Europa Universalis IV

Europa Universalis IV

27 ratings
Buildings Rework
   
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410.208 KB
May 11, 2021 @ 10:27pm
May 17, 2021 @ 11:06pm
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Buildings Rework

Description
This mod tries to make the constructions rarer and more important in the game, placing modifiers more "realistic" for them, contrasting the constructions of the vanilla that seem abstract and without much value in the Late Game.

Changes:
-More realistic modifiers for buildings.
-State-managed buildings cost maintenance.
-All terrain types have 15 building slots.
-Constructions (most) need a certain number of development.
-Advanced constructions are much more expensive, with the intention of having what to spend the infinite resources in the Late Game.
-I haven't gotten to look at the construction files of commercial companies yet.
-I do not intend to modify the tribal constructions, I use mods where in my campaign they do not exist (but still with the most relevant Mesoamerican peoples such as the Aztecs, Mayans and Incas).

For the future:
-Just Balancing


Whoever wants to give suggestions, it will be taken into consideration, but stay tuned, my idea is that to make buildings more unique and relevant, even more so in provinces with high development.
26 Comments
door Nov 26, 2022 @ 1:26pm 
update ?
Bow1erHat Dec 15, 2021 @ 7:32am 
Manufactory building is too expensive,workshop is very nice with +0.2 goods produced.
Halolong May 24, 2021 @ 8:32am 
do you plan on upload the previous, less balanced mod to the workshop? aint gonna lie all the Dev modifier was quite fun to stack with
Luxy May 24, 2021 @ 3:26am 
Hey, I noticed the first level of the coastal battery building has a -5% dev cost. But the second level doesn't have it.
Kisigi  [author] May 22, 2021 @ 3:56pm 
@Ⓐ︎Ⓡ︎Ⓑ︎Ⓔ in the future I will see what i need to make compatible, for now just play TGE without Buildings Rework
A.R.B.E. May 22, 2021 @ 12:45pm 
Edit: Manufactory building for the new trades goods from TGE seems to not appear in the construction menu too
A.R.B.E. May 21, 2021 @ 12:09am 
TGE add two new buildings who are bugged and unusablewhen your mod is active too. Except that, I don't see any other conflict for now...(Or I'm blind :P)
Kisigi  [author] May 20, 2021 @ 4:29pm 
@Ⓐ︎Ⓡ︎Ⓑ︎Ⓔ I don't see why it is not compatible, did you try to use it and it didn't work? It would not be compatible if Trade goods had something different for the buildings.
A.R.B.E. May 20, 2021 @ 4:01pm 
Any plan to do a compatibility patch between your mod and trade goods expanded?
Arswind May 18, 2021 @ 7:11am 
no luck bro