Europa Universalis IV

Europa Universalis IV

Spawning Monuments
ItsBenter  [developer] Apr 15, 2023 @ 8:40pm
SM: To-Do and Suggestions
To be implemented:
1. Compatibility patch for TGE
2. Add localization for other language, showing English text

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Feel free to drop any suggestion!
Last edited by ItsBenter; May 19, 2023 @ 4:07am
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Showing 1-15 of 21 comments
see two Apr 18, 2023 @ 5:14am 
it would be nice to add comaptibility with Trade Goods Expanded. Granary would be the only one needing an update, really, adding Rice, Millet and Corn as required. Maybe Beer too if you want to be nice.
see two Apr 18, 2023 @ 5:20am 
oh, and you would then also need to change the cloves monument, since in trade goods expanded cloves are not quite as limited
see two Apr 18, 2023 @ 5:25am 
for Privateering Haven and Emporium you could add "loot_amount". It increases amount of money you gain from coastal raids
ItsBenter  [developer] Apr 18, 2023 @ 5:39am 
Compatch with TGE seems doable. Thank you for pointing out the things to watch out for. I probably has to look at the cloves situation and decide what to do with it.

The concept to increase the amount of money from coastal raid is nice. I don't think there's modifier for that though. loot_amount is for the army looting, it's for when army stands on hostile province.
see two Apr 18, 2023 @ 6:33am 
that's a common misconception. Loot_amount does, in fact, affect coastal raiding. It's just that you never see this modifier, but it does work (you can test it out with custom nations and empty world with flat dev. I used this modifier before in a custom nations multiplayer game)
see two Apr 18, 2023 @ 6:37am 
if you wanted to go very theoretical with Pirate monument, you could give Pirate nation trade efficiency, and it *might* increase the amount of money you get from privateering, but I never tested this myself. It should work in theory, since Pirate nation is an acutal nation that can receive modifiers, it's just never been tested before to my knowledge
Catoscar Apr 18, 2023 @ 7:10am 
I'm not sure if this is in the same direction of the rest of the mod, but what about making the 7 Cities actual monuments that use this system, except instead of being buildable, they spawn somewhere random in the New World?
ItsBenter  [developer] Apr 18, 2023 @ 4:01pm 
@see two, I see I mostly proceed based on what's in the wiki. Well, if that's indeed the case loot_amount should be fine as a modifier for the monument.

@Catoscar, that crossed my mind. However, after checking the files I think even on the successful exploration the 7 Cities seems to be less grander than what's initially thought. And it usually followed by the finder just exploiting what's there.

My idea was to add monument after they are found to avoid interfering with the current El Dorado hunt system.
Catoscar Apr 21, 2023 @ 7:24am 
That's sort of what I was suggesting. If you find them, they end up being actual monuments you can upgrade and the event outcome could even tie into the level they start off at. Finding the medium outcome starts them off at level 1, and the "ultimate" outcome starts them off at level 3.I made a tweak of your mod that adds them, though I'm wondering how you managed to make the monuments not "appear" buildable in every province at game start.
ItsBenter  [developer] Apr 22, 2023 @ 5:12am 
There is build_trigger in monument file. I set it so it requires a global flag for the monument to be build. When event for building monument is fired, it sets the global flag and build the monument in a province, so the monuments isn't appearing everywhere.

I believe there are some province flag/modifiers that could be used. If you want to ties it to El Dorado and have the monument appear right after it is found you might need to change some game files.
Ashley ^^ Apr 30, 2023 @ 1:15pm 
I have a suggestion:

The Great/Royal Palace:

Bonuses:

1 - local unrest in state -2
2 - local unrest in state -2, all estate influence -5%
3 - local unrest in staet -3, all estate influence -10%, max effects of absolutism +10%

Requirements;

Province is in the capital state and has at least 25/30 development
1000 ducats
Has 100 absolutism/Completed court and country disaster on the side of the state.

It's just a suggestion, numbers may be changed or completely reworked.
ItsBenter  [developer] May 1, 2023 @ 9:14pm 
That's a great suggestion Ashley. There's a palace monument ( Palace of Grandeur) that I scrapped because I don't have a good idea what to ties it to.

I think tying up a monument to absolutism or court and country disaster would do well for that. Should be included in next the update.
see two May 1, 2023 @ 11:41pm 
played a game with this, and I love the variety of monuments! But 3 monuments in particular stood out to me:
1) World Heritage Museum or smth. It gives Splendor, which is a completely useless thing most of the time, unless you use Ages and Splendor Expanded mod, then this monument becomes alright I suppose. Imo it should give prestige too at the very least
2) Lighthouse. It's really fascinating, I will say, giving you bonus to naval battles in a specific tile. Problem is - it's waaay too restricted. There are so few spots you can put it in that it becomes largely irrelevant for that bonus, but the other bonuses kinda make up for it, I guess? I would've liked to be able to build the Lighthouse on any coastal province, or make the bonus off owned coast apply everywhere, but be only +0.25 rather than +1. I think that's possible (?)
3) Naval shipyard thing or smth, can't find it on google docs but it require you to pick naval ideas, have a grand shipyard, a drydock and a bunch of dev in a coastal province. Now, in theory, considering you need very late tech to get it, having +2 flagships is kinda ok, but I found that, playing as France, you have a mission to upgrade yourearly pre-tech 10 dock and shipyard in Toulon to the advanced versions, allowing you to get this monument very early on. With it, you can have 3 pirate flagships in one fleet, which absolutely destroy any trade node of your choice.
ItsBenter  [developer] May 2, 2023 @ 8:53am 
Hi see two, thank you for detailed feedback!
1. I use Ages Reformed which also make splendor more useful, definitely affect my outlook on the modifier quite a bit. I can see World Heritage Exhibition (perhaps museum is a better name), gives out prestige.

2. The naval combat bonus is indeed pretty limited in scope. Perhaps set it to whole area or region even? Region prolly would require toning the modifier down. It's possible to change the modifier to global one with own_coast_naval_combat_bonus, do you think that's prolly the way?

3. I haven't add newer monuments on g sheet because I want to set up wiki page instead, but I ended up banned from editing (till next week) and got caught up working on other thing.

Whew, that didn't cross my mind, French could have the fun then :)
That said, do you think giving one flagship and lowering the req to early dock and shipyard would be better?
see two May 2, 2023 @ 8:58am 
Not sure about giving naval combat off owned coast to nation as a whole, it's kinda strong but I guess it's fine. I like though how it is gives a bonus to a very specific location, that's unique, too bad it's just not too useful. As for flagships - it's really up to you, honestly, that's a design choice. Whether you want the monument to give buff to a nation that picks Naval/Maritime as first idea, or try to postpone it until lategame and be sort of a "finishing move"
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