Europa Universalis IV

Europa Universalis IV

Development Expanded Lite
352 Comments
DudeChris33  [author] Jun 16 @ 5:27pm 
@Calvin and Hobbes correct
Calvin and Hobbes Jun 16 @ 7:46am 
Oh nice , thank you for your answers ! So the more development an empire has the less mana it generates ?
In the known issues you refer to the "Development cost modifier" reductions by admin tech, these are the 10% reduction given at techs 17, 23 and 27 ?
DudeChris33  [author] Jun 15 @ 6:20pm 
@Calvin and Hobbes yes there is a built-in malus to mana generation depending on your empire size
Calvin and Hobbes Jun 15 @ 10:38am 
Thank you for this mod ! It goes really with what I've looked for.
I've just started a campaign so I'm curious to see how it'll go. I was wondering if there was some adjustment to mana ? I saw an option allowing excess mana to convert into ducats, which seems logic since I guess both the player and AI will have more mana to spare without manual developpement. Are there other things, like a lower mana generation and / or increased mana costs in general, to compensate for the mana that won't be spent on developping ?
DudeChris33  [author] Jun 14 @ 9:29pm 
@Доброгей yes that is an ET-specific thing. If you look at triggered modifiers ET adds modifiers to the early eras that increase dev cost by over 100%. That makes the development never automatically increase. I believe it it meant to represent how sparsely populated the world was back then, but it should start growing again at around year 1100.
Доброгей Jun 14 @ 9:08pm 
Hey, that's a really useful mod you made, thank you. Can I ask if it's intended that 1/1/1 dev provinces don't grow? I am playing with Extended Timeline, currently at around year 550 and I often get alerts that I am able to upgrade trade centers (I guess, it's <10 dev provinces growing), but the lowest development provinces are still red after about 150 years with this mod.
DudeChris33  [author] Jun 10 @ 11:28am 
in the silver mine example it also leads to the question of if development represents population or infrastructure. in my mind it represents population, which can't be spawned by spending mana or money, and that mission should really require a building to be built there instead
DudeChris33  [author] Jun 10 @ 11:27am 
@Sha drean glad you enjoy! unfortunately things like the ones you mentioned are kind of the innate flaw in this mod, as unless I rewrite every mission tree, there will always be little things that don't really work
Sha drean Jun 10 @ 4:47am 
Hello. It's so much fun playing this mode. However, I have a few suggestions. In the mission tree, there are missions that require development, and AIs sometimes fail to complete them. For example, the Tyrol Silver Mine in Austria. The existing development level in that area is too high to automatically increase. Also, missions that require administrative power or diplomatic power above a certain level are difficult for AIs to complete. Can these points be upgraded?
DudeChris33  [author] May 25 @ 2:30pm 
@Sha drean default setup should be good, its the highlighted option when you start the game
Sha drean May 25 @ 10:16am 
Hello, I'm a Korean user. Could you please tell me how to set up this mod for the first time? I don't know English very well, so I don't know what to choose.
DudeChris33  [author] May 16 @ 10:50am 
@Le Doctor Bones yeah I'll add another setup event
@Vaelyx uhh no, the development removal effect is in events/DVEL_events.txt at line 692
Le Doctor Bones May 14 @ 11:33am 
Is it possible to disable the development loss from devastation in the mod? While I like the development loss in theory, I have found through a couple of games that it works rather poorly with the many sources of devastation in Anbennar, especially for the ai.
POP May 6 @ 4:44am 
haha thanks again, you're such a dedicated modder
DudeChris33  [author] May 5 @ 10:52am 
@POP that being said I did update it to adjust crownland now
POP May 4 @ 9:49pm 
i see how it is now, thanks
DudeChris33  [author] May 4 @ 11:15am 
@POP ok getting crownland from developing is easy enough but making the no_estate_crownland_loss_from_developing work would take more work than its worth (assuming pdx hasnt integrated its functionality into the change_estate_land_share effect, which they really ought to have done)
DudeChris33  [author] May 4 @ 11:03am 
@POP no idea, probably not though. I will look into that
POP May 4 @ 6:08am 
and is the no_estate_crownland_loss_from_developing still valid?
POP May 4 @ 6:05am 
what about the estate lands?Do they increase or decrease like when manually increasing development?
DudeChris33  [author] Apr 28 @ 8:41pm 
@FuntimeByzantium yes my mod is less laggy than Jay's
FuntimeByzantium Apr 27 @ 5:11am 
Does it help reduce the lag?
jurrasiczilla Apr 8 @ 4:47pm 
this is what i needed. thanks man
Clark Crente Apr 7 @ 10:05pm 
Thanks, just added you! I'll message later or if you can join caesar universalis discord, that's the mod I'm working on atm https://discord.gg/JupXu2F83G
DudeChris33  [author] Apr 7 @ 9:47pm 
@Clark Crente of course, feel free to reach out over discord :)
@constantinople should be fixed, set to 0.05
Clark Crente Apr 7 @ 8:39pm 
Hey, great mod idea, can I ask some questions on how could it complement with one I have that handles pops in a really simplistic way?

I'll do some tests with this mod to see how compatible it is
constantinople Apr 7 @ 10:09am 
Yeah, 75%. Apparently the 0.75 in the event_modifiers translates to 75% in game.
DudeChris33  [author] Apr 7 @ 9:36am 
If you want to change it yourself its in
C:\Program Files (x86)\Steam\steamapps\workshop\content\236850\3040877055\common\event_modifiers
DudeChris33  [author] Apr 7 @ 9:35am 
@constantinople Is it still 75%? I thought I fixed it to 7.5. The 7.5% is meant to compensate for the AI being unable to complete diet events that want development. I will look at the code when I get home it shouldn't be 75%
constantinople Apr 7 @ 6:06am 
What's the deal with the 75% estate global loyalty buff for the AI? Any particular reason that is there for?
DudeChris33  [author] Mar 17 @ 12:31pm 
@Riddick_DK ive never heard of universalis expanded, but this mod works with ET. Also the trigger to develop provinces has nothing to do with your mana.
Riddick_DK Mar 17 @ 1:21am 
No it was a broken mod on my part.

Question however: I play with 2 other mods, Universalis expanded, and extended timelines from 1444 - 9999 (Presumably), i don't know if this mod works with those two mods, but it seems my devs is still just at 0 each months even if i have way above 900 adm / dip / mil points. I don't know when this is supposed to tricker to develope the provinces?
DudeChris33  [author] Mar 16 @ 11:31pm 
@Jon Slow @Riot1738 thank you :)

@EmeraldPhoenix thank you, I pushed an update to slow things down a little bit lmk if you notice

@Riddick_DK that doesnt sound like my mod. Worst case scenario this mod broke it would reduce provinces to 0 dev, but they wouldn't be abandoned. You have a different broken mod
Riddick_DK Mar 16 @ 4:35pm 
I don't think it's save friendly. I started my prussia save, and all my vassals was gone, and a few provinces was "abandoned" and became colonizeable.
EmeraldPhoenix Mar 9 @ 11:42am 
Great work with this! The only thing I'd note is that the system to account for the over-desolation might have overcompensated - I'm getting very developed provinces all over by the mid-1500s.
Riot1738 Mar 6 @ 2:35pm 
@DudeChris33 Thanks for keeping this mod updated! People like you are keeping this great game alive.
Jon Slow Feb 12 @ 9:51pm 
@DudeChris33 You're an absolute legend! Love your work, have a great day!
DudeChris33  [author] Feb 12 @ 8:50pm 
@Jon Slow that was intentional, but I have removed it in the patch I just pushed. Non-migratory primitives will now benefit from the auto dev event. They have received a dev cost malus (ai only) in exchange
Jon Slow Feb 12 @ 8:35pm 
@DudeChriss33 Sorry to bump again, I have been trying to figure out why kobolds don't get the development event myself (regardless of government type and monstrous level) but I can't figure it out.
I would like to do a kobold game without the action tax of manual devving. No pressure, I would be very grateful if you could have a look at it.
Jon Slow Jan 25 @ 4:44am 
Did you look at the Anbennar problem with kobolds harpies etc. and how to fix it?
Very interested in a fix.
DudeChris33  [author] Jan 12 @ 4:02pm 
@Ckasaron if you want to remove the penalty, go into
C:\Program Files (x86)\Steam\steamapps\workshop\content\236850\3040877055\common\event_modifiers\DVEL_event_modifiers.txt
and get rid of the mana maluses from "DVEL_no_manual_dev_#"
DudeChris33  [author] Jan 12 @ 3:58pm 
@AI Completionist I also added a hidden modifier to centers of trade to make them grow faster, as that is what I think is most realistic in the medieval period. If you wanted to make it easier to get cities in the early game, I would recommend making terrain give bigger bonuses.

@Ckasaron selecting no manual development basically just makes mana harder to get as a way to balance the game. Since youre no longer spending mana on development, if you continued to get the same amount of mana everyone would tech up faster, stay at 3 stability, culture convert everything, etc. This includes reducing your base mana generation and increasing the price of advisors based on government rank, making you rely more heavily on your ruler stats.
Ckasaron Jan 12 @ 7:43am 
Hey @DudeChris33, I really enjoy this mod here, as it allows more organic gameplay for nations without AI building Cyberpunk 2077 in provinces that will maybe be coal in 2000 years. Only thing I don't understand - why does selecting no manual development increase advisor costs so much? It's honestly kinda crippling in the early game. Also, I really wish there was a way to have the no manual development option without the monthly mana penalty that you added alongside it. I really wanted to free up mana normally spent devving land for less-used purposes, but this doesn't allow that...
AI Completionist Jan 12 @ 4:50am 
Thank you for the answer! I guess I will just have to fiddle around more with the numbers then. My main issue before was that all noticeable development happened in the late game, which is realistic, but also the time when I would start losing fun in the playthrough. Now that you mention the 20% rule, that was probably mostly from universities and other such modifiers speeding up the devving ticks. I will try to reduce the modifiers in the late game and bring them earlier so that it's possible to build a city from scratch (in favourable conditions) if I wish. The 50 cost rule is actually really useful then to monitor growth potential.
DudeChris33  [author] Jan 11 @ 6:25pm 
The way it works right now, to put it simply, is it increases the development by 1 every 20 years, but doubles the speed for every 20% dev cost reduction (among other things)
DudeChris33  [author] Jan 11 @ 5:31pm 
@AI Completionist reach out on discord if you want more info on how it works internally, but the base cost of 50 is defined in the vanilla game files, and only certain overhauls that change what provinces represent (like voltaires nightmare which zooms way in) mess with it. As far as buildings reducing dev cost I'd have to see the code, but that seems really slow. Either way theres no way for you to mess up the 50 base cost as its hard-coded from vanilla.
AI Completionist Jan 11 @ 2:27pm 
Hey! In the description, you mention that provinces develop until their cost is 50 mana without the 900% increased modifier. Where in the development event is that defined? Also, you mention that certain mods can change that base cost. Could you let me know what features or changes in other mods affect that?

I am asking because I am modding in a feature for personal play that makes building buildings the primary method of reducing dev cost and subsequently increasing development thanks to your mod. However, I have noticed that my provinces are not growing as fast as I'd like (1-2 points in the first 100 years), even though the costs to develop have been made really low. Would it solve the issue if I increased the weight of the event happening from once roughly every 20 years to 5-10? Or did I mess up that base cost of 50 somehow by editing other files?
Ckasaron Jan 1 @ 10:58am 
This. This is beautiful. This is the biggest fix EU4 has needed since day 1. Thank you for this!
Sibunaytlas Dec 22, 2024 @ 4:48am 
Oof that does hurt, I suppose I need to be stacking more dev modifiers. Thank you for the explanation.
DudeChris33  [author] Dec 21, 2024 @ 2:58pm 
@Sibunaytlas yes it your province is over the cap by 300% the development (population) will start to migrate into neighboring provinces