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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
If anyone feels inclined to update and reupload on their own, be my guest.
Code: update_magic_study_experience_modifier = { value=25 }
00_advisortypes.txt
00_basic_ideas.txt
00_scripted_triggers.txt
anb_MiscEvents.txt
Elections.txt
MagicEstates.txt
MagicRuler.txt
artifice_l_english.yml
Cheers, raimn
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Please note that there's an incompatibility atm with the Brelar MT I've identified, will be fixed soon.
I'll get some events done next, including one to get Artificers earlier if you pick the Idea Group depending on various factors (high innovativeness, accepted gnomes, manufactories, etc.) I highly recommend you get the Cannorian Monuments mod though since there's a couple of them that trigger the Estate too.
For now only tested with Steam Anbennar but likely to be compatible with the BitBucket as well until there's some major change there.
If this problem is too difficult to fix, I'd recommend something like the study homunculus effect which increases the frequency of study events.
I'll change it later.
Adventuring Ideas were somewhat reworked since in the last EU4 update the introduction of Mercenary Ideas and basically free Explorers/Conquistadors made them weaker, but I like where they are at the moment. In the future clearing an "Adventurers Wanted" thing will give you bonuses or something, but I have to dive into the system to get an idea of how it works and what I can do. I also think their estate privileges are underused and I think they would be easy to buff that way.
Artificers are in a good spot IMO, but I want to throw in a bit of alchemy thematically, maybe something simple like some capacity from having "ingredient-like" trade goods.
Regarding your suggestion, I'm considering it but I also don't want to cheapen the Artificers unlock, which can take quite a bit of effort for some of the countries that get it earlier via their mission tree. Maybe I'll make an event that requires completing the idea group, but takes a while to fire and can be further encouraged by inovativeness, artificer race acceptance or relations, etc. Just to make it kind of balanced. But I also don't want to make it a wasted idea group slot if you take it and they take too long to show up.
A quick suggestion, maybe the finisher to Artificery ideas, in addition to the infantry fire it already gives could unlock the Artificer estate early, if you havent yet embraced manufactories or become a technocracy.
Please either use the bitbucket version (it's easy to download and install) or disable this mod. I'll see if I can make a version compatible with the Steam version since I think the next Anbennar release is still a ways to go, but it'll probably take a while.
Alternatively you can use the mod with the Steam version just without Great Conquerors and to recruit generals you can use console commands (I know it's not ideal).
Since the game update on the 18th of this month will introduce Mercenary Ideas, the Adventuring Ideas of this mod will be kind of redundant, so I will change some of it to make it more unique, maybe more military policies so that you can keep more of the special mercenary companies around, and I want to do something with the Adventurer Wanted events, maybe make them give large bonuses when you clear them or something.
Updated Adventuring Mercenary companies to be cheaper but a little weaker, since the point is to make them useable at all times.
Updated Artificery Ideas so that AI artificer tags are more likely to take them.
-Firstly it seems that the Great/Mythic Conqueror system doesnt work, i.e when starting a game that event doesnt pop up
-Secondly whenever I try to recruit a general, the game crashes.
Fixed some localization with Adventuring Policies.