Europa Universalis IV

Europa Universalis IV

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Development Expanded
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600.120 KB
Oct 4, 2019 @ 4:29am
May 6, 2023 @ 1:18pm
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Development Expanded

Description
Welcome to the Development Expanded Public Release

Development Expanded is a mod that aims to dynamically simulate the development of provinces.
As people will abandon war torn lands for more fertile and secure areas.
Prosperity and a lot of development on the other side is a great way of increasing the amount of people in your domains.

Three core rules
A, provinces grow quickly up to local development cost 55.
B, provinces grow slowly through global development cost and prosperity.
C, provinces decline through devastation and warfare.

In Development Expanded 2.0 you get to pick amongst 11 options to pick the way you want to play;
How fast you want your development to grow. (3 subcategories)
How fast you want your development to decay. (2 subcategories)
How fast you want cultures to change. (2 subcategories)
If you want protection against raids.
If you want to be able to develop infrastructure.
+
If you want the effects to happen yearly or monthly (this will completely unbalance the mod but is also hilarious)

With the 2.0 update i hope to bring everyone the choices and variety they want!


Part of The Expanded Family and produced by the creator of Governments Expanded

Please join us at our Discord [discord.gg]

Thanks to Projekt Neptunia
for the german translation!

Thanks to Kaiser_Wynn_3
for the spanish translation!

Thanks to Chu Ko Noob
for the additional spanish translation!

Thanks to itsbenter
for the province targeting code!
Popular Discussions View All (3)
1
Jun 3 @ 12:01pm
Question about mechanics of Mod.
Hood
1
Jun 3 @ 12:00pm
Savegame compatible
Sick.Manzo
0
Dec 8, 2024 @ 11:26am
Can't update mod
Jörmunganrd
834 Comments
atleastonemoremod Jun 3 @ 11:15pm 
Has anyone tried this mod with Anbennar?
Nico-Sempai May 15 @ 7:03am 
Update, pls !
POP May 9 @ 5:29am 
does the estate crown land share decrease with automatic development growth
Jay DoubleU  [author] Mar 23 @ 12:54pm 
@kebabblaster9000
still fuly functional, false error
kebabblaster9000 Mar 22 @ 3:00am 
update?
Hitchclif Mar 17 @ 4:40pm 
@Bob Page, almost all mods that aren't graphical improvements break Ironman mode, as a rule of thumb. If it changes gameplay, it's not Ironman compatible
MeteorJunk Mar 11 @ 5:56pm 
Highly unbalanced for HRE nations as most of the time they don't see much destruction, even during the reformation. Every single game I played with this mod, every HRE nation had at least 25 development per province, and an average of about 35-40 development per province. This was by 1700, so not even very close to game end either.
Herr Bellius Von Bunnybutt Mar 10 @ 8:28pm 
does itonly effect ai?
Bob Page Feb 8 @ 8:33pm 
ironman compatible?
Hebrux Dec 2, 2024 @ 7:18pm 
thanks