Estate Building Produce Things

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Author: Iserlohn‘s Marisa

Last revision: 6 May at 17:24 UTC (6)

File size: 809.54 KB

On Steam Workshop

Description:
Updated to 1.2.0.

! To those who concern. As you may know, the state of EUV game is quite unstable in recent updates. I personally aren’t actually playing until I think 1st/2nd major DLCs (which makes it stable and playable again). So, be expected that this mod would have very slow update rate.

! IMPORTANT: So far in EU5, estate buildings are managed by the estate, so you are not allowed to pick which PM you want. Comment if you think some buildings’ "common AI choice" aren’t great. I’ll try change it (like making a building produce only one good-type).

From 2025/11/10 version onwards, you can edit the PM for estate buildings now. I have also updated some parameters for the PM so they are more profitable than the first version.

What does it do?

A mod change the estate buildings so they are actually productive, which means they take in some goods and produce some other goods. Yes, making your estate a productive member of society requires my personal touch.

  • List of changes would be list in due time, but everything is there.
  • I have not tested all buildings. Beware potential balance issue.
  • You can now view and change productions of estate buildings (report if BUG when you have only 1 mod);
  • Should be compatible with most mods so far in the WS.
  • On UI compatibility, the only clash (not crush) would be the location UI, remember: If you WANT Estate PM changeable, place my mod UNDER other overhaul mods (like Glorp UI), if YOU DON’T WANT, ABOVE. Both way, the building change should work if no other changes.
  • Non-compatible to mods that changes also the estate buildings. Though Idk who else would bother.

The idea is that, if the estates taking lots tax-base and such across your state. It makes sense they actually also make their own buildings "profitable". It is very werid that they some time build something productive, then move onto something only add their consumption and power. Nobles and commoners at the time were quite active in financing their luxuries using their own "estates".

Table of the changes (inputs are not given to be brief):
Buildings
PM
Goods
Default output
Toll Castle
Orchard
Wine
0.3
Demesne Woods
Lumber
0.5
Nobility Fortifications
Orchard
Wine
0.3
Blacksmith
Weaponry
0.3
Rotten Borough
Tricky Sales
Gems
0.075
Noble Villa
Orchard
Wine
0.3
Encourage Hunting Game
Wild Game
0.4
Local Noble Delegation
Auditing Fees
Silver
0.03
Parish Church
Monastic Scribes
Books
0.15
Local Shrine
Herbal Garden
Medicaments
0.1
Spiritual Retreat
Herbal Garden
Medicaments
0.1
Burgher Mansion
Household Workshop
Tools
0.2
Hired Tailors
Fine Cloth
0.15
Merchants Guild
N/A (modifier)
Local Trades Per Burgher
+10%
N/A (modifier)
Merchant Capacity From Building
+0.1
Local Markets
N/A (modifier)
Local Pop Food Consumption
-5%
Artisan Guilds
N/A (modifier)
Local Production Efficiency
+2.5%
Local Assembly
Collecting for Hardship
Millet
0.075 (! only 0.02 tools input)
Herbal Garden
Medicaments
0.1
Festival Grounds
Festive Flavorings
Liquor
0.075
Always Preparing
Lumber
0.35
Peasants Hunting Grounds
Collecting for Hardship
Millet
0.075
Unified Distribution
Fur
0.2
Local Schools
N/A (modifier)
Local Pop Promotion Speed
+10
Zhīxiàn
Local Gentlemen Households
Books
0.5
Tax Cloth
Cloth
0.5
Tax Grain
Rice
2
Tea Tribute
Tea
0.2
Side notes, this mod can be enabled mid-game, CANNOT be disabled mid-game, come back if you found a bug

! Some Clergy and Burgher buildings are actually providing modifiers. So I didn’t touch them. The recruitments are also not modified. The Zhixian building, which unreasonably cost a lot has also been modified. I’ll keep editing buildings file if I got time in the future (and if I find buildings that’s, eh, has room for future developments).

! The estate building’s PM view is blocked in game GUI, I unblocked it but found several weirdly bugged phrases e.g. "[Not(LocationBuildingItem.GetBuilding.GetType.OnlyEstatesCanBuild)]". Which makes 100% code sense, but doesn’t work in game for buttons. (which is weird, because similar usage can be found elsewhere. Report if you encountered gui bug when using only my mod. I tested it, it work, no crush for like few years.

! You cannot build estate buildings in my mod (so far). This so far is something I haven’t figured out how to mod, and this rule fits the narrative any way.

Support localisation:
1) Chinese;
2) English;