Europa Universalis IV

Europa Universalis IV

Anbennar Estate Ideas (Outdated)
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Sorry the mod is severely outdated.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 "
Raiman 4 May, 2024 @ 3:30am 
Also NOT Compatible with current steam version (for 1.36.2). The following files need to be remerged:
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
Muggel 4 Apr, 2024 @ 4:07pm 
NOT Compatible with current bitbucet. Changes of artificing in bitbucket code results in this mod breaking artificing UI, making it unusebal.
Glezhan 15 Feb, 2024 @ 2:17am 
magical + horde have no policy
ScH 10 Feb, 2024 @ 3:19am 
You are indeed correct. It seems that something in my mod list is for some reason starting that event on every game start/load. So it seems it was a mistake on my end, sorry.
-=Maure=-  [author] 9 Feb, 2024 @ 2:34pm 
Thanks for reporting, though that file is unused (or should be) from something I was working on with estate privileges but scrapped in order to keep the mod simpler. I'll do some cleanup and update today/tomorrow.
ScH 9 Feb, 2024 @ 3:46am 
artificer_establish_industry.1 seems to have either no or bugged localisation
-=Maure=-  [author] 24 Jan, 2024 @ 8:48am 
@Krok-Gar Unlikely, since that also seems to change the basic idea groups and it'd be the same file both use.

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Please note that there's an incompatibility atm with the Brelar MT I've identified, will be fixed soon.
Kroq-Gar 24 Jan, 2024 @ 5:13am 
is this compatible with homebrew and its new idea groups?
Ness 13 Dec, 2023 @ 12:34pm 
Thanks for the update, can't wait to use it once more, my hunger for artificer capacity will finally be sated
-=Maure=-  [author] 8 Dec, 2023 @ 10:29pm 
Updated, sorry for the long wait. Balanced some ideas, changed a couple of them, (nearly) all localization done.

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.
vercuchi 3 Dec, 2023 @ 7:13am 
Looking forward to the update. thanks!
-=Maure=-  [author] 20 Nov, 2023 @ 9:53pm 
Just a heads up, this is not updated to the new release of Anbennar, I'll get it working and all localization and outstanding bugs probably by this weekend, I got almost all of it done over here plus a few changes.
-=Maure=-  [author] 11 Jun, 2023 @ 12:49pm 
Thanks for the report, I'll try and fix it and get some more localisation done next weekend.
Abracadabralicious 11 Jun, 2023 @ 7:18am 
I really like this mod despite some things not being localised yet! Something I noticed though is that "Arcane Library" from Magical Ideas is not reducing the xp study requirement despite visually displaying the new value. So if I need 1200 xp (from an original 1500 xp), I still need to reach 1500 xp to finish my magical study.

If this problem is too difficult to fix, I'd recommend something like the study homunculus effect which increases the frequency of study events.
-=Maure=-  [author] 5 Jun, 2023 @ 2:09pm 
Hmm, I am using the latest idea set from 1.35, as modded by Anbennar. I literally took the ideas file from bitbucket Anbennar, which has the Court etc. ideas, and added mine to it. This sounds like a mod conflict or a load order issue. I think this needs to be lower than Anbennar.
Ness 5 Jun, 2023 @ 1:57pm 
Also the changes made to various idea groups like Trade ideas in the latest patch are not present in your mod
Ness 5 Jun, 2023 @ 1:53pm 
Just used your updated mod, seems great, although it seems you forgot to include the court ideas, infrastructure ideas and Mercenary ideas into the latest version
-=Maure=-  [author] 4 Jun, 2023 @ 3:22am 
Oops, wrong image for Adventuring Ideas :steamfacepalm:
I'll change it later.
-=Maure=-  [author] 4 Jun, 2023 @ 2:14am 
Mod updated, all three Idea Groups and their respective policies are done. The Mages Ideas ended up being simpler than I had envisioned but I'm an amateur modder and it was too hard to make some things happen like I wanted, so for now this will be it but I'll take another stab at them 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.
-=Maure=-  [author] 4 Jun, 2023 @ 2:05am 
@Ness Sorry for the very very late response. I've updated the mod to the current bitbucket version of Anbennar (well as of one or two weeks ago), but let me know if you have any problems with it.

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.
Ness 28 May, 2023 @ 6:27am 
Just a quick note that your mod no longer works with the bitbucket due to the 1.35 idea update in vanilla eu4
Ness 16 Apr, 2023 @ 5:25am 
I was not aware the mod was made for the bitbucket version, thats my bad. I installed the bitbucket, and now the mod works perfectly, thank you!

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.
-=Maure=-  [author] 15 Apr, 2023 @ 2:04pm 
Regarding the two bugs that have been reported: I can't reproduce them on my games, however with this last bit of information from @Ness I think the source of the problem is that I'm using the bitbucket version of Anbennar, since it changes the way Great Conquerors are handled at the start of the game, my guess is the general recruiting crash is either also related to that or a conflict with another mod.

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).
-=Maure=-  [author] 15 Apr, 2023 @ 1:54pm 
Mage Ideas coming soon, I was reluctant to make them yet since I haven't played with the Magic systems much but I have more experience now, they will probably have the following: More likelihood to get Powerful Mage heirs, more powerful Mage Estate Spells (either an additional bonus to each spell or each spell casts as if one level higher), more study experience, better Mage Towers; maybe general power costs reductions, but I feel Anbennar has already plenty of those and it can get ridiculous sometimes.

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.
-=Maure=-  [author] 15 Apr, 2023 @ 1:53pm 
The mod no longer unlocks additional Idea Groups, feel free to use another mod that does (it has to be Anbennar specific or the game will crash because you won't have Mage Towers in the Admin technoloy file), if you can't find one let me know to make it.

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.
Ness 14 Apr, 2023 @ 3:48pm 
The mod seems pretty great so far, although I have so far noticed two bugs which I have confirmed is from this mod, but not exactly what part of it causes 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.
Razeluxe 2 Apr, 2023 @ 4:54am 
Nice someone already asked for no idea increases. Don't worry take your time updating the mod :)
-=Maure=-  [author] 30 Mar, 2023 @ 10:44am 
@Cynewulf Okay, I will have it next week along with more updates :)
Cynewulf 30 Mar, 2023 @ 6:04am 
A version of this that does not increase Idea slots would be appreciated by me. I already mod my game to have more slots, and this would override those changes.
-=Maure=-  [author] 27 Mar, 2023 @ 10:28am 
@owen Hi, sorry for the late response, and for the lack of updates, I'm swarmed with work atm. I've tried replicating the crash you mentioned but I can't? As a Dwarovar adventurer and elsewhere and I can make my heir a general without crashes. Are you sure that's what triggered the crash for you?
owen 17 Mar, 2023 @ 3:15pm 
it crashes when it try to make my heir a general , i was playing a dwarovar adventurer
-=Maure=-  [author] 11 Mar, 2023 @ 6:12pm 
Fixed crash when hovering over the Mage Tower building

Fixed some localization with Adventuring Policies.
-=Maure=-  [author] 10 Mar, 2023 @ 1:04am 
Finished Adventurer Ideas and Policies, but they're missing most of their localization.