Europa Universalis IV

Europa Universalis IV

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Build multiple buildings at a time
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Jun 5, 2016 @ 6:42am
May 9, 2024 @ 8:22am
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Build multiple buildings at a time

Description
Information
Are you also annoyed by the fact that you have to build/demolish buildings manually for each province?
Then this mod is for you.

Forum Page and Direct Download Link here[forum.paradoxplaza.com].

FEATURES
This mod adds decisions for constructing/demolishing buildings in as many provinces as possible at the same time.
Only players can enact those decisions, because the AI constructs buildings automatically anyway.

For a demolishing decision to appear, you need to own at least one province, in which the specific building exists. The decision will demolish the specific building in all owned provinces, in which it exists.

For a construction decision to appear, you need to be able to build that building in at least one province, which means you also need to have the required technology level.

With these decisions buildings can be built in owned provinces that:
  • don't have the building already
  • are not busy constructing another building/converting to another religion or culture/creating a core at the moment
  • have at least 1 free building slot OR a previous building that will be replaced by the new one
  • are controlled by you (not by rebels or other countries)
  • have no sieges (by rebels or other countries)

If you have enough money for building at least one specific building you can enact the suitable decision.
The money you need to have corresponds to the standard building price that is not changed by any modifiers, e.g. 100 ducats for a temple.

Buildings are build in random provinces that meet the requirements mentioned above as long as you have at least the required amount of money.
If you are playing with the Rights of Man DLC enabled, buildings will also be built in matching provinces, which are owned by your subjects. Your provinces will be higher prioritized though, which means that only if you don't own any matching provinces anymore subjects' provinces will receive building orders.

The decisions to construct/demolish buildings can also be faded out (and in again) by enacting the suitable decisions. This can be done, so that the decisions window remains clearer.
With this decisions groups of buildings will be faded out/in, e.g. if you fade out the group "Tax buildings", the decisions to build Temples and Cathedrals won't be visible anymore until you fade them in again.
Also there are decisions to fade in/out the decisions to construct or demolish buildings.
(Hidden/Visible groups of categories are higher prioritized, which means that if you faded out all groups of buildings, fading in decisions for contructing/demolishing buildings won't fade those decisions in, you need to fade in at least one group of buildings first.)

Outdated buildings are not shown by default, but they can be faded in (and out again) with the specific option decision(s).

COMPATIBILITY
  • The vanilla buildings and the buildings added by the Extended Timeline Mod can be built/demolished with decisions of this mod.
  • If you are playing with another mod that adds buildings, they can't be built/demolished with this mod.
  • If you are playing with another mod that changes vanilla buildings, they can be built/demolished but there will be probably some problems, if the costs or given modifiers are changed.

  • Apart from that this mod should be compatible with any mod or DLC.
  • EU4 Version: 1.37

  • There is an Imperium Universalis compatible version here.

REQUIREMENTS
  • NO mods or DLC required

Localisations
  • English localisation included
  • German localisation included
  • French localisation included (English language)
  • Spanish localisation included (English language)

___________________

If you find any bugs or have any suggestions, you can post them into the comments.
Popular Discussions View All (1)
0
Sep 6, 2019 @ 11:01am
Request!
Illyrius
119 Comments
duymaz Mar 21 @ 12:21am 
I already checked it but i didn't control detailed. I'm gonna try again. If i make it i will let you know. But if i can't make , would you help me about coding?
LimonenZitrone  [author] Mar 20 @ 8:19am 
@duymaz: There are some setting decisions to exclude certain regions, but what I meant rather was that you can take a look at the decisions in code to see how they work and then use a similar structure in your mod, except that you only target provinces that have the original building.
duymaz Mar 20 @ 1:46am 
The decisions from this mod are awesome but sometime i don't use it. For example i don't want a drydock in Socotra. And i don't have a dock in Socotra. So there is no need for upgrade in this province. But when i use this mod's decision, it builds drydock to all possible provinces. Including Socotra. I just want to update buildings that needed to be updated. I don't want to build a top level building from scratch. I have never made a mod before. I read some guides but i don't understand anything about modding. So this is the situaiton.
LimonenZitrone  [author] Mar 19 @ 8:36am 
@duymaz: What exactly is the issue you run into? You would have to check the requirements for the new building and then replace the building or start the construction of the new building. The decisions from this mod here should help you with that, in theory.
duymaz Mar 19 @ 4:35am 
Hello, for a few days i am trying make a mod. This mode make to upgrade all kind buildings one by one with a decision. But i couldn't make it. For example one of decisions make all docks in my country upgrade to drydocks when approprite technology comes in. I need your help bro. In your available time please text me.
LimonenZitrone  [author] Feb 28 @ 5:13pm 
@hwalker145: The decisions possibly target a lot of provinces, which hurts the performance. Ideally you use the settings decisions to hide all the decisions you don't use at the moment, so e.g. only show the decision to construct cathedrals when you want to build cathedrals. That should improve performance well enough to not really notice much of a slow down (except when actually clicking the decision and there being a lot of affected provinces, which may make the game lag a bit for a short while).
hwalker145 Feb 28 @ 9:42am 
Hello, I was experiencing performance issues when the decisions and policies tab (this mod’s general area of concern) was open. Closing it again the performance goes back to normal. Upon removing the mod, the frame-rate is back to normal. I love the mod though so what do you think is happening?
Greepon Oct 24, 2024 @ 12:25pm 
Die Mod funktioniert noch immer, sie ist auch mit der berühmten Extended Timeline Mod kompatibel.

Lasst euch da draußen nicht vom gelben Warndreieck im Launcher beirren.

Stand: 24.10.2024
Barbarosza Aug 22, 2024 @ 2:22pm 
der Mod funktioniert. Kein Problem. Ich denke nur, dass EU4 keine weiteren Updates bekommen wird. Es ist sinnvoll, es auf die neueste Version zu aktualisieren.
LimonenZitrone  [author] Aug 22, 2024 @ 9:20am 
@Barbarosza: Die Fehlermeldung im Launcher kann ignoriert werden und die Mod ist aktuell. Falls Probleme vorhanden sein sollten, einfach bescheid sagen, was die Probleme genau sind, und ich kann es mir anschauen. Mir sind im Moment aber keine bekannt.