Europa Universalis IV

Europa Universalis IV

Extended Timeline + Trade Goods Expanded
40 Comments
Starchybara  [author] Jun 19, 2024 @ 4:35pm 
Mod updated :) far from perfect but working
Child of the Omnissiah May 4, 2023 @ 6:03am 
best of luck with your studies author

but if anyone ever makes a fork of this, do post the link
Řôśś Apr 19, 2023 @ 1:09am 
Update?
Starchybara  [author] Mar 15, 2023 @ 11:22pm 
Sure! I'm afraid I don't have time to update or play with this. Academia is taking too much time from me but send me the file (somehow) and I'll update the mod! You'll be credited of course
clep0 Mar 15, 2023 @ 4:30am 
fixed it, i compared the "tge_prices" from the original trade goods mod and found out that there were trade values missing. I updated the relevant file from this mod and everything seems to work just fine. Is there anyway to contribute to the mod?
clep0 Mar 14, 2023 @ 10:57pm 
same problem as Walker, the new trades have 1 production value
Walker Mar 13, 2023 @ 5:02am 
decent mod but almost all the new trade goods are only 1 production? I am starting in Year 400
Heimeri Klein Feb 26, 2023 @ 6:56pm 
so like nations like france and the ottomans existing in like 50 ad makes like no sense. but its the same for every start date random nations from 1444 exist for some reason.
Starchybara  [author] Feb 3, 2023 @ 9:58pm 
That shouldn't be happening. I do that without issues.
Are you using more mods? Are you using ONLY this mod and not base ET / TGE ?
Proclimation Feb 2, 2023 @ 11:03pm 
only issue i have is the interface for trade goods, because now i cant even build roads or the other specific buildings like for marble etc
zachary.deca.stl Jan 31, 2023 @ 12:00am 
hope the info ends up being helpful.
Starchybara  [author] Jan 30, 2023 @ 11:16pm 
Got it. I'll see what I can do once I have free time in the following weeks
zachary.deca.stl Jan 29, 2023 @ 8:57pm 
following up on a comment that someone else said, when you load up the the game( at least before you press start) the ottomans, a few members of the hre and the catholic faith are all present at the year 50 start date.
Starchybara  [author] Jan 12, 2023 @ 7:27pm 
I'm not entirely sure.
The ones compatible with extended timeline should have no issues as all of them are already compatible with Trade Goods Expanded
Big D OG Jan 11, 2023 @ 8:05pm 
Is this compatible with any other mods in the extended family?
Starchybara  [author] Jan 9, 2023 @ 12:55am 
Which ones? I'm not that familiar with each nation respective time.
Heimeri Klein Jan 8, 2023 @ 9:06pm 
So i noticed theres a bunch of 1444 nations in the first start date do you think youll be fixing that at some point?
Starchybara  [author] Jan 7, 2023 @ 11:15pm 
I'll take a look at what has been uploaded to workshop but I've been playing with the merged mod many hours this week and I've found zero issues like those
Rubio Gitano Rey de Pinomontano Jan 7, 2023 @ 3:30pm 
No, i'd tried using your mod (the rest are desactivated) and still broken, there are provinces mixed between nations and there are resources like olive oil that are missing.
Starchybara  [author] Jan 7, 2023 @ 2:08pm 
You are not supposed to use Extended Timeline. This mod already includes it.

If you use this, you must remove the OG Extended Timeline.
Also, I'm not sure if empty america is compatible with Extended Timeline, if it already is, there should be no issues with this merged mod
Rubio Gitano Rey de Pinomontano Jan 6, 2023 @ 8:45am 
Also zubei's flags and no colonial nations, i disabled it but still didn't worked
Rubio Gitano Rey de Pinomontano Jan 6, 2023 @ 8:43am 
I'm using extended timeline and empty america, i disabled empty america but is still bugged, and the textures are wrong (there are also a lot of resources doesnt appear).
Starchybara  [author] Jan 6, 2023 @ 7:59am 
Need more info about that, what does not work? Are you using other mods?
Rubio Gitano Rey de Pinomontano Jan 6, 2023 @ 4:29am 
It doesnt work
Starchybara  [author] Jan 5, 2023 @ 2:00pm 
Nvm I see which one is it. I'll take a look but can't promise anything
Starchybara  [author] Jan 5, 2023 @ 1:58pm 
You got my atention with Land Clearing, should be doable as long as they are just buildings.

What's ARLtR? Not sure which mod is that
StingraySam Jan 5, 2023 @ 10:30am 
Would you consider making a version to merge ET with TGE & ARLtR, Land Clearing?
Starchybara  [author] Jan 1, 2023 @ 11:33pm 
Mod updated! It only took a few hours given that I still had the first version I uploaded here.

Let me know if you find any issues!
Aven Oul Oct 28, 2022 @ 2:32pm 
rip
Starchybara  [author] Sep 14, 2022 @ 1:26pm 
I'm actually planning to do so but can't promise anything. I only do this when I'm planning to come back to the game
skotland Sep 13, 2022 @ 5:56pm 
Are you gonna update this comp patch when the mods are updated to 1.34?
Starchybara  [author] Jun 3, 2022 @ 5:25pm 
Sorry to hear it's not working. Could it be caused by another mod?
This merged mod was built for 1.32 so incompatibility was expected.

I'm afraid I can't update it in the mean time :/
Bondezerojn May 29, 2022 @ 2:51am 
Thanks for the mod but now it seems to crash the game when clicking the decision of adding new trade goods. It needs an update
faculusc Apr 17, 2022 @ 1:42pm 
Thank you so much, i been looking for this for a long time.
Tomwa Apr 3, 2022 @ 6:13pm 
Awesome thank you!
Edaaanp Mar 14, 2022 @ 9:50am 
thank you very much!!!!! :mailedfist:
Nimu Feb 22, 2022 @ 5:18pm 
checking this out. Thank you
Cheese-Wheel Penis Feb 22, 2022 @ 10:47am 
Am trying and reviewing it. Much appreciated.
Starchybara  [author] Feb 17, 2022 @ 6:36pm 
You only need this mod. As it contains the base mods merged. It doesn't work like a compatibility patch.
crono125 Feb 15, 2022 @ 8:17pm 
Quick clarification: when adding this to a playset, do you need both mods along with this, or do you only need this mod for it to work?