Europa Universalis IV

Europa Universalis IV

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Development Expanded Lite
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1.544 MB
Sep 24, 2023 @ 5:40pm
May 16 @ 11:03am
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Development Expanded Lite

Description
Based on Jay DoubleU's "Development Expanded", this mod seeks to simplify the dynamic development and remove some features to make the game run faster and be more compatible with major overhauls. It also fixes the annoying problem of AI nations becoming desolate wastelands every game.

Features:
- Adds an incentive for a more peaceful playstyle to the game, since your land loses development from devastation
- Automatic development over time for all provinces owned by a non-native/non-tribal nation, with each province receiving 1 random development point every so often (10 years average) depending on its development cost and your stability
- Automatic removal of development from devastated provinces
- Passive culture spread within each empire, with options menu to change how/if this works
- Highly optimized code so you won't even notice it happening (despite iterating through every province every year!)
- The ability to disable manual development. (Not really, just increases base cost by 900%, but thats good enough to make the ai not do it)

Notes:
- The built-in development cap scales with dev cost reduction, so getting more dev cost reduction will increase your provinces development cap. For example in vanilla your provinces will grow until the cost to develop them is 50 mana, so when you reduce the cost below 50 with ideas, edicts, etc., it will develop more until it reaches that threshold again. This threshold is the "base cost" of the province, and may change mod-to-mod
- In case you want to develop certain provinces for missions, estate agendas, institutions, or something else, there is a decision to disable the dev cost penalty for a month

Compatbility:
- No DLC required
- Does not work with patches prior to 1.35
- Not compatible with Jay's Development Expanded
- 100% savegame compatible, feel free to add or remove whenever!
- Should be compatible with everything (including mods that add new provinces) as its purely event-based, as long as they dont overhaul how development works
- Note: Incompatible with Imperium Universalis, but has been integrated
- Specifically tested for compatibility with Vanilla, Extended Timeline, Ante Bellum, Voltaire's Nightmare, Anbennar, Europa Expanded, Post Finem, The Odd Empires, and Gods and Kings

Known Issues:
- Europa Expanded has some issues with 0/0/0 provinces. I think I fixed it but if you see a tooltip saying a province is "too remote and inhospitable to colonize" let me know
- "Development Cost Modifier" given by adm tech has to be manually entered for each mod, so if there are any mods that change vanilla tech progression (like ET), I will have to hard-code a workaround. I have already done this for the mods listed above but if you want more mods added let me know what modifiers are given at what tech levels. That being said it will still work with those mods, just certain numbers may be wrong late-game
- Bug reports are welcome, please feel free to reach out in comments or on discord @DudeChris33
Popular Discussions View All (1)
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Jun 13 @ 7:00am
PINNED: Backend Numbers
DudeChris33
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