Europa Universalis IV

Europa Universalis IV

Third Odyssey Expanded: Buildings & Trade Goods
47 Comments
makkid1  [author] Nov 4 @ 3:51am 
@Serena Tech Priest

Any mod that is not a Third Odyssey sub mod and effects the buildings file will cause compatibility problems.
Serena Tech Priest Nov 3 @ 7:20pm 
Does the road mod work with TO without this?
Ldashasara Oct 30 @ 7:34am 
Best mod ever! Need it for EU5
(●^ ω ^●) - Canny P Jul 3 @ 2:26pm 
Hi, I believe there is something wrong with the trigger of some latent buildings. In game, it doesnt allow me to build cigars on all tobacco provinces but allows on non-tobacco provinces.
Crusaderjack Jun 20 @ 3:09pm 
HELL YEAH ORANGE TIME
Crusaderjack Jun 9 @ 9:44pm 
Awesome flavor decisions. I hope you cook up some more one day :D
BerthNerd May 21 @ 5:15am 
Amazing, will try it out. Thanks for the quick response and implementation
makkid1  [author] May 20 @ 4:51pm 
@BerthNerd

TGE has a decision that tracks resource generation/usage, I don't remember why I removed it when I fist made the mod, but I have added it back in. If you encounter any bugs with the new update such as the resource tracker not working correctly or missing localisation, please post it in the bug reports discussion.
BerthNerd May 20 @ 3:23pm 
Hey, enjoying this mod a lot, makes it so satisfying to develop into an industrial economy. Is there a way to track my resource usage? Especially with lead and ammunitions, I get the thing where my ammunitions factories don't produce, while I should have more than enough lead.
makkid1  [author] Apr 6 @ 11:11pm 
@esmeralda

Could you give more information? When is the game crashing, is it crashing when the cigar building is built or is it crashing some where else? are there any mods in your playlist that may be causing compatibility issues?
esmeralda Apr 6 @ 10:30pm 
cigars crashing the game
makkid1  [author] Jul 25, 2024 @ 6:41am 
Should be fixed now.
CadianCastellan Jul 25, 2024 @ 6:29am 
Also, the State House is missing quite a few bonus effect trade goods. Namely lumber and optics, among other things. These goods are now greatly devalued.
makkid1  [author] Jun 6, 2024 @ 6:11am 
Should be fixed now, I put cigars in trade companies and chocolate in plantations because that's how it is in TGE.
CadianCastellan Jun 6, 2024 @ 5:53am 
I recommend assigning Chocolate to Mills, and Cigars to Trade Companies building. Because that’s what I did Lol
CadianCastellan Jun 6, 2024 @ 5:41am 
And eh, I believe cigar trade good is broken. After building Cigar factory, no manufactories could be built(Plantation/trade station unavailable
makkid1  [author] Jun 2, 2024 @ 7:50am 
Should be fixed now. keep in mind that the Third Odyssey build count uses on_built and on_destruction to count the buildings, so any buildings already built will not count towards the missions but newly built buildings will count.
makkid1  [author] Jun 1, 2024 @ 9:08pm 
No none of them count towards the mission. Third Odyssey has its own custom way of counting building that I didn't want to touch incase I break it. I'll take another look to see if I can add them in.
CadianCastellan Jun 1, 2024 @ 8:56pm 
don’t think any of them count. The mission tooltip doesn’t say they do
Damb Jun 1, 2024 @ 11:23am 
Dirt Road (Probably other Road Infrastructure) don't count for the mission Infrastructure Projects and A New Homeland. Not sure special building for latent goods, import or mining.
makkid1  [author] Jun 1, 2024 @ 8:38am 
I forgot to add them to the dip tech file, should be fixed now.
CadianCastellan Jun 1, 2024 @ 7:57am 
Seems like Cigar building is a bit buggy? I meet all requirements but macro builder still says ‘Cigar Factory requires (0)’

And when I hover the mouse over province sthat meet the requirements, no tooltip was shown
CadianCastellan May 26, 2024 @ 9:50am 
Many thanks
makkid1  [author] May 26, 2024 @ 6:50am 
@CadianCastellan

Added the Cigar and Chocolate buildings and updated the icons. I don't plan to add the one per empire buildings, It's possible to add them in with out removing any buildings but it would require alot of resorting of the macrobuilder GUI file that I don't want to do.
CadianCastellan May 25, 2024 @ 3:24am 
Could you add Cigarettes and update some of the trade goods icons from the original mod. Thx :)) I could make a submod myself but two-way comparability would be a maintenance nightmare.

Also three ‘one_per_empir’e buildings from TGE were removed. Macro builder background probably isn’t dynamic so I presume I can’t just add them back in myself without removing your buildings?
makkid1  [author] May 21, 2024 @ 2:39pm 
@CadianCastellan

Yes I plan to keep this mod up to date. No new content currently planed, but suggestions are always welcome.
CadianCastellan May 20, 2024 @ 8:43pm 
Any plans to keep developing the mod? ‘Trade Goods Expanded’ just got an update

Thx :) Never knew I needed this mechanic
makkid1  [author] May 3, 2024 @ 9:44am 
@BerthNerd that's normal.
BerthNerd May 3, 2024 @ 9:40am 
Is it normal that the road buildings and stuff from this mod only shows up in the macrobuilder and not in the province interface, or is this another mod I run that has UI conflicts?
makkid1  [author] Apr 29, 2024 @ 6:39am 
@ranixcz in my experience it can take a minute for the launcher to recognize newly installed mods, closing and re-opening the launcher usually fixes the issue. If that doesn't work I'm not sure how to help since that seems to be an issue with either steam workshop or the launcher itself.
ranixcz Apr 29, 2024 @ 6:15am 
for some reason i cant add any of your mods to eu4 they just dont apear
makkid1  [author] Apr 26, 2024 @ 7:44pm 
@sumguy No current plans to make a monument submod as Third Odyssey already has a pretty good monument submod: https://steamcommunity.com/sharedfiles/filedetails/?id=3009536091&searchtext=third+odyssey
sumguy Apr 26, 2024 @ 1:49pm 
any chance of doing something similar with great projects? I have it on good authority that the TO great projects are coded in as canals.
makkid1  [author] Apr 21, 2024 @ 11:40am 
@BUAA_JYX If you are talking about the events that automatically covert native cultures in Third Odyssey, this mod doesn't touch the files related to that mechanic, I have been playing with this mod and I haven't had any problems with those events not popping up or provinces not converting.
BUAA_JYX Apr 21, 2024 @ 11:25am 
auto assimilation doesn't work
makkid1  [author] Apr 20, 2024 @ 8:41pm 
@IAmASenpai Should be, I have played with both enabled and haven't encountered any problems. Keep in mind that Extra isn't updated to the most recent version of Third Odyssey so there may be problems on that side.
IAmASenpai Apr 20, 2024 @ 2:41pm 
does this work with extra sub mod for third odyssey?
makkid1  [author] Apr 19, 2024 @ 5:07pm 
@Blackstar Yes, bigger boats is not compatible with ideas and advisors.
Blackstar Apr 19, 2024 @ 11:55am 
Yes, is the bigger boats one crashing it?
Hugus von Habsburg Apr 19, 2024 @ 10:01am 
Yup fixed, thanks!
makkid1  [author] Apr 19, 2024 @ 9:45am 
@blackstar do you have 'TOE ideas and advisors' and 'TO bigger boats' enabled in your modlist?
Blackstar Apr 19, 2024 @ 9:40am 
Game crashes on 'The Albanian Question' event
makkid1  [author] Apr 19, 2024 @ 9:03am 
should be fixed now.
Hugus von Habsburg Apr 19, 2024 @ 8:20am 
Roads cannot be upgraded when you have the right tech, unless you destroy those already built.
christian.nipales Apr 17, 2024 @ 12:09am 
Damn. all my troubleshooting in making all these mods work together is all for naught. thank you for helping future generations avoid my fall through
Regular Joe Apr 16, 2024 @ 9:03pm 
Dude, stop making needed submods. I can only restart my run so many times
Bondezerojn Apr 15, 2024 @ 8:14am 
Thank you so much for this mod.!!!