development is 70 = Discipline +5%

When Capital's taxation level is 15 = Global tax +10%
When Capital's taxation level is 20 = Administrative efficiency +10%
When Capital's taxation level is 25 = Mercenary maintenance -20%
When Capital's taxation level is 30 = Yearly absolutism +1.2

When Capital's production level is 15 = Trade efficiency +10%
When Capital's production level is 15 (AND is coastal) = Naval force limit +10%
When Capital's production level is 20 = Production efficiency +10%
When Capital's production level is 20 (AND is coastal) = Sailors modifier +20%
When Capital's production level is 25 = Goods produced +10%
When Capital's production level is 25 (AND is coastal) = Naval morale +5%
When Capital's production level is 30 = Provincial trade power +25%

When Capital's manpower level is 15 = Land force limit +10%
When Capital's manpower level is 20 = Global manpower +20%
When Capital's manpower level is 25 = Army morale +5%
When Capital's manpower level is 30 = Discipline +2.5%

When Capital's total development is 50 AND:
50% Professionalism = Drill modifier +50%
60% Professionalism = Land morale +2% & Discipline +1% & General cost -20%
70% Professionalism = Land morale +2% & Discipline +1% & Land leader manuever +1
80% Professionalism = Land morale +2% & Discipline +1% & Land leader shock +1
90% Professionalism = Land morale +2% & Discipline +1% & Land leader fire +1
100% Professionalism = Land morale +2% & Discipline +1% & Land leader siege +1
*These stack as Professionalism level increases; by 100%, you get +10% land morale & +5% discipline as well as the other bonuses.

When Capital's total development is 75 AND:
capital trade good is Chinaware = Monthly autonomy change -0.1
capital trade good is Cloth = Development cost -15%
capital trade good is Coal = Goods produced +20%
capital trade good is Cocoa = Garrison growth +33% & Garrison size +25%
capital trade good is Coffee = Institution spread +20%
capital trade good is Copper = Production efficiency +15%
capital trade good is Cotton = Global settler increase +30
capital trade good is Dyes = Yearly corruption -0.2
capital trade good is Fish = Sailors +50%
capital trade good is Fur = Provincial trade power +33%
capital trade good is Gems = Global tax +15%
capital trade good is Glass = Core creation cost -15%
capital trade good is Gold = Inflation reduction -0.25
capital trade good is Grain = Land force limit +15%
capital trade good is Incense = Tolerance of true faith +2
capital trade good is Iron = Regiment cost -15%
capital trade good is Ivory = Diplomatic reputation +1 & relations +1
capital trade good is Livestock = Land attrition -20%
capital trade good is Naval Supplies = Naval force limit +15%
capital trade good is Paper = Administritive efficiency +5%
capital trade good is Salt = Defensiveness +25%
capital trade good is Silk = Trade efficiency +15%
capital trade good is Slaves = Tariffs +33%
capital trade good is Spices = Spy network construction +50%
capital trade good is Sugar = Monthly war exhustion -0.1
capital trade good is Tea = Advisor cost -15%
capital trade good is Tobacco = Spy network defence +50%
capital trade good is Tropical Wood = Construction cost -20%
capital trade good is Wine = National unrest -2
capital trade good is Wool = Movement speed +20%
-For Third Odyssey mod: Elysian Silk = Diplomatic annexation cost -25%
-For Third Odyssey mod: Norse Mead = Colonists +1

When religious unity is 100% AND:
capital's development is 30 = **
capital's development is 40 = **
capital's development is 50 = **
capital's development is 60 = **
capital's development is 70 = **
**-1% all power cost & +0.2 yearly prestige & +0.2 true faith tolerance & +0.5% missionary strength
(These stack as capital development increases)

Idea group bonuses for Ultra Tall nations:
If Capital development 50+ AND all state provinces 15+ development AND:
-Administrative idea groups:
Completed Administrative = *** AND +5% administrative efficiency
Completed Economic = *** AND +7.5% goods produced
Completed Expansion = *** AND -50% native uprising chance
Completed Humanist = *** AND +2 diplomatic reputation
Completed Religious = *** AND +2 missionary strength vs heretics
Completed Innovative = *** AND -20% state maintenance
-Diplomatic idea groups:
Completed Diplomatic = *** AND +1.5 yearly prestige
Completed Espionage = *** AND +5% discipline
Completed Exploration = *** AND +25% native assimilation chance
Completed Maritime = *** AND +20% ship trade power
Completed Trade = *** AND -15% development cost
Completed Influence = *** AND +2 relations
-Military idea groups:
Completed Defensive = *** AND +33% movement speed
Completed Offensive = *** AND +1 land leader siege
Completed Aristocratic = *** AND +5 max absolutism
Completed Plutocratic = *** AND +10% production efficiency
Completed Quality = *** AND +5% mercenary discipline
Completed Quantity = *** AND +2 leaders
Completed Naval = *** AND +1 naval leader maneuver
*** -10% development cost

Leave me feedback on the development requirements.
194 Comments
j.e. Mar 23, 2022 @ 7:56am 
Too bad. Was hoping to get even more overpowered. :)
SciN3RD  [author] Mar 22, 2022 @ 12:40pm 
@j.e.:
it's meant to be used for converting subjects...
j.e. Mar 22, 2022 @ 2:02am 
I think missionary strength is a bit useless since you're already at 100% religious unity. It would be much more convenient if you had these missionary strength beforehand.
SciN3RD  [author] Jun 27, 2021 @ 11:57pm 
@MaestroMe:
it should work. get the "updated" version (here: https://steamcommunity.com/sharedfiles/filedetails/?id=2043210489) . it is not updated for 1.31 but it should still work with 1.31.
MaestroMe Jun 27, 2021 @ 4:45am 
Does this mod still work? :)
I do enjoy it, especially with pillage capitals
SciN3RD  [author] Aug 20, 2020 @ 9:11am 
yes it is op. but unfortunately i dont want to make yet another version of this mod... then someone will ask for the halved-value version compatible with BeyondTypus, or *insert any other big mod*.
also due to mod ui i had to upload new versions of this mod. what i'm trying to say is that this is already a mess with multiple versions out so i'd rather not upload a new version with different values out.
i do personally find it op myself, so i have considered re-balancing it. but many people like it the way it is. so every time i end up not touching values.
i have had another idea however. i might rebalance this mod and combine with some of my other Expanded mods (also rebalanced) and publish it as a single package of all my mods. this is a good and novel enough reason for me to "republish" the mods. the downside being that if one doesnt like any of the mods, then he has to stick to the separate versions with different values. anyway, that's my solution to this balancing problem.
k|Xorty Aug 20, 2020 @ 5:19am 
hey. i like the idea of the mod and played with it multiple times but sadly in combination with other mods like ideagroups where its very easy to get highdev-capitalcity its a bit op.can you release the same mod with its values halfed. 20% goodsproduced from coal is just completely op :D
SciN3RD  [author] May 8, 2020 @ 2:01am 
@hatdudeman15(GAZB):
im glad you like the mod :)

regarding the issue, i did write an answer in the other comment section. just one more thing, make sure one month passes when you use debug to develop the capital (when checking if the mod is working or not). triggered modifiers are calculated every month.

anyhow, this mod should work with any other mod. it simply adds triggered modifiers which are pretty unrelated and untouched by other mods. so i doubt any potential issue would be related to other mods.. most likely just installation issues.
hatdudeman15(GAZB) May 8, 2020 @ 12:49am 
I also would like to say I REALLY love your mod, as Development rises it becomes super pricy to upgrade your capital so I never really got it too high before except to see the city sprawl. This mod really adds a powerful mechanical benefit to a massive sprawling capital. My seat of power FEELS just like that, a seat of power and might of great strategic importance. Due to it applying to all nations is balanced too which is even better.
Just wanted to thank you for your time and say I really love your mod and it means a lot the time you put into it.
hatdudeman15(GAZB) May 8, 2020 @ 12:46am 
Hello I would like to report a bug: I am using the updated version of your mod and it does not appear to be working with the current version. I went and used the debug to set my capitals development to high levels to be sure and the mod was not firing the events.
My Current Mod List in Load Order:
A better UI & Extended Timeline Compatability
Better UI2
Extended Timeline
Capitals Expanded (Non Functional)
Idea Variation
Idea Variation Extended Timeline Addon
Missions Expanded Idea Variation Compatability Patch
Missions Expanded (IS working but there are some bugs with the Brandenburg mission tree. I think thats a them issue and not related though)