One way I've considered doing it is using a building (or three, one for each dev type) that triggers an event to destroy itself and increase the province's development. That'd also be a nice way of preventing development increase from being instant. There'd be some problems with build cost and new pseudo-modifier creation with flags or something, but I think it'd work out.
It is done.
http://www.mediafire.com/download/o6dvj281arck6ns/Ducat_Development.zipFor a base cost of 100 ducats, improve the development in any province with a building slot available. The building will give the normal bonus from one development in its category until a recurring event destroys it and increases development in the province permanently. All dev cost modifiers have been replaced with build cost modifiers (except that dev efficiency one in tech, but who cares), and the AI should behave itself. It's inconvenient to increase development multiple times in the same province rapidly, but aside from that it seems just as good as the vanilla system.
Unfortunately disabling MP development entirely seems to no longer be possible, with cost capped at 999. So I bet some particularly disgusting OPMs will still do it the vanilla way, which would be hilarious.
I haven't played it out yet, since I'm working on loads of other mods I want to get released, so if you use this, please let me know how the world ends up and how the performance is (as well as suggestions/balance changes). Provinces won't show how many times development has been improved normally, but you can see what the AI's done by checking province history.
Also worth noting that this should let you increase development without owning common sense, though I haven't tested it yet. In the final release I'll probably add a lip service check to owning the DLC, but anyone could just remove that one line, so I don't really care.
Edit:
Left the game running until 1500, and saw France and Ming go absolutely nuts. And then I saw Mutapa with a 2/16/3 gold province. Otherwise I'm liking it, but there's another mod I'm working on that makes Europe start a lot less rich, which I think will be important. I made some other changes, but here's a better common\buildings\UG_dev_buildings.txt
UG_bt_dev_building = {
cost = 100
time = 1
modifier = {
tax_income = 1
}
trigger = {
NOT = { development = 40 }
NOT = {
OR = {
AND = {
NOT = { development = 11 }
base_tax = 5
}
AND = {
NOT = { development = 13 }
base_tax = 6
}
AND = {
NOT = { development = 15 }
base_tax = 7
}
AND = {
NOT = { development = 17 }
base_tax = 8
}
AND = {
NOT = { development = 19 }
base_tax = 9
}
AND = {
NOT = { development = 21 }
base_tax = 10
}
AND = {
NOT = { development = 23 }
base_tax = 11
}
AND = {
NOT = { development = 25 }
base_tax = 12
}
AND = {
NOT = { development = 27 }
base_tax = 13
}
AND = {
NOT = { development = 29 }
base_tax = 14
}
AND = {
NOT = { development = 31 }
base_tax = 15
}
}
}
}
ai_will_do = {
factor = 100
#modifier = { #UG doesn't work
# factor = 0
# ROOT = {
# owner = {
# OR = {
# is_vassal = yes
# is_march = yes
# }
# }
# }
#}
modifier = {
factor = 1.1
has_building = temple
}
modifier = {
factor = 1.2
has_building = cathedral
}
modifier = {
factor = 0.5
NOT = {
OR = {
accepted_culture = ROOT
culture_group = ROOT
}
}
}
modifier = {
factor = 1.1
OR = {
trade_goods = grain
trade_goods = wool
trade_goods = fish
}
}
modifier = {
factor = 1.1
is_capital = yes
}
modifier = {
factor = 0.5
NOT = { tolerance_to_this = 1 }
}
modifier = {
factor = 0.9
local_autonomy = 30
}
modifier = {
factor = 0.9
local_autonomy = 40
}
modifier = {
factor = 0.9
local_autonomy = 50
}
modifier = {
factor = 0.9
local_autonomy = 60
}
modifier = {
factor = 0.9
local_autonomy = 70
}
modifier = {
factor = 0
local_autonomy = 80
}
}
}
UG_bp_dev_building = {
cost = 100
time = 1
modifier = {
trade_goods_size = 0.2
}
trigger = {
NOT = { development = 40 }
NOT = {
OR = {
AND = {
NOT = { development = 11 }
base_production = 5
}
AND = {
NOT = { development = 13 }
base_production = 6
}
AND = {
NOT = { development = 15 }
base_production = 7
}
AND = {
NOT = { development = 17 }
base_production = 8
}
AND = {
NOT = { development = 19 }
base_production = 9
}
AND = {
NOT = { development = 21 }
base_production = 10
}
AND = {
NOT = { development = 23 }
base_production = 11
}
AND = {
NOT = { development = 25 }
base_production = 12
}
AND = {
NOT = { development = 27 }
base_production = 13
}
AND = {
NOT = { development = 29 }
base_production = 14
}
AND = {
NOT = { development = 31 }
base_production = 15
}
}
}
}
ai_will_do = {
factor = 100
#modifier = { #UG doesn't work
# factor = 0
# ROOT = {
# owner = {
# OR = {
# is_vassal = yes
# is_march = yes
# }
# }
# }
#}
modifier = {
factor = 1.1
has_building = workshop
}
modifier = {
factor = 1.2
has_building = counting_house
}
modifier = {
factor = 0.9
OR = {
trade_goods = grain
trade_goods = wool
trade_goods = fish
}
}
modifier = {
factor = 1.5
trade_goods = gold
}
modifier = {
factor = 1.1
OR = {
trade_goods = salt
trade_goods = tea
trade_goods = naval_supplies
trade_goods = tropical_wood
trade_goods = slaves
trade_goods = cotton
trade_goods = tobacco
trade_goods = wine
trade_goods = sugar
}
}
modifier = {
factor = 1.2
OR = {
trade_goods = dyes
trade_goods = cocoa
trade_goods = coffee
trade_goods = fur
trade_goods = silk
trade_goods = cloth
trade_goods = chinaware
trade_goods = spices
trade_goods = iron
trade_goods = copper
trade_goods = ivory
}
}
modifier = {
factor = 1.1
is_capital = yes
}
modifier = {
factor = 0.5
NOT = { tolerance_to_this = 1 }
}
modifier = {
factor = 0.5
NOT = {
OR = {
accepted_culture = ROOT
culture_group = ROOT
}
}
}
modifier = {
factor = 0.9
local_autonomy = 30
}
modifier = {
factor = 0.9
local_autonomy = 40
}
modifier = {
factor = 0.9
local_autonomy = 50
}
modifier = {
factor = 0.9
local_autonomy = 60
}
modifier = {
factor = 0.9
local_autonomy = 70
}
modifier = {
factor = 0
local_autonomy = 80
}
}
}
UG_mp_dev_building = {
cost = 100
time = 1
modifier = {
local_manpower = 0.25
}
trigger = {
NOT = { development = 40 }
NOT = {
OR = {
AND = {
NOT = { development = 11 }
base_manpower = 5
}
AND = {
NOT = { development = 13 }
base_manpower = 6
}
AND = {
NOT = { development = 15 }
base_manpower = 7
}
AND = {
NOT = { development = 17 }
base_manpower = 8
}
AND = {
NOT = { development = 19 }
base_manpower = 9
}
AND = {
NOT = { development = 21 }
base_manpower = 10
}
AND = {
NOT = { development = 23 }
base_manpower = 11
}
AND = {
NOT = { development = 25 }
base_manpower = 12
}
AND = {
NOT = { development = 27 }
base_manpower = 13
}
AND = {
NOT = { development = 29 }
base_manpower = 14
}
AND = {
NOT = { development = 31 }
base_manpower = 15
}
}
}
}
ai_will_do = {
factor = 100
#modifier = { #UG doesn't work
# factor = 0
# ROOT = {
# owner = {
# OR = {
# is_vassal = yes
# is_march = yes
# }
# }
# }
#}
modifier = {
factor = 1.1
has_building = barracks
}
modifier = {
factor = 1.2
has_building = training_fields
}
modifier = {
factor = 1.1
is_capital = yes
}
modifier = {
factor = 0.5
NOT = { tolerance_to_this = 1 }
}
modifier = {
factor = 0.5
NOT = {
OR = {
accepted_culture = ROOT
culture_group = ROOT
}
}
}
modifier = {
factor = 1.1
OR = {
trade_goods = grain
trade_goods = wool
trade_goods = fish
}
}
modifier = {
factor = 0.9
local_autonomy = 30
}
modifier = {
factor = 0.9
local_autonomy = 40
}
modifier = {
factor = 0.9
local_autonomy = 50
}
modifier = {
factor = 0.9
local_autonomy = 60
}
modifier = {
factor = 0.9
local_autonomy = 70
}
modifier = {
factor = 0
local_autonomy = 80
}
}
}