Europa Universalis IV

Europa Universalis IV

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[OLD] Capitals Expanded Beyond Typus
   
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Feb 27, 2019 @ 2:40am
Apr 1, 2019 @ 3:54pm
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[OLD] Capitals Expanded Beyond Typus

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 Beyond Typus
*The development values here are twice the base game values.

For base game version see: BASE GAME 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 90 = Global tax +15%
When Capital's total development is 100 = Production efficiency +15%
When Capital's total development is 110 = Trade efficiency +15%
When Capital's total development is 120 = Land force limit +20%
When Capital's total development is 120 (AND is coastal) = Naval force limit +20%
When Capital's total development is 130 = Army morale +10%
When Capital's total development is 130 (AND is coastal) = Naval morale +10%
When Capital's total development is 140 = Discipline +5%

When Capital's taxation level is 30 = Global tax +10%
When Capital's taxation level is 40 = Administrative efficiency +10%
When Capital's taxation level is 50 = Mercenary maintenance -20%
When Capital's taxation level is 60 = Yearly absolutism +1.2

When Capital's production level is 30 = Trade efficiency +10%
When Capital's production level is 30 (AND is coastal) = Naval force limit +10%
When Capital's production level is 40 = Production efficiency +10%
When Capital's production level is 40 (AND is coastal) = Sailors modifier +20%
When Capital's production level is 50 = Goods produced +10%
When Capital's production level is 50 (AND is coastal) = Naval morale +5%
When Capital's production level is 60 = Provincial trade power +25%

When Capital's manpower level is 30 = Land force limit +10%
When Capital's manpower level is 40 = Global manpower +20%
When Capital's manpower level is 50 = Army morale +5%
When Capital's manpower level is 60 = Discipline +2.5%

When Capital's total development is 100 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 150 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%
capital trade good is Beer* = Aggressive expansion -20%
capital trade good is Books* = Technology cost -5%
*these are Beyond Typus specific trade goods.

When religious unity is 100% AND:
capital's development is 60 = **
capital's development is 80 = **
capital's development is 100 = **
capital's development is 120 = **
capital's development is 140 = **
**-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 100+ AND all state provinces 30+ 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.
41 Comments
SciN3RD  [author] Apr 1, 2020 @ 2:00am 
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  [author] Feb 22, 2020 @ 2:03pm 
@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 Feb 22, 2020 @ 12:46pm 
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 Oct 23, 2019 @ 4:50am 
it works 12.0 =)
Chairman Meow (JP) Oct 22, 2019 @ 3:56pm 
We have added 2 new trade goods as well now
Kroq-Gar Oct 21, 2019 @ 4:51pm 
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  [author] Oct 21, 2019 @ 4:48pm 
@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 Oct 21, 2019 @ 4:45pm 
is this working with the 12.0 version?
SciN3RD  [author] Jul 24, 2019 @ 5:03am 
NEW MOD: https://steamcommunity.com/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  [author] May 22, 2019 @ 4:09am 
NEW MOD: Ruler Abilities Expanded
check out my new Expanded mod focused around ruler abilities, stats, and establishment of a society.