Europa Universalis IV

Europa Universalis IV

1.37 Doge's Anbennar - Goods & Buildings
196 Comments
ComradDoge  [author] 9 Jul @ 6:18am 
building files updated
Fredy 9 Jul @ 4:16am 
Most recent was stilling missing stuff for the newest patch. Like for Zokka and Brrtekuh effects, the merfolk things and the new infernal temple stuff. And the new stuff related to "sponsored_adventurers_building_reform_effect". Just checked vs the steam release version before posting this now, unless an update happened while typing this. That said, great mod, love the upgrading goods and expanded tall gameplay fits all the smaller highdev tags in Anbennar neatly.
ComradDoge  [author] 8 Jul @ 1:26pm 
thats was updated actually, I noticed it as well, unless this recent patch added more stuff
Fredy 8 Jul @ 12:14pm 
Hey since you are on the updating train atm, id like to point out the base buildings (and mage tower file) are very out of date with the base Anbennar buildings at this point. It currently bricks a bunch small mechanics on some tags (and some religions) if you play with this mod as is atm.
ComradDoge  [author] 8 Jul @ 4:42am 
Just an oversight and was missing from the artisan district trigger
fixed
kramarczuk 7 Jul @ 6:58pm 
is there a way to have dwarven holds specialise while having the new trade goods introduced? For example, I have amber produced in a hold and can make no selection for a hold specialisation. Is the only fix to edit the files in some way?

thanks!
Heavy 18 May @ 3:44pm 
edge skibidi
Mantioch Andrew 5 May @ 2:55am 
Ok, I've found the issue (kind of) - checking the total steam engines I had before peace, and the same after the peace & recalculating it, it looks like the number went down a bit... Not sure why, I actually had higher OE a few months earlier, and my trade share in the ledger for steam engines has stayed roughly the same.

For now I'm just going to build another steam engine assembly line before peaceing out, but would be good to know roughly what caused the number to go down.

Thanks!
Mantioch Andrew 4 May @ 5:36pm 
Hi, I'm loving the mod so far, but I've run into an issue and could use some help figuring it out.

When I sign a peace deal, I'm finding my resources suddenly crash. I'm wondering if the resources in my empire are based purely on production, or if they are also fed by trade? My only guess is that the OE reduces my trade power enough that I lose the Zinc I need for steam engines... my other resources should be comfortable.

If I click through all the missing resources and recalc, it still shows that I have enough resources for everything. But my steam engine usage looks a bit buggy... in the recalc it suggests I'm using >10x what I was using before, so should be in deficit... yet it seems to add "used" on to "total" instead of subtracting from it. but on the next day tick it fixes itself, and I'm out of resources again.

I've also checked to make sure the provinces I'm taking don't have any factories in them, and I don't see any issues there.

Do you know what could be causing this?
Furio93 22 Apr @ 6:27am 
i found it, thanks.
ComradDoge  [author] 21 Apr @ 10:57am 
In decisions tab
Hover over trade strategic resources name to see which resource you are lacking
then find a province with that resource and develop production to increase your amount (can just focus one province or develop production in many same provinces)

There should also be a decision button that you can continually press to delete "no resource" building

if you have enough resources, that will be the end of it. If not, no resource building will continue to appear until the issue is resolved.
Furio93 21 Apr @ 10:41am 
i have a problem, in most of my provinces there is a building that says: no resources? Is there a solution to delete it not province by province? because when i conquered new land or i dev it appeares and it doesn't go away by itself
ComradDoge  [author] 31 Mar @ 5:54pm 
I assume its same issue with steam and bitbucket being different
ComradDoge  [author] 31 Mar @ 5:53pm 
by DizzyWaddleDoo
Also as for the dwarves with no feudalism thing, this is because in the public fork, the dwarven tech group was changed to west_dwarven. This hasn't changed in the steam version of Anbennar yet, but when it does the tech group will need to be updated in the institutions file
Faker kk 15 Mar @ 1:54pm 
Roads POG
Nerdcrom 11 Mar @ 8:10pm 
When in multiplayer, for some reason, when looking at buildings in a province, and then going to build a latent goods building, as soon as my mouse hovers over anything on that bottom quarter of the menu, i instantly crash. Works perfectly fine when I'm in solo, and it doesn't matter if I'm host or not, still crashes. My friend doesn't have this issue, we're obviously using all the same mods.
Ritter 3 Mar @ 5:24pm 
In TGE_latent_buildings for wood_workshop the code needs to be changed to add an or for tropical_wood so that you can create furniture.
ComradDoge  [author] 2 Mar @ 11:56am 
varies

usually other mod incompatability/overwriting
or graphical mod touching something

can be other stuff tbh but difficult to say
Leoriinn 2 Mar @ 10:44am 
What might cause the game to crash while constructing buildings?
ComradDoge  [author] 25 Feb @ 8:15am 
updated the diggy file
DizzyWaddleDoo 23 Feb @ 6:47pm 
Also as for the dwarves with no feudalism thing, this is because in the public fork, the dwarven tech group was changed to west_dwarven. This hasn't changed in the steam version of Anbennar yet, but when it does the tech group will need to be updated in the institutions file
DizzyWaddleDoo 23 Feb @ 6:37pm 
The hidden event diggy.759 is broken, it's missing the option for Skewered Drake, so ai Skewered Drake defaults to the first option and gets a colony on the opposite side of middle dwarovar when they shouldn't. There's also at least one more event in the DiggyDiggyHoleEvents.txt file that's been added to the steam version of Anbennar but is missing from the submod's copy.
ComradDoge  [author] 6 Feb @ 2:46am 
Cloves now follow base mods spawning chance/areas

I also went over the chance/locations for other vanilla goods and now they are closer to the up to date version of base mod chance/locations

- Fur bonus of 0.5 prestige changed to 15% caravan power.
- Carmine Dye bonus caravan power replaced with 0.5 prestige.
- Chinaware bonus changed to +1 diplomat instead of legitimacy types.
- Whaling local province modifier changed from production to tradegoods modifier.

Tree of Stone region now has a high chance of amber. Do tell if the frequency of goods becomes out of whack. But thematically it should be neat.
axavia123 5 Feb @ 12:37pm 
Just checked the tree of stone trade goods, and I feel like Amber should be able to spawn there, perhaps replacing the gems. Considering that Ovald Kanzad's culture is Amber dwarf, and the ideas of Gor Ozumbrog specifically mention amber. With that same logic, I think that the hold of Gor Ozumbrog should have a high chance of spawning gems.
gorilla_fingers 4 Feb @ 7:10am 
Glad to be of service to this mod. Another thing; in the Moonhaven mission tree the prereqs for the mission "Trade in Spices" is to conquer five provinces that produce the trdegood Cloves and to bump up base production to 8 in a the Fahvanosy region. The problem is, natively, the game only starts with four and, unlike base mod, the colonizeable provinces don't spawn more Cloves so it's impossible to actually meet that prerequisite as it currently stands.
Elder Scrolls mod version?
Col_Aur(ful) 3 Feb @ 11:14pm 
Or well that "the pearls found there are rumored to be souls of ... who died her in ages past.... have grown quite popular with more morbid gem enthusiats..."
Col_Aur(ful) 3 Feb @ 11:12pm 
Isle Vroren, up in Frozenmaw territory has a gem province. in game events reference these as pearls btw.
ComradDoge  [author] 30 Jan @ 1:08pm 
edited the gronstunad mission file to take in account jade
NateScout 29 Jan @ 10:30pm 
Switched back to steam version of anbennar with Doge's Goods & Buildings. Feudalism is present everywhere it should be. Must be something wrong with that version of the publicfork. Thanks for checking!
gorilla_fingers 28 Jan @ 10:30am 
Something to take note of: The Jade Mission "Decorate The Nobility" and the Jade National Decision "Found Mining Operation" doesn't account for your newly added goods like Jade or other metals.
ComradDoge  [author] 25 Jan @ 4:18pm 
The two buildings in the image arent supposed to be there, fixed

@NateScout
i started up a game and the dwarfs such as duran blueshield, krakdhum, verkal and ovdal start with feudalism. Is that not the case in your games?

Try resubscribing if you havent already, I don't touch institutions so it shouldnt be something on my side
NateScout 25 Jan @ 3:10pm 
btw, this wasn't happening last time i played (last month), so it must be something in this recent update
NateScout 25 Jan @ 3:08pm 
this mod is causing dwarves to start without feudalism for some reason :(
Nobleman 25 Jan @ 9:46am 
Why are the two government buildings in the second photo not in the game? bug?
ComradDoge  [author] 5 Jan @ 8:50am 
fixed
its now part of foundry district
Frau Este 5 Jan @ 8:32am 
hey, mercury seems to not be on the list for hold specializations. gonna replace it with cannons so the event stops being empty and gets refired every few months
lewisdoom 5 Jan @ 5:17am 
thank you kindly <3
ComradDoge  [author] 4 Jan @ 8:37am 
It seems it was updated, ill take a look (its doge ideas that uses some mission files)
lewisdoom 3 Jan @ 4:59pm 
hey any idea as to why one of your submods causes Moonhaven to load with a completely different mission tree?
Davi 26 Dec, 2024 @ 10:23am 
works now thanks!
ComradDoge  [author] 26 Dec, 2024 @ 7:06am 
PDX launcher doesnt really care for load order, its somewhat handled internally

I put out a small update in regards to some files, it might fix it
Davi 26 Dec, 2024 @ 5:09am 
Is your mod supposed to be loaded before or after anbennar steam version? It crashes every time i do that thing i mentioned below.
I have it like this:
1. anbennar
2. your mod
Davi 25 Dec, 2024 @ 2:28pm 
No problem with anbennar alone
Davi 24 Dec, 2024 @ 2:43pm 
ah cool thanks.

hmm my game is crashing on new game as wood elves when i click their religion button. Had tested with just anbennar and your mod and same thing.
ComradDoge  [author] 24 Dec, 2024 @ 5:07am 
I do not as to have one less file to maintain and have less compatability issues if another mod uses it
Davi 24 Dec, 2024 @ 1:55am 
does this mod not modify the province building ui? I can only see and make vanilla buildings in there.
Emperor Jeff 17 Oct, 2024 @ 7:47am 
@SPC Dog You should read the information notice in the building ledger.
SPC Dog 12 Sep, 2024 @ 1:40am 
Actual Issue: Game keeps crashing after 1496. Only other mods I have are the monument mods and this is the only new addition to my playlist. Like I've spent the past hour getting through six months