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After a bit more digging I realised the problem: Theocratic ideas was referred to as "aristo0", while the actual name of the idea group is "theocracy_gov_ideas" - this caused the game to kill itself when an AI switched from Monarchy to Theocracy.
Changed it, now it works without a hitch!
The main mechanic-heavy mods I'm using are Homebrew and Dwarven knowledge (I'm aware of the outdated patch, but I'm only using the tech part that lets me have more idea groups)
I know this is not much to go on, but I'll gladly help if I can some way, really don't want to restart my game (or play without Homebrew :P)
Also massively appreciate the work you're doing, especially this quickly after the new update!
You can find the file at: <STEAM_PATH>\steamapps\workshop\content\236850\3105283657\common\buildings\00_buildings.txt
Until Anscylla has time to update the mod, you can manually fix the file by editing it in a text editor.
also added to assimilation and nationalism ideas, some free focusing and purging
i was playing Duran Blueshield and was purging the Orcs after getting nationalism's 2nd idea as a meta strat id developed. the only other submod i have is ages reformed for anbennar.
Also if there are any compatibility mods for HB, about which I don't know, tell me, I'll add them to the description
Does artificer's capacity is doubled from relic with artificery ideas?
Does assimilation idea give proper bonuses from minorities?
Does nationalism idea makes racial interactions free?
Does government ideas (aristo, pluto etc) works properly?
Is racial menu always working?
Does absolutism reduction from court ideas work properly? (and to an extent, superiority of the state gov reform)
Does mercenary ideas feel underpowered?
Does "can create client states" fit as finisher in influence ideas?
Does new decision to show provinces excluded from adjacent fort penalty makes any issues? On top of that, does information provided by that decision, match what's happening in reality? (applying modifiers, and highlighting such provinces are 2 eniterly independent systems so there might be some problems)
Is there any problem with advisors?
Are artificer inventions working on tier 2-3 + unique and cultural?
Is there any problems with events regarding migrations?
Are there problems with buildings in general?
(i know that there is some weird interaction with insta building for sailors, with conscription ideas + highseas combo, but I couldn't find out why, Ovdal Tungr game??)
Is there any problem with factions?
I've threw some modifiers around, in mil ideas, regarding forts being too weak, so, is now leaning into defensive ideas even worth (countries with any MT's and defensive bonuses are favoured anyway) on every country, or you can just get offensive and don't think about that?
[*]
I still have to check every file by hand, separately, if I didn't fck up something during taking updates from anbennar, then check ingame if everything HB related works (like, bonus from assimilation ideas, can fck up race menu so it won't work entirely) aaand then, if everything is fine i'll update
If it's not, I suppose one could always download the older Anbennar versions from github manually.
Love the mod by the way. I remember Trying to make the old mod this is based on compatible before you mad this one... Huge respect for actually being able to make it work.
And another thing... is it possible to make a variant submod that has the old HB ideas?
Thank you my friend, and have a good one.
I have no such problems, make sure You don't run incompatible mods and Your EU4 install is OK
(trying to not be kicked out of uni, again)