Europa Universalis IV

Europa Universalis IV

Third Odyssey Expanded: Buildings & Trade Goods
makkid1  [developer] May 21, 2024 @ 2:41pm
Bug Reports
Report any bugs you encounter here.
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Showing 1-6 of 6 comments
Hi there, thanks for your work and I love the mod.
I have a few minor bugs to report – and a suggestion (which I'll put in the other thread):
1) I think there’s some issues with cloves: In the base TO, the trade goods in the 'Spice Islands' and 'Moluccas' areas is fixed to be 100% chance of cloves and cloves are only found/only spawn in those areas. This is important for the 'monopolise the clove trade' decision in the blue path. I think you can fix this by editing the clove related bits of ‘00_tradegoods.txt’ to match base TO.
2) Also, in your mod cloves have a price of 3.50 but in base TO they are 8.00 (to match their rareness in their spawn location).
3) The gfx icons for each of the trade goods are a lower resolution than in the base TGE mod, I checked in the mod files and the original trade good icon file is 1.4mb but the one in your mod is only 194kb. It seems they may have got down-scaled at some point? I get you may be trying to reduce the file size but maybe you could use a lighter compression algorithm?
makkid1  [developer] Mar 23 @ 3:20am 
1) Mostly fixed, cloves now has a 95% chance to spawn in those areas.
2) I've bumped cloves price up to 4.5.
3) The compression wasn't intentional I use paintnet to edit the files, turns out that paintnet was compressing the files whenever I saved the changes. I found the setting that was causing this, should be fixed now.
Last edited by makkid1; Mar 23 @ 3:21am
Thanks so much, all looks great!
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.
makkid1  [developer] Jul 4 @ 5:53am 
This doesn't seem to be a bug, its the same build trigger from base TGE. You need to be producing a minimal amount of tobacco, the province must not be already producing a latent good or tobacco. Here is the build trigger from TGE:

build_trigger = { FROM = { dip_tech = 10 OR = { innovativeness = 15 NOT = { has_dlc = "Rule Britannia" } } check_variable = { which = tobacco value = 0.6 } } AND = { NOT = { trade_goods = tobacco has_province_flag = has_latent_good } } NOT = { has_global_flag = No_Cigars } }
Last edited by makkid1; Jul 4 @ 5:55am
Originally posted by makkid1:
This doesn't seem to be a bug, its the same build trigger from base TGE. You need to be producing a minimal amount of tobacco, the province must not be already producing a latent good or tobacco. Here is the build trigger from TGE:

build_trigger = { FROM = { dip_tech = 10 OR = { innovativeness = 15 NOT = { has_dlc = "Rule Britannia" } } check_variable = { which = tobacco value = 0.6 } } AND = { NOT = { trade_goods = tobacco has_province_flag = has_latent_good } } NOT = { has_global_flag = No_Cigars } }

Odd, the logic of other latent buildings has the trade goods outside the NOT while others are in. Logically, it makes sense to put cigar manufacturing on a tobacco province instead of replacing other unrelated province like fur or grain.

But I guess it's not a bug here if the main mod is like this
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