Europa Universalis IV

Europa Universalis IV

The Funding Mod
98 Comments
Mpmmuirhead Jan 19 @ 12:07pm 
Yes I am having this problem too. Anbennar makes decision go bye
Gjallarbrú Jan 12 @ 6:08am 
Anbennar makes the decisions dissappear.
Tyrantosaurex Dec 25, 2023 @ 9:55pm 
@Gjallarbrú "with a particular mod" isn't descriptive enough, which mod?
Gjallarbrú Dec 17, 2023 @ 1:34pm 
Anyone has an idea why it stopped working with a particular mod? Was working fine then the other mod was updated now the decisions won't show anymore.
Boris911 Nov 19, 2023 @ 3:29am 
Can you edit the source to say that the mod is for version 1.*.* so that it doesn't have an exclamation point in the launcher with an orange triangle, please? The mod also works on 1.36.1. So it should work in future versions and it won't look bad in the launcher about the message that the mod is incompatible with the current version.
udkudk Oct 10, 2023 @ 9:08am 
@AmyClaraRose
Here:
{LINK REMOVED}
File is available for 1 week.
AmyClaraRose Oct 9, 2023 @ 9:52pm 
@udkudk any chance of uploading it one last time
udkudk Jul 24, 2023 @ 8:39am 
@AmyClaraRose
Here:
Put this in filemail link:
fppycyxnzxxnhzw
File is available for 1 week.
AmyClaraRose Jul 23, 2023 @ 9:46pm 
@udkudk still have a copy of your mod
udkudk Jan 20, 2023 @ 8:09am 
@Solarwhale
https://www.filemail.com/d/jwcjszdsypvzqtg
Here is an link of modification I made to this mod. I would love if you publish it.

I made format more consistent to make it easy to use regex inside vs code and excel (database import) to modify mod.
Using regex and excel, I changed modifiers so that new modifiers include bonuses of old modifiers.
Using regex, I added remove_country_modifier to all decisions (except 1st level) which when decisions are enabled would remove old modifier, while adding new modifier and country_flag normally.
That way, mod works exactly same with same modifier effects, but mod doesn't clutter Modifier UI in-game.
Nothing else is modified. Localizations and prices etc are same.
Link will be auto deleted in a week
udkudk Jan 8, 2023 @ 10:33am 
@Solarwhale Great mod. Please think about reducing number of modifiers by removing old one and adding new one with more powerful bonuses.
Issandii Sep 13, 2022 @ 4:41pm 
oooo solar is alive again XD
I recoment to restructur your mod into something similar to my version that delete previous modifier when u get next one

Coz your mod is awesome but it just block your modifiers screan XD
Solarwhale  [author] Sep 13, 2022 @ 1:59pm 
Version update time, also added trade steering as a purchasable buff (weird that i didn't think of it sooner). Thanks for any suggestions, i have some time to work on this again so i might add them sometime soon.
Snobasocks™ Apr 12, 2022 @ 6:42pm 
I love this mod so much, it's become near essential for me to play the game. Fair warning tho, EU4 seems to use a faulty integer system for ducats so very late game runs with massive empires might cause your cash to flip if you make too much and force you to take out crazy amounts of loans if you don't spend as much of it as you can, be prepared to keep up spending with the insane income that comes with the modifiers. I find subsidising colonial nations (if you have any) really helps because you can set it, I believe the game breaks a bit when you make over 1 million ducats and you sit at around 1 million.
udkudk Apr 6, 2022 @ 12:35pm 
Great mod, Pls think about adding Diplomatic Relations modifier.
Issandii Sep 20, 2021 @ 6:05pm 
It's Me again ;P
Here is link to mod that do same but add less modifiers at time :) just compresses them into fewer ones.
https://steamcommunity.com/sharedfiles/filedetails/?id=2607515353
Lightheart27 Sep 17, 2021 @ 3:02pm 
My playlist got messed up recently, and I am trying to figure out what happened. Did this update change how it affects 1.30.6, or not? If so, do you have a direct download, cause some of my other mods have yet to be updated to 1.31?
Issandii Sep 15, 2021 @ 11:47pm 
@Solarwhale
Did u mind if I upload your mod with rewrited modifiers? (just like @p0xus said)

I'm rewriting it now for my personal use ;P
but can I upload it and link to your mod as base?
Solarwhale  [author] Aug 17, 2021 @ 11:22am 
@Poxus, that's a sensible idea (sorry for not responding to it for a year by the way), and I will hopefully be implementing it sometime in the future. I'll need a bit of a break from this mod though, so it might take a little while.
Solarwhale  [author] Aug 17, 2021 @ 11:19am 
New update time, there's a bunch of (i hope) pretty fun stuff in it (check out the changelog). You'll have to wait a while for the next one though, because I made this mod in such a convoluted way that updating it completely wears me out mentally. See you next time though!
The_craft3r Jun 26, 2021 @ 5:50am 
Glad to see the mod is back :) Hope you fix the states fund changing it from more states to governing capacity
Toast Dec 29, 2020 @ 10:55pm 
Any chance you'll be updating and or adding to the mod?
Right now, state upgrades don't work.
It'd be really cool to add a few other stats like
- Diplomatic Reputation
- Diplomatic Annexation
- Monarch Skill
- Leader Skill
- Colonial Range
- Construction Cost/Speed
- Imperial Authority Growth
- Yearly Army/Navy Tradition

Even if you never come back to the mod, thanks for everything. It's been great.
haemoarch Nov 12, 2020 @ 11:19am 
fuck me gloriously, this mod is indeed a brilliant idea. congratulations.
Gibsonn Jul 24, 2020 @ 8:20am 
could i please have access to a 1.29 version of the mod?
p0xus Jul 8, 2020 @ 3:28pm 
@Solarwhale - I had a thought about how to improve the mod. Currently, becuase each decision just adds a new modifier, it spams the country modifier section. A solution to this would have the decisions remove the previous modifier, and just have to total amount of all the previous modifiers in that one modifier, if that makes since.
I was looking at how you coded it, and it shouldn't be too hard to implement. I probably can do it myself if you would like; time allowing.
p0xus Jul 7, 2020 @ 6:15pm 
As a follow up, if I clicked the button a second time, it ofc wont work because I didn't change any other section other then the 1st one. You can change them all if you are so determined.
p0xus Jul 7, 2020 @ 6:14pm 
Hey guys, if you want to change the States fund to Governing Capacity, you can do it yourself.

-Open the file that contains what we're looking for (steamapps\workshop\content\236850\1678280999\common\event_modifiers\event_modifiers_rf_sts.txt)
-Change "max_states" to "governing_capacity" and change the number to whatever you want. I put it to 5000 and only changed the first section. This is what the top of my file looks like: "rfst1_rfst = {
governing_capacity = 5000
}
rfst2_rfst = {
max_states = 2
}"
Smilefjes Jun 26, 2020 @ 3:22pm 
The AI gets the same modifiers I buy, is this intended?
Slaglord Jun 24, 2020 @ 7:50am 
Thanks for the great mod. I would also like to see a replacement for the States Fund if an idea strikes your fancy.
Fuski Jun 13, 2020 @ 5:36pm 
Could you please change the funding of states into governing capacity instead?
Solarwhale  [author] Jun 9, 2020 @ 2:45am 
No, the AI doesn't use this. I tried implementing that as an optional feature, but it seems to just pick one type of modifier to purchase all the time, rendering it useless. So unless a way to change that appears, the mod is for players only.
Sleepy May 24, 2020 @ 8:55pm 
Does AI use this?
BarracudaKiller Mar 23, 2020 @ 10:15am 
any update?
TheForgottenOne Feb 17, 2020 @ 11:46pm 
just curious as to when this will be updated for new versions of the game
MASDAK Feb 1, 2020 @ 9:17am 
i have re installed the game and now when i go in the launcher i active the mod and in game he t doesn't work , there is a direct link or something?
Argacyan Dec 27, 2019 @ 9:30am 
One of the best mods for decisions. Btw I'd like there to be some extreme versions of LD reduction past the 30 times mark.
Aryx Dec 23, 2019 @ 1:46pm 
Great mod, taking a couple of decisions helps lessen the strain of consistently rolling bad monarchs for no reason whatsoever. As most people have already said, it would improve immensely by having all the loose small modifiers consolidated. I do understand though, that would basically be almost a re-write. But the mod would essentially be perfect.
Bismarckus Maximus Dec 9, 2019 @ 4:58am 
Needs and update with the new 1.29.3 patch
Crusader1089 Oct 22, 2019 @ 9:51am 
Big fan of this mod, but I have been having some difficulty since the manchu update. I can enable it, but then nothing shows up in game. I have tried deleting it and reinstalling it but nothing shows up. Anyone have any ideas?
Sarsath Oct 5, 2019 @ 5:35pm 
Could you update this?
SerKnightGuy Sep 18, 2019 @ 6:59pm 
Thank you for this mod. I've always felt my sprawling, but non-colonial, empire should get more than 2 traders and stuff.
One request, though. Could new modifiers replace old ones?. -20% tech cost instead of -10% and -10%. Etc. It would help cut down on modifiers, albeit still spam them. If it's not too much trouble to make every decision also delete a modifier please do it. Again, thanks for making this.
Rabob Aug 2, 2019 @ 12:31pm 
@solarwhale, you could make it so that the decision does not show up for AI unless it has 2500 treasury and such. This would prevent him from bankrupting himself or something haha.
elbaf Jul 27, 2019 @ 3:45am 
Could you make war score cost lower by money? I want to take more and more land in peace deals.
Pounchi Jun 5, 2019 @ 12:09pm 
This mod + rebalanced automatic development + 1000k cash cheat = +120 000 development in 2 years = my game crashed, legit mod
Ravin Hobo May 21, 2019 @ 8:19am 
Fucking Broken Ass Mod:csgogun::csgoanarchist:
Argacyan Apr 16, 2019 @ 1:46pm 
Is it possible to fund accepted culture promotion?
Olanstoyli Mar 21, 2019 @ 10:40am 
Can you make so that when you take a higher buff, it removes the lower buff?
Basically: we buy a first buff: we have the +10% icon
when you buy the upper buff, the +10% icon disappears and replaces it with a +20% icon... This would avoid having 30000 icons in the menu.
Rabbit Mar 17, 2019 @ 8:25am 
They should be like edicts in stellaris. Except they use money
youcanspammehereidontcareok Mar 17, 2019 @ 4:34am 
this is far too OP. there should be expiration date on modifiers.
PokeMageTech - ProNetNeutrality Mar 16, 2019 @ 3:27pm 
"Fair warning: your country modifiers list will be... intensely overcrowded."
Dude, if you have the "trading in" bonus for a bunch of goods, it'll already be crowded. Especially if you also have some other, permanent or semi-permanent modifiers (like Level 3 Coastal centers of trade and "Conventicle act" and the like for Christians, "Denouncement of Sect Practices" and such for Muslims, or similar). A few more modifiers won't be super noticeable.