Europa Universalis IV

Europa Universalis IV

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Dynamic Tradegoods - 1.17
   
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735.741 KB
Jan 14, 2016 @ 5:44pm
May 13, 2016 @ 7:19pm
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Dynamic Tradegoods - 1.17

Description
*** Note: currently discontinued ***

This is a standalone version, the main version can be found here:
http://steamcommunity.com/sharedfiles/filedetails/?id=600603402

This mod removes the vanilla manufactories and replaces them with 8 new buildings that allow provinces to change trade goods over time, or get special permanent modifiers similar to the old trade buildings. Trade good prices are adjusted as well, particularly gold, which now behaves more like a regular trade good.

It also includes around 400 global province changes, mostly changing starting trade goods and development, but also doing some balancing with autonomy.

Paradox Thread:
https://forum.paradoxplaza.com/forum/index.php?threads/mod-dynamic-tradegoods-and-development-1-14.900090/

Direct Download:
http://www.mediafire.com/download/o4q775z5o1952kw/Dynamic_tradegoods_1_17.zip
9 Comments
Altair Aquila Feb 5, 2018 @ 2:00am 
I'll be ready for it.
I'm glad you answered so quickly.
RudeBauble  [author] Feb 4, 2018 @ 5:33pm 
@Mortem
15 months after I said it'd be ready in a few months, I give the same estimate of a few months. Perhaps miraculously, I am still actively working on it.

When it's released, it'll be called "Fat of the Land".
Altair Aquila Feb 4, 2018 @ 9:50am 
Is this new much larger overhaul out yet?
RudeBauble  [author] Nov 16, 2016 @ 7:13pm 
Sadly, that update was not to be. I'm discontinuing this, but it should be followed in a few months by a much larger overhaul that contains similar functionality with a better system.
RudeBauble  [author] Oct 18, 2016 @ 10:49am 
It will be some time before this is updated to 1.18. I was writing some major restructuring and new content when 1.18 hit, and some of this is dependent on work with Ducat Development that I'm still working on as well. I'll try to get it updated within a week.
lindsaymidas Oct 18, 2016 @ 8:48am 
Any update for compatible with version: 1.18.3?
RudeBauble  [author] May 13, 2016 @ 7:29pm 
Updated for 1.17

@lemuria
I agree, a more passive and less micro-heavy way of doing it would've probably been better, maybe even one that doesn't use buildings at all. But it'll stay as is for now, I'll see about tweaking the MTTHs and return on investment to make it more dynamic and profitable (along with more regional modifiers). Also, the manufactories were removed because this was made from the start with the intention of pairing with Ducat Development (which made them redundant), and it was easier to find space in the GUI that way. Sorry if I'm misunderstanding your english.
lindsaymidas May 12, 2016 @ 8:02am 
Any update for compatible with version: 1.17?
lemuria Apr 24, 2016 @ 5:27pm 
I not like just by the grace of conducting research and moreover the processing of the products does not happen and you took the buildings