Europa Universalis IV

Europa Universalis IV

39 ratings
Trade Goods Expanded for Ante Bellum
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File Size
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724.094 KB
Jul 19, 2022 @ 9:02am
Jun 29, 2024 @ 4:49am
16 Change Notes ( view )

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Trade Goods Expanded for Ante Bellum

Description
Trade Goods Expanded for Ante Bellum adds the Trade Goods from Trade Goods Expanded to Ante Bellum but removes the infrastructure from Trade Goods Expanded in Favor of the one from Ante Bellum.


What it does:
Trade Goods added to Ante Bellum
UI changed to accommodate the changes

What it doesn't:
I did not check if any missions require x Trade good so if you find any then I will fix it asap
I didn't include new provinces or fixed the position of the Trade goods based on map changes, feedback is welcome here.

Requirements
This Mod does not work correctly without having Ante Bellum and Trade Goods Expanded active!

If you have any suggestions or Bug Reports feel free to leave them in the Comment Section!

Check out my other Compatch for Idea Groups Expanded and Ante Bellum here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2833879795
87 Comments
Solace of Night Sep 9, 2024 @ 12:20pm 
also a bit of feed back, saxonys new mission tree requires the iron mine in its capitol, as it needs a weapons manufactory there, but tge spawns in a silver mine there.
Solace of Night Sep 9, 2024 @ 12:17pm 
thanks a bunch once again. it worked like a charm.
Solace of Night Sep 9, 2024 @ 8:36am 
ill have a peak then. must be the buldings because all the maufacturies were non exsistant on the new trade goods. thank you so much
Kaiserin_Amy  [author] Sep 9, 2024 @ 8:08am 
depends on what they change, if they change tech then you'd need to readd the TGE specific buildings back into tech files. If it adds trade goods then you need to add those in the goods files and accoutn for them in the buildings. If they add new buildings then you need to add those and also edit the gui to fit/show them.
Solace of Night Sep 8, 2024 @ 7:41am 
appreciate this mod a bunch, i was wondering though, if i wanted to tweak it to be compatable with one of ante bellums sub mods, how would i best go about doing that, what all do i need to keep a eye out for to tweak
Neier Lamperouge Jun 29, 2024 @ 7:28am 
it works thank you very much
Kaiserin_Amy  [author] Jun 29, 2024 @ 4:51am 
the mine icon still exists for me, personally I now found out that old mine mechanic didn't work anymore because it wasn't in the tech file. I fixed that part, but the mine itself works fine for me. Try again now that I reuploaded the mod maybe there was something different in my local version without me realising but otherwise, it should work perfectly fine.
Neier Lamperouge Jun 29, 2024 @ 3:06am 
I tried now with no other mods like you said, all buildings work but the mine. When i choose whatever mine option (both NEW or OLD) the mine icon disappears and i cannot build it anymore. Could you look at this please
Kaiserin_Amy  [author] Jun 28, 2024 @ 10:30am 
works perfectly fine for me, the new mine mechanic works fine. The road building works fine. You must be using some other mod or are not using all required items.
AQUILA Jun 27, 2024 @ 2:57pm 
When I try to build early roads I'm unable to, it says "Early road requires (0)" and stays red