Europa Universalis IV

Europa Universalis IV

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Anbennar - Cannorian Monuments
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2.335 MB
22 May, 2022 @ 1:49am
14 Jul @ 5:24pm
95 Change Notes ( view )
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Anbennar - Cannorian Monuments

In 1 collection by Sorge_
Anbennar Monuments
3 items
Description
This is a submod for Anbennar: A Fantasy Total Conversion that adds new monuments for the continent of Cannor, as well as a few monuments beyond (mostly in Northern Salahad).

The vast majority of the monuments are inspired by actual built (or planned to be built) wonders, temples, monuments, projects, and buildings from the lore, idea descriptions, and mission trees of the nations within Anbennar.

I have generally decided that the best way to allow the monuments to be build and their effects to be received is to have them be restricted based on a culture or accepted culture basis. I find this to be a good balance between extremely strict restrictions (such as requiring it to be a certain year, or a certain mission in a tree to be completed) and extremely light restrictions, aka nothing, which makes getting the effects of monuments alien to your own culture and religion too easy in my opinion.
This way, while it is still possible to gain the effects of around 80-90% of the monuments in game (some specific religious monuments are locked to certain religions), it comes at a cost of requiring the culture to be accepted, and the vast majority of empires will run out of accepted culture slots before they run out of monuments, therefore giving the player a (potentially difficult) choice of if they want to accept an otherwise low development culture for a specific monument, vs accepting a bigger culture that has a less desirable monument, and so on.

Monuments (in general, not just the ones from this mod) require a new game to be started for them to appear in their respective provinces.
MONUMENTS REQUIRE A NEW GAME. YOU CANNOT ADD THEM TO AN EXISTING SAVE.

The monuments tend to make the game *easier* for the player, as it adds more overall possible buffs. How significant the buff depends on the region and nation. I have tried to balance the monuments so that they are approximately as powerful as vanilla eu4 monuments. It is recommended (but by no means required) to either turn Great/Mythical conquerors on in the Anbennar setup, or to play on a harder difficulty.

I do actually write changelogs, so do check there at the top of the page for updates on what's changed in the mod between versions.

If you have more specific or longform questions or comments about the mod, I am in the Anbennar discord as sorge_, feel free to message me personally or in the submodding channel.

The list of monuments is below. The name in parenthesis is the nation that owns the province the respective monument is in at the 1444 start date. It is not an actual part of the monument's name. The list of monument effects is too long to fit in steam's mod description, but a link to it is here: https://textuploader.com/t1pe4 (this list is slightly outdated as of June 21st, so don't take it as gospel. Its about 90% accurate though still.)

Mustering Grounds of Freecestir (Arbaran)
Castle Gaweton (Gawed)
Bayvic, Grandest City of the Reach
Icewind Palace of Commerce (Celmaldor)
Toref Citadel (Eborthil)
Staple Port of Konungrhavn (Bjarnrik)
Beepeck, The Largest Small City
Grand Exchange of Damescrown
Temple of Ara (Ara Temple)
Nathalaire, City of Pirates
Portroy Merchants Guild (Portnamm)
The Guild of Trapsmiths (Bluescale)
The Dragonhoard (Bluescale)
Imperial Palace of Anbenncóst
Port Munas, The Little Anbenncóst (Moonhaven)
Silver Spires of the Silver Moon (Silvelar)
The Hall of the Gallant (Menibór)
The Moonmount Library (Damish Temple)
Temple of the Highest Moon (Damish Temple)
Giberd Academy of Engineering
Temple of Ryala (Ryalan Temple)
Seinathil Institute of Song
The Imperial Archives (Konwell)
Vanbury Steel Foundry (Telgeir)
Temple of Munas (Ibevar)
The Ebonsteel Armory (Urviksten)
Hammerhome Artificers Guild
Mage Academy of Lorentainé (Lorent)
New Adea Naval School (Lorent)
Westport, Gateway to Aelantir (Deranne)
The Temple of Minara (Minaran Temple)
Grain Port of Koroshesh (Elizna)
Zornarakel Naval Shipyard (Elizna)
Great Library of Aquatbar (Marblehead)
Temple of the Elements (Deshak)
Ekha Harbor (Ekha)
Dasmati Halls of Reverence (Dasmatus)
The Feather Academy (Marrhold)
Esthíli Academy of Magic
Deepwater Harbor of Sorncell (Celliande)
Escanni Academy of War
Longlance Knights Academy
The Imperial Dockyard (Neckcliffe)

Manual google drive download for GOG/Epic users: https://drive.google.com/file/d/1c-XVWwk0Hdld-MdzEMysZ7tr-tjGz19D/view?usp=sharing
place in C:\Users\(Your Username)\Documents\Paradox Interactive\Europa Universalis IV\mod. While I try to make sure the manual download is the same version as the steam download, sometimes I forget, so forgive me if it's a version behind.
Popular Discussions View All (2)
0
22 May, 2022 @ 2:33am
PINNED: Complete list of monument effects
Sorge_
0
22 May, 2022 @ 2:30am
FAQ
Sorge_
278 Comments
Recardo 6 hours ago 
When I play with all 3 monument submods the game crashes at around 1560 ish, afterwards I only turn off the cannor momuments and keep the other two on, and the game runs smoothly again always. So pretty confusing for me that people are saying the dwarven submod is the cause, maybe you can run 2 monument mods but not all 3 at once? Im stumped.
A Fallen Granny 21 Jul @ 5:11am 
I dont know if this helps but it isnt just the league war. After a lot of messing around with saves and console commands, i got past the league war. Dismantling the empire did NOT fix it btw, at least for me.
But the game crashed again in early 1600s, when i tried passing one of the empires reforms as the emperor (i think it was the third one on the aristocracy side). This one couldnt be fixed so i gave up, did another campaign without the mod on, and then returned to the save again half a week later (with the mod again) and it just worked on its own for no reason.
And now it's again bricked for good in 1650s for no clear reason that i can see, it always happens on the same day of the same month, so maybe its another event that im not aware of or something.
Sorge_  [author] 20 Jul @ 1:05pm 
@COPER don't run the mods until I figure out the origin of the crash or dismantle the empire early into the campaign
COPER 20 Jul @ 9:34am 
Is there any workaround to the league war crash? Other than disabling the mod before starting a campaign that is.
Sorge_  [author] 18 Jul @ 12:26pm 
@AnarchyDice vanilla anbennar has a bladeskeep monument now so there's no need to duplicate a monument
AnarchyDice 18 Jul @ 12:18pm 
It seems like the bladeskeep monument got deleted?
Sorge_  [author] 14 Jul @ 5:25pm 
@JHunter360 that's an easy addition, added
@TheDash yeah idk the origin of that I'm still trying to figure out how the monuments are causing a league war crash
JHunter360 14 Jul @ 3:14pm 
Hey bit an oddly specific one but the Nathalaire monument can't be used by resident Flamemarked Gnolls. Somewhat relevant for Xanxerbexis now and would make a huge amount of sense for them to able to take advantage of it. Either way love the monument additions from the mod thanks for your work
TheDash 8 Jul @ 3:21pm 
love your mods but they seem to cause crashing during the leauge war in this most recent update
Sorge_  [author] 7 Jul @ 3:14pm 
@Schinkennudel cannorian monuments (used to) overwrite the native anbennar monument file so I could make adjustments to some of anbennar's natural monuments e.g., the cannorian forts like alcandar), that required overwriting but I stopped doing it since it required a ton of maintenance. It was just easier to remove the file completely since going through and individually editing each new monument is a bit of a pain, I might go and look through them later.