Europa Universalis IV

Europa Universalis IV

Emporia: Straits, Rivers & Natural Harbours
50 Comments
Ciocan Jul 5, 2021 @ 12:49pm 
Please update this dude its not dead yet.To me its not dead
Flávio T. Feb 23, 2018 @ 5:41am 
Update?
Prand Dec 10, 2017 @ 12:07pm 
this is dead
General Cartman Lee May 14, 2017 @ 3:14pm 
please update
[DAO] Encoded29 Apr 26, 2017 @ 12:25pm 
this is a really good mod, it woud be wonderfull if you could update this
lemuria Jun 2, 2016 @ 1:51pm 
Please do update
Carbon Dec 6, 2015 @ 12:36pm 
Please do update to version 1.14
lemuria Sep 4, 2015 @ 3:58pm 
please do update to version 1.13
lemuria Aug 30, 2015 @ 2:08am 
This mod needs to be updated for 1.13
Aporatael Aug 23, 2015 @ 9:09am 
Update?
TexStarshine Jun 20, 2015 @ 7:56pm 
h-hello?
TigmarPT Mar 31, 2015 @ 10:48am 
Is this mod over?
die_7 Mar 13, 2015 @ 10:39am 
Please update to 1.11 .... ;-)
Dunkin' Darius Nov 2, 2014 @ 10:13am 
I hope this'll be updated for 1.8.
The game just feels weird without it.
Grimmest Grievous Jul 28, 2014 @ 1:30pm 
Oh bless the Lord. :D
Xcapos  [author] Jul 28, 2014 @ 12:51pm 
After a long hibernation this mod is back! Updated to patch 1.7

@dw_12 you can find a direct download and discussion thread at Paradox Forums
Grimmest Grievous Jul 16, 2014 @ 11:15am 
Yeah I really want this mod updated and brought back.... one of the main reasons why playing in the Low Countries was so exciting.
Eu4 Jul 14, 2014 @ 4:50am 
add direct download @Xcapos
Azio May 29, 2014 @ 12:42pm 
Is the support for this mod terminated? Because I really liked this mod and it still crashes the game.
mctarabini Mar 28, 2014 @ 3:07am 
Let us know once it's fixed, I'd like to try your mod!
Grimmest Grievous Feb 7, 2014 @ 8:32pm 
Having this mod update and being able to work with the 52 AD - 3000 AD timeline mod would be excellent, trying to play as holland even before the 1399 Timeline Mod start. Actually also 1.4 which I believe is a work in progress with this mod.
Ubermeisch Nov 24, 2013 @ 1:15pm 
was going to post about it being a bit broken but then i saw the first 3 posts, anyways i had a thing where i couldent destroy armys so they kinda just kept bouncing around and had to keep following them with an army so they wouldent destroy my sieging units, anyways wish i couldve tried. fix the bugs dont let all this stop you
Gabriel Florian Féraud Oct 29, 2013 @ 4:07pm 
Dray you can fix the gold production
add " TARIFF_BASE_GOLD = 1.0, -- " in file define.lua
mapkys Oct 23, 2013 @ 8:31am 
Hm-m... Let me make a guess. It's a MONTHS_TO_CORE_IN_COLONY = 0 string in "defines.lua" file, which replaced in version 1.2 of VANILLA by this one: MONTHS_TO_CORE_MAXIMUM = 240 (and not a single string about "core_in_colony").
Will try it by myself.
mapkys Oct 23, 2013 @ 7:58am 
@ Xcapos Hi! Have you managed to fix the bug with instant gain/loss core after capturing province?
Dray Prescot Oct 1, 2013 @ 3:25am 
this mod seems to be setting all of my overseas gold production to zero. The only one that is nonzero for me as Castile/Spain is Toledo which is in my hometerritory. I had 2 provines from Mali, 1 in Bahia and 6 taken from the Aztecs. I got lots of gold as onetime loot but zero gold production. The same thing happened when I tried loading the 1579 (80 Years War) scenario. With this mod all overseas gold was zero , without this Mod they were nonzero. I had this problem long before v1.2 and it still is there today. I am playing on Steam. I had the instant core creation problem for conquered provinces after v1.2 with the No More Core Handica mod.
Xcapos  [author] Sep 30, 2013 @ 7:59am 
I'm afraid it's a bug. I will be working on an update / compatibility patch this week.
[Q]uik Sep 28, 2013 @ 7:37am 
As the previous dude stated
Is this a intended effect? or just a bug?
TmP^ Sep 28, 2013 @ 3:51am 
After the 1.2 update, this mod makes core creation instant for captured provinces, and core loss instant for lost provinces
RMassive Sep 26, 2013 @ 12:32pm 
Also getting the game crashes with this mod (only one I'm running, turned it off, save ran fine, but obviously no trade center data whatsoever, which kinda ruins the save). Always happens on the same date, but that date varies between the saves I've got. My theory is that its an issue with discovery of a bugged province spreading or something like that, since that would explain the consistency of the crash but also the difference between different saves. Never used this mod on the old patch though, so could also be some sort of issue with the new patch. Bummer, since I really like the mod. Great work, and I hope we can figure out these crashes
humanlvl1 Sep 26, 2013 @ 6:31am 
I am getting the EU4 stopped working crash on some saves when using this mod (seems to bve related to autosaving).

Other than that I am really enjoying Emporia. Thanks for the mod.
Darksaber Sep 11, 2013 @ 9:17am 
Mr.Mojo:
You need to register your copy of E4 to a Paradox Forum account to access the mod forum.
mr.mojo.risin1334 Sep 3, 2013 @ 8:07pm 
I can't get acess the link above.
Xcapos  [author] Sep 1, 2013 @ 4:34am 
It´s located in the steam folder.
Freddy Aug 31, 2013 @ 1:12pm 
@ Xcapos

i cant find the Location( change location=1744 to location=97 in common\tradenodes\00_tradenodes.txt) im lookin in C:\Users\My name\Documents\Paradox Interactive\Europa Universalis IV. i cant find it anywhere? what am i missing?
[Q]uik Aug 31, 2013 @ 7:46am 
Alright, thanks for answering - I'll try it out the next time I start a new game though ^^
Xcapos  [author] Aug 31, 2013 @ 7:41am 
Unfortunately not, because province characteristics are stored in the savegame you have to start a new game for the mod to take effect.

Just updated to latest version 0.2 (see change notes)
[Q]uik Aug 31, 2013 @ 6:39am 
is it save compatible?
Xcapos  [author] Aug 31, 2013 @ 5:58am 
Well, at the start of the game Antwerp was probably the most important center of trade in Europe. Only after the 80 year war Amsterdam surpassed Antwerp.

But if you want to change it you can change location=1744 to location=97 in common\tradenodes\00_tradenodes.txt

Thanks :)
Freddy Aug 31, 2013 @ 4:52am 
@ Xcapos
I know that it doesnt matter where the center of trade is, later on in the game it kinda seems weird if you play as the netherlands and become the biggest trading country but you see all the trade go trough antwerpen and not holland, i know it doesnt realy matter, i just want the arrows all go to holland like in real life. btw....Nice mod =)
Bot Tom Aug 31, 2013 @ 3:41am 
I'm not sure but Antwerpen is actually in Belgium, it is a major harbor in the area as Amsterdam and Rotterdam, both cities are realy in Netherland.
Xcapos  [author] Aug 31, 2013 @ 3:01am 
Do you mean the trade node Antwerpen or the province?
The trade node is only named after Antwerpen, it does not grant any bonuses.
For the province Antwerpen I replaced the Center of Trade modifier with a (smaller) navigable river modifier (Scheldt)
Freddy Aug 29, 2013 @ 10:20pm 
when i play as The Netherlands it bothers me a bit that the center of trade is in antwerpen and not in Holland, can ya somehow get it in holland(Amsterdam)?
Xcapos  [author] Aug 29, 2013 @ 10:06am 
Die_7:
Yes, they are compatible.

Stevens:
I'm sorry, I don't know how to fix your problem. You can try installing it manually through the paradox forum (link is included in the description, you'll have to register your game first)
Is anyone else having these problems?
17blue17 Aug 28, 2013 @ 5:15pm 
Continued from my last comment below. The error on the unzip is Unknown method in descriptor.mod
17blue17 Aug 28, 2013 @ 5:12pm 
This mod will not install when I subscribe.

I have gotten other mods from the workshop to install and work but despite repeated attempts over a couple days this mod will not work. I end up with a 0 size file in my documents. I have tried to unsubcribe and subscribe.

I wonder if there is something wrong with the .mod file as steam downloads the full mod to a reference location and when I try to manually unzip the files they all unzipp except for the ,mod file when causes an error. This maybe explains why the normal process of subscribe only creates a 0 size file in the mod directory under my documents?
die_7 Aug 28, 2013 @ 12:58pm 
Hi,
is your mod compatible with "Additional Trade Routes"
by Tikal?

I'm a bit afraid of using both at same time ;-)
Xcapos  [author] Aug 25, 2013 @ 12:50am 
Venice only receives a bit more trade power in their trade node so their trade income will rise slightly and their naval forcelimit is increased. It doesn´t have any effect on their land forcelimits, so no 50k troops :)

Added some screenshots showing some of the new additions.
tmonahan23 Aug 24, 2013 @ 11:18pm 
Is there any screen shots? Like to see some before i DL it
MK Black Aug 24, 2013 @ 6:49pm 
Hope it's not too unbalanced though. I'm all for a naturally stronger venice but I don't want them to be able to field 50k troops from the beginning of the game.