Europa Universalis IV

Europa Universalis IV

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Fortress captures surrounding provinces
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Oct 8, 2019 @ 2:06pm
Oct 24 @ 9:33am
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Fortress captures surrounding provinces

Description
This mod implements a feature from "Imperator: Rome".


When conquering a fort all surrounding provinces get captured as well. Exceptions are already conquered provinces and provinces with their own fortress.
Provinces across straits get captured as well. Maybe you need to rethink your fort placement for that.


Unfortunately you can't rewrite the behavior of the ZoC (Zone of Control) around forts because it's directly written into the game code.
If you have however information on how to achive changes on the ZoC, I will be happy to receive a message from you.


Update:
You can now choose with a decision between the new (default) and the old behavior:
- old behavior:
On a won siege, forts will conquer all surrounding provinces, even when they are in range of another unoccupied fort
- new behavior:
On a won siege, forts will only conquer all surrounding provinces that are not in range of another unoccupied fort


Compatibility version
I uploaded a version for mods that add level 1 forts. It also has a decision to use this for capitals as well.


Mod version for EU4 v1.28:
For those who want to play with this mod in EU4 v1.28 i uploaded it here


Note:
This mod should be compatible with most other mods. (one replacement; others only expansions)
Incompatible with mods that use both "on_siege_won_province" and "on_siege_lost_province". (Till version 1.36)
Also this mod doesn't alter your savegame. You should be able to add or remove it at any time.
This mod can't be used in Ironman mode.
Popular Discussions View All (2)
9
Apr 7, 2021 @ 10:26pm
PINNED: Bugreports
Virox
3
Jun 17, 2020 @ 11:42am
Anfrage
Skymany
153 Comments
Virox  [author] Oct 24 @ 12:19pm 
@Akira Blaze
Thanks for your help and the interim quickfix :steamhappy:
Virox  [author] Oct 24 @ 12:14pm 
Update is out. This will move the mod to the end of the loading list and fix the problems.
Virox  [author] Oct 21 @ 2:56pm 
:crtstressed:
that wasn't really a problem in the past...
But it works now :crtstressed:
Thanks for the hint
Akira Blaze Oct 20 @ 6:46pm 
@virox, if you have the local files and the steam files it confuses the game, so don't subscribe to your own mod
Virox  [author] Oct 20 @ 2:43pm 
I can't get my mod to work anymore when downloaded from the workshop -.-
With my local files it works just fine...
Akira Blaze Oct 15 @ 8:38pm 
@Virox for the time being I made a compatibility version for anbennar which i uploaded here

Please let me know if you happen to fix it yourself so i can take it down!
Akira Blaze Oct 7 @ 12:55pm 
so a quick check and it seems that the mod works fine with base game, but when i tried to run it with anbennar it decided to not load properly anymore, it can be fixed by making anbennar one of it's dependancies ("Anbennar: A Fantasy Total Conversion"), this may be due to anbennar using the replace function, or some other borked interaction. All i know is the dependancy made it work again
ScH Sep 23 @ 3:03am 
I kind of gave up on the mod as well. Would be awesome if you still worked on it!
Joseph Vissarionovich Sep 20 @ 6:04am 
i reinstalled, and now it does and it doesn't sometimes. it's random, it stops working mid session
Virox  [author] Sep 20 @ 3:40am 
You are right :lunar2020thinkingtiger:
I couldn't fix it directly but i look further into it in the next days