Europa Universalis IV

Europa Universalis IV

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Terrain Improvement
   
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1.303 MB
25 Nov, 2022 @ 4:13pm
2 Dec, 2022 @ 6:03am
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Terrain Improvement

In 1 collection by ItsBenter
ItsBenter's Vanilla+
11 items
Description
Cities can now specialize based on its terrain and trade goods

Features
Base Terrain Improvement
Improves terrain in the province. Generally giving more positive modifiers in terrain with heavier malus. Requires 25 Administrative Power and increases governing capacity by +10. Base Improvement is required before adding additional improvement to a province.

Additional Terrain Improvement
Include 17 improvements that are available to a province depending on terrain, trade goods, and coastal location. Province can have one additional improvement for every 15 development. The improvements cost 25 Monarch Power and gives various benefits.

Detail on Base Terrain Improvement and Additional Terrain Improvement can be seen in Google Sheets [docs.google.com] or in TI: Improvement Information

AI uses this feature. They'll only invest if they have available governing capacity and excess Monarch Power. Expect smaller non-expansive country to invest more in Terrain Improvement.

Managing subject's Terrain Improvement is done through Economic diplomatic action 'Manage Terrain Improvement'. All cost is borne by the overlord.

Compatibility
Not compatible with mods that change or add new terrain and trade goods. New terrain and trade goods will not be recognized but it shouldn't crash the game.
Trade Goods Expanded compatch by kickedmidget

Made in version 1.34.4
Tested to be working in version 1.34.5

Localization
English

Community
If you'd like, come and join EU4 Community Discord[discord.gg]
Feel free to tag me, itsbenter in #eu4-modding if you encountered bugs, have suggestions, or ideas to improve the mods



This mod is inspired by Land Clearing
Popular Discussions View All (1)
0
8 Dec, 2022 @ 2:44am
PINNED: TI: Improvement Information
ItsBenter
11 Comments
ItsBenter  [author] 15 Jun, 2023 @ 5:58pm 
@Crusadersjack, new trade goodsbadded in Third Odyssey won't be recognized. I think it would also be proper to not give ability to Improve Terrain until after the exiled modifier removed 😅
Crusaderjack 7 Jun, 2023 @ 9:00pm 
Hows this work with Third Odyssey?
ItsBenter  [author] 17 Apr, 2023 @ 2:31am 
@Pey2003, I haven't try it myself. Technically it should because this mod doesn't mess with any base game file. However, knowing that Anbennar introduces many new terrains and trade goods I think the experience using the mods together likely give impression that some parts are missing.
Pey2003 16 Apr, 2023 @ 4:53pm 
Does this work with Anbennar?
ItsBenter  [author] 28 Nov, 2022 @ 1:28am 
@skotland hopefully the test went well

@kickedmidget no such plan. Feel free to make TGE compatible version. Do be nice by providing link to this page.
kickedmidget 27 Nov, 2022 @ 10:57pm 
Any plans to make this compatible with a mod like Trade Goods Expanded? If not, I may make a version that is compatible if that is okay with you?
skotland 27 Nov, 2022 @ 8:53am 
Hey @ItsBenter, looks like a cool mod! I'm gonna try loading it with Extended Timeline. Based on your compatibility notes I don't think I'll have any issues but I'll let you know if I do. For everyone else, if this comment goes without a pt 2 assume that it's compatible with ET
ItsBenter  [author] 26 Nov, 2022 @ 2:52pm 
@Sicario, unspecified terrains and trade goods are not supported. Technically it shouldn't crash.
Dozand 26 Nov, 2022 @ 2:40pm 
so, it conflict (crush) with new terrs, like City, Dwarf Holds in Anbennar mod or just not support them, but support vanila ones in mod? same for tradegoods
ItsBenter  [author] 26 Nov, 2022 @ 3:27am 
@door, Thank you! Glad you enjoyed them