Europa Universalis IV

Europa Universalis IV

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Anbennar Estate Ideas (Outdated)
   
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7 Mar, 2023 @ 12:02am
10 Feb, 2024 @ 10:42am
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Anbennar Estate Ideas (Outdated)

Description
Not working any more.

Small mod to add Idea Groups for each of the common Anbennar Estates, Mages, Adventurers and Artificers.

All Idea groups and their policies are complete, some might be kinda unbalanced, please comment if you think so.

Takes code and graphics from a no longer updated mod "Anbennar Unleashed - Idea Groups".




Magical Ideas
(Administrative)

  • War Wizards: Land Leader Shock +1
  • Mage Bloodlines: Ruler lifespan +25% / More likely Powerful Mage Heirs and Election Candidates (25% chance)
  • Hydromancy: Naval Leader Shock +1 / Fleet Movement Speed +0.5
  • Realm of Magic: All Power Costs -2.5% / Mages Estate Spell costs -50%
  • Arcane Library: Possible Administrative Policies +1 / Magic Study Requires -20% Experience (not working, will change it to higher initial Magic Schools learnt upon new Powerful Mage ruler)
  • Training in Siege Spells: Artillery Barrage costs -25%
  • Council of Mages: Monthly Administrative Power +1 / Mages Estate Spells casted at one lever higher

    Bonus: Shock Damage +15% / Mages Loyalty +10%

Artificery Ideas
(Diplomatic) (not current, balanced it down, please check in-game instead)

  • Tinkerers: Innovativeness Gain +20% / Artificery Capacity +10
  • Officer Advisors: Advisor Cost -5% / Artificery Capacity +15%
  • Artificer Society: Development Cost -5% / Technology Cost -5%
  • Elite Core: Special Unit Forcelimit +15%
  • Alternative Materials: Production Efficiency +5% / +0.5 Artificery Capacity from each province producing Glass/Gold/Mithril/Gems/Porcelain
  • Superior Weaponry: Fire Damage +5% / Heavy Ship Power +10%
  • Engineer Kits: Artillery Quality +5% / Artillery levels vs. Fort +1

    Bonus: Infantry Fire +0.5 / Artificers Loyalty +10%

(Some ideas names don't make much sense for legacy reasons, they'll be changed)

Adventuring Ideas
(Military)

  • Homesteader Grants: Development Cost -5% / Global Monthly Devastation -0.25% / tribal_development_growth = 0.05
  • Adventurer Outposts: Colonists +1 / settle_cost = -0.3
  • Defend the New Homeland: Hostile Attrition +1 / Garrison size +10%
  • Adventuring Into The Unknown: Allows Recruitment of Explorers and Conquistadors / +1 of each Development type when a colony finishes / colony_cost_modifier = -0.25
  • Questing Companies: Possible Military Policies +1 / Mercenary Manpower +25%
  • Meritocratic Hires: Leader Cost -25% / Advisors get a new skill that scales with each level they are
  • Integrate Adventurers: Mercenary Maintenance -25% / Mercenary Discipline +2.5%

    Bonus: Free Military Policies +1 / Adventurers Loyalty +10%

Each Policy enabled by this idea group unlocks a local strong mercenary company that costs no Army Professionalism.




Please be aware that I took one colonist off the Expansion Idea Group and replaced it with governing capacity, which also fits the Expansion theme. This was done for balance purposes as colonization in Anbennar already happens very very fast, but I'll revert this change if people end up hating it.


As always, feel free to comment any suggestions, critiques or issues you have with the mod.
43 Comments
AlienFromBeyond 17 Dec, 2024 @ 10:07pm 
Hey everyone, I've made my own fork of this for the latest Anbennar release. It contains significant changes however such as changing the category each idea group is in, since I have my own views and opinions on balance and design. Find it at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3386517016
ScH 8 Sep, 2024 @ 4:22am 
So the main thing I didn't manage to work out is the Localisation part. Artifice capacity bonuses from trade goods don't show up properly in the tooltip. This is all due to the fact that I've never done any localisation, so on that part I'm stumped. And like you, I don't seem to have the will or the time to properly work that out.

The other thing is the one you've left out, Arcane library still doesn't modify the required XP and I honestly didn't want to bother adding that in since the new Anbennar update is going to probably ship out with the Magic rework they've been cooking.

The rest of the modifiers seem to be working from my brief testing period. Here's the archive of the mod on this link https://pixeldrain.com/u/GQjxZ7XB
-=Maure=-  [author] 6 Sep, 2024 @ 11:38am 
I say if you're sure it works because I really don't have time to test thoroughly :(
-=Maure=-  [author] 6 Sep, 2024 @ 11:36am 
If you're sure it works, sure thing, send me a link to download the files that need updating, or the whole thing. I'll also try to add the fixes suggested by others here.
ScH 6 Sep, 2024 @ 6:10am 
Hey, I (mostly) updated the mod to work with the newest version, but pdx launcher refuses to upload the mod to the Workshop. I was wondering if you would want to update the mod with the files I edited?
-=Maure=-  [author] 27 Aug, 2024 @ 12:00pm 
Sorry the mod is severely outdated. Tbh I don't have the time or interest to update any more since I got a lot on my plate atm.

If anyone feels inclined to update and reupload on their own, be my guest.
Next Door 27 Aug, 2024 @ 12:12am 
After investigation, this mod causes the options in the new Artificery UI events to be missing.
mdw0221 31 May, 2024 @ 12:16pm 
Can confirm that the artificer changes dont function with this mod anymore - all events turn to "missing localization" and the new artificery buttons get janky and some of them dont work
Raiman 9 May, 2024 @ 3:31am 
An idea to implement "Arcane Library": there is a modifier in the Black Demense mission tree that gives a bonus to experince gained, so you could add an +25% bonus to gain which would be functional the same as -20% required exp.
Code: update_magic_study_experience_modifier = { value=25 }
Raiman 4 May, 2024 @ 3:46am 
Bug: MagicRuler.txt --> " has_reform = mage_bloodlines " should be " has_idea = mage_bloodlines "