Dynamized Development 2.2

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Author: mate0815

Last revision: 24 Nov, 2016 at 19:03 UTC

File size: 48.13 KB

On Steam Workshop

Description:

This mod should help to make some province developments without too much micro-management.
Its NOT a cheat-mod and its NOT a mod, which should replace the development-mechanics introduced with Common Sense DLC.

The new version focus on 2 things: more dynamic with introducing disaster-events and making it compatible to most of the extended timeline mods (esp. queytr´s Extended Timeline Mod).

What the mod actually does:
– add an event, which develops the capital from time to time
– add an eventchain which let the development spread to neighboring provinces starting from the capital, important tradecenters, ports and high developed regions over the time.
– add events for improvements giving some extra bonuses:
* clearings for provinces with wood, forrest or jungle-terrain,
* terrace-agriculture for hills, mountainous and highland-provinces in eastasia, mezo- and southamerica.
* polders for draining the marshes
* irrigation for drylands, savannah and steppe
* mining for provinces with iron, copper or gold
These improvements works with three steps, improving the province even more on every step. For mountains and steppe farming is restricted to one step; jungle, highlands and savannah can get two steps.
– add an event: terrace agriculture will be available after discovery of countries with active terrace-farming and needs the institute "colonialism" for the discoverer.
– colonial nations gets a more own development-path more independent from their parent nation
– on lost sieges provinces can get with a 50% chance a development decrease but these provinces will get a reconstruction-event after war is over, which gives the penalties back – or sometimes more. liberation of own provinces give no penalties.
– droughts and floods will happen from time to time, decreasing development levels a lot. and sometimes famine following these disasters.
– major earthquake can happen from time to time, more possible in regions with active vulcanos. this have a huge impact to the hitten province and a medium impact to all neighboring provinces. sometimes one or more buildings will be destroyed and/or the tradegood will be changed. refugees from the hitten area flows into more save provinces and bring an economical boost to this.
– the biggest impact of decreasing will give the new plague-mechanics. triggered by high development/ports/tradenodes and swapping into neighboring provinces this event will get the huge impact as plague did in late medieval times.

The disasters will lost some of the threat over time, investments in religious buildings and universities or fortification will help, too. But early high development, low stability and high war exhaustion make it more possible to be hitten by such a disaster.

But don´t be too angry: for plague hitted provinces with 85% and for the other disasters with 65% chance a hidden flag is set which triggers the restructure-event after the end of the disaster. so ~2/3 of the lost dev will be given back this way. to compare the "rest" i removed the mp-costs from the improvement events and also the multiplier which highers the costs on every time, dev is increased manually. and last but not least i nearly doubled the given dev in the improvement- and boost-events. so it will be more dynamic in the game, but not really loosing dev in a longer wave.

Notice only for players of Extended Timeline Mod: my disaster-events except flood and earthquake are disabled ´cause this mod has an own set different of mine but necessary for balancing ET.

The events have some restrictions for natives, hordes and one-province-nations to simulate different development-levels in EU-timeframe and prevent hordes or migrating natives from starting development on wrong places. And a lot of similiar triggers to model spreading and cut too quick development.

The "normal" DLC-mechanics is in work, too. So players and AI can develop their provinces as known. The costs are a little bit higher to reflect the bonus-given events and prevent from cheating or leaving the path of using monarchpoints over the time. AI is nerfed and cannot develop their provinces over some limits – no more one-province-nations with development of 120…

The visibility of the events can be customized by decisions – its possible to let them work completly in background or make some parts visible. Esp. the development spreading events can spam a little bit, if you are playing a big nation with a lot of provinces – if you feel spammed, hide these events by only one click at decissions.

For EU4 1.19.x with "Common Sense"-DLC (required)


– not ironman compatible –

integrated localisations:
– english *overworked by ThePutty. many thanks for doing this!
– german
– spanish *many thanks to Gimenez and once again nachinus

For users of Extended Vanilla Expierence i made a compatibility patch which make both mods working together: EVE-DD ComPatch

For those having trouble with steam-workshop: you can find a direct download in my thread in paradox-modforum[forum.paradoxplaza.com].

And: don´t forget to vote – only mods with votes can be found by other users. thx.

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Required DLC:

These DLC should be installed in order to use this item.


Europa Universalis IV: Common Sense