Europa Universalis IV

Europa Universalis IV

Unlimited Building Slots
52 Comments
Recipient Lumber Aug 10, 2025 @ 1:32pm 
GOATED
CosmonautDogfish  [author] Jun 20, 2025 @ 5:57am 
@2V^|Dz1adek Hi, would you like to explain what you mean? I don't know why having more building slots would break the Ottomans. Are you sure you're not running another mod?
CosmonautDogfish  [author] Jun 20, 2025 @ 5:57am 
@Sykhasamann I just checked. The mod still works as intended.
CosmonautDogfish  [author] Jun 20, 2025 @ 5:57am 
@Zippy It's probably because your capital already has a fort and you don't have the tech to build any other buildings.
Sykhasamann Aug 21, 2024 @ 11:28pm 
Hello, could you update the mod? In the latest version it doesn't work anymore. :)
Zippy Jan 18, 2024 @ 10:42pm 
not sure why but my capital says no buildings are available to be built. everywhere else is fine
2V^|Dz1adek Aug 17, 2023 @ 7:16am 
Mod break's EUIV Domination requires update.
2V^|Dz1adek Aug 5, 2023 @ 5:05am 
Mod break's ottoman modifier rise of the ottomans which causes them to get destroyed by decadence around 1480.
Aaronnum I Jun 26, 2023 @ 7:06pm 
Will this work on Europa Expanded?
The Sn0wD3m0n Jan 15, 2023 @ 6:57am 
Yeah disregard my comment, sorry.
CosmonautDogfish  [author] Jan 15, 2023 @ 6:54am 
@The Sn0wD3m0n The mod is fully updated and works as intended. Maybe another mod you are using is incompatible. If you would like to report a bug, I would be very happy to look at it.
udkudk Dec 28, 2022 @ 9:26am 
Oh, thanks for this. I haven't looked at mod files, and just commented based on description.
CosmonautDogfish  [author] Dec 26, 2022 @ 5:41pm 
@udkudk I changed it so that relevant on_action effects use a different file last time I updated so that I wouldn't have to update the mod so it's compatible with any new patches. Haven't changed the Steam description yet.
udkudk Dec 25, 2022 @ 2:28pm 
@CosmonautDogfish
You can change the mod so that it doesn't use on_actions file by making it a decision that calls the event in question, available to only player.
soap Dec 2, 2022 @ 7:25pm 
what exactly is an "on_actions" file? is it mostly just overhauls like meiou?
Farys Sep 22, 2022 @ 7:33am 
oh thank you sir
CosmonautDogfish  [author] Sep 22, 2022 @ 6:17am 
@Lord Sandal It's up to date for all 1.34.*
I don't know what you're talking about
Farys Sep 22, 2022 @ 5:33am 
update for 1.34.3 please
Farys Sep 21, 2022 @ 5:59pm 
thank you!
CosmonautDogfish  [author] Sep 21, 2022 @ 5:53pm 
@koalal0ver_17 @Éireannach Kλtten Findus @Lord Sandal Mod has been updated to 1.34.2

Everything should work fine now.
Wooper Sep 20, 2022 @ 12:23pm 
I have a bug where some missions arent working and this is the only mod i am running
Éireannach Kλtten Findus Sep 17, 2022 @ 8:29am 
Does this 1 still work with the latest update n all?
Farys Sep 15, 2022 @ 2:29am 
update please
CosmonautDogfish  [author] Jul 24, 2022 @ 10:33pm 
@Jamez Gamez - Yes - it affects every province.
Jamez Gamez Jul 24, 2022 @ 11:08am 
do ai benefit from this?
lansones Jul 18, 2022 @ 5:32am 
can u please make it compatible with ante bellum? thnx man
DUCATISLO Jun 26, 2022 @ 11:16am 
based mod
AceOfSmaydes Jun 7, 2022 @ 6:58pm 
100% okay with that. if you could make a mod that increases that. i can figure out what buildings a province has with the macrobuilder
CosmonautDogfish  [author] Jun 5, 2022 @ 4:36pm 
@AceOfSmaydes It would be as easy as changing one number if you're okay with a broken-looking UI. Otherwise, you would have to make a new building view window.
AceOfSmaydes Jun 1, 2022 @ 11:24am 
@CosmonautDogfish how possible would it be to make a mod that JUST increases the flat limit of buildings within the .lua files. for use with mods that have tons of buildings and money accrual
Sunscreen May 23, 2022 @ 10:26am 
Thank you :)
CosmonautDogfish  [author] May 23, 2022 @ 8:51am 
@Sunscreen Yes, it will apply retroactively. Just reload your save game with the mod active.
Sunscreen May 23, 2022 @ 8:23am 
Hi. Quick question- is this save game compatible?
CosmonautDogfish  [author] May 21, 2022 @ 9:02am 
@Owl It won't work with any mod that changes the on_actions.txt file so I do not know about the Expanded mods. Either way it would be fairly easy to make a compatability mod for it.
Owl May 20, 2022 @ 10:06pm 
Does this work with the expanded series of mods?
CosmonautDogfish  [author] May 19, 2022 @ 3:40am 
@STMGG No event is supposed to pop up, a modifier is added to every province on game start that removes the limit on building slots. You probably just don't have the tech to build more buildings since the only building you can construct in 1444 is a castle, it only shows 1 available slot. But it definitely does work.
STMGG May 17, 2022 @ 6:31am 
no events pop up,no other mods
STMGG May 17, 2022 @ 6:27am 
it doesn't work
传奇虎类动保献忠菩萨 Apr 12, 2022 @ 2:09am 
thank you ,my hero
CosmonautDogfish  [author] Apr 11, 2022 @ 10:55pm 
@Biggie Boss I say this because the documentation for the buildings.txt file says that AI building behaviour is mostly hard-coded and that the "ai_will_do" seems to be just a multiplicative modifier to non-accessible game code, i.e. so modders can force AI not to build a building by setting this value to 0.
biggie_boss Apr 11, 2022 @ 6:04pm 
@Cosstmonaut It's moddable, if you go into common/buildings you'll see what they use to determine if they want to build something. It'll show "ai_will_do = " You can easily get rid of them thinking about base tax values and whatnot and just build things if they have the money for it.
CosmonautDogfish  [author] Apr 11, 2022 @ 6:02pm 
@Biggie Boss I'm guessing this is hard-coded?
ICA Aba Apr 11, 2022 @ 1:28pm 
not all heroes wear capes
biggie_boss Apr 11, 2022 @ 8:34am 
@MaTsuYama The AI is programmed to take a look at things like base tax, manpower, trade development before even considering building slots. So if they have a 3 dev province, they probably won't build anything on it except maybe a fort or regiment center.
eçakır Apr 11, 2022 @ 2:30am 
thanks man
Emre Apr 9, 2022 @ 11:58pm 
Thanks.
MaTsuYama Apr 9, 2022 @ 11:04am 
thank you
CosmonautDogfish  [author] Apr 9, 2022 @ 11:02am 
@MaTsuYama Yes. Whether they choose to build extra buildings I don't know.
MaTsuYama Apr 9, 2022 @ 10:17am 
ai can use this feature too?
CosmonautDogfish  [author] Apr 8, 2022 @ 8:15pm 
@goose No. It is technically possible to either reduce the number of slots CoTs take up or add more building slots with the defines.lua file, but it really doesn't work well with the UI. Someone could make replacement UI elements to accomplish this but this isn't that mod. This mod essentially just removes the requirements (most notably the development limit) that prevent you from building new buildings. So, that means the absolute maximum number of buildings that can be built in a province is 12, or 10 for a province with a CoT.