Europa Universalis IV

Europa Universalis IV

Dwarven Knowledge Experimental
88 Comments
Muggel 2 Jul @ 2:29am 
Nice! looking forward to it :D
haito3200  [author] 2 Jul @ 1:35am 
Yes it will, I will just update main DK directly in a 1 or 2 days from release though, not the experimental version.

the experimental version will remain the same for now ( well, the experimental should already be compatible with the new update anyway )
Muggel 2 Jul @ 1:05am 
looking forward to the update. Will it be compatible with the upcoming anbennar uppdate on the 5?
haito3200  [author] 19 Jun @ 10:27am 
last test and then update incoming
haito3200  [author] 16 Jun @ 6:17am 
Thanks @sd0llar !

I am gonna update this mod with various UI improvements, finallyfunctioning Alchemy and medicine interfaces/mechanics in a few days ( earliest tomorrow, more likely 18th or 19th ).

Feedback will be much appreciated!
it will probably be the last update on the experimental version ( before Anbennar's update ).

the remaining features and reworks will be done and released on the github as I go doing them and then directly released to main dwarven knowledge after Anbennar's update, stay tuned.
sd0llar 13 Jun @ 1:16pm 
Awesome job hairo3200! Really amazing mod with an incredible amount of very cool features. I can't imagine playing anbennar without it now. I'm excited to try the next update, too. Thanks for your hard work putting this together!
IronJack 6 Jun @ 11:22pm 
thanks
haito3200  [author] 6 Jun @ 2:56am 
I can share what is planned/already done:

- All 5 DK technologies will get completely functional interfaces and independent mechanics.
- I will add idea groups to the mod, to interact with DK technologies ( metallurgy ideas, alchemy ideas, … ), but you can have 2/3 at most! Each one of these ideas group increases experience acquisition rate and unlocks a unique project when the tech reaches tier 4.
- I am redoing all old content from the hold exploration and converting it to more intriguing event chains and, some, dwarovar wonders.
- I am expanding the general mission tree to make it worth playing and engaging. I am also gonna tweak the dwarven MT a lot.
- I am gonna make a “racial interface” to give unique things to each race, but that is just a concept, it probably won’t make it in the update in July
IronJack 6 Jun @ 2:13am 
not to be inpatient or anything like that, but i am INPATIENT and hyped for this update. any tiny news youd be able to share?
haito3200  [author] 8 Apr @ 2:17pm 
Yeah, they renamed all buttons just because. I won't update this yet until I get the alchemy and medicine thing working ( hopefully just a few days ) but you can download the dev-build in the meantime:

https://github.com/Haito3200/Dwarven-Knowledge-Dev
haito3200  [author] 2 Apr @ 3:54am 
They may have changed some things yet again in the province view files,
I will take a look once I have a bit of time today
Elwyn 2 Apr @ 2:08am 
Also unable to use the dig deeper option. Pulled the latest Anbennar version from Git, forced an update on this, didn't fix it.

Oddly two other buttons, the 'make an outpost' and 'infuse with Chi' buttons in the same ui-element are also active but do nothing. Disabling Dwarven Knowledge Experimental immediately reallows digging operations.

No other mods than Anbennar and this, DKE, are active. Or even installed.
Astalos24 31 Mar @ 11:25am 
Ok, thanks man
haito3200  [author] 31 Mar @ 10:48am 
@LightFlight , this mod uses musketeers, hussars and cawa as special unit, make sure you have all the dlcs for them

@Astalos24 , If you are using steam Anbennar, don't use the experimental version, it won't work well. It may be the fault of other mods if they interact with the digging mechanic or the province interface ( ADMC for example won't work, even with the patch )
LightFlight 31 Mar @ 10:43am 
Oh i didn`t know that. Thanks
Astalos24 31 Mar @ 10:42am 
Hi, I don't know if it's a problem with my version of Anbennar, but when I start a game with only the Dwarven Knowledge mod, it won't let me click the "Dig Deeper" button. I can't even access the tab to see the requirements. Additionally, the options to explore the hold appear without a texture. I've tried to see if it was due to other mods, but that doesn't seem to be the case.
haito3200  [author] 31 Mar @ 10:14am 
Is it 0 or there isn’t even a number to begin with?

Take in consideration the special unit comes from the domination DLC, so it probably won’t work without that
LightFlight 31 Mar @ 9:57am 
Hello I hope you can help me. I only use the newest anbennar (GitLab) and this mod but i don't have any unit cap for special infantry.
haito3200  [author] 30 Mar @ 10:40am 
I will leave the experimental version like this for around 1 week, then update with all the other technology interfaces when they are functional and usable.

Also be sure to use the GitLab version of Anbennar with this mod ( the BitBucket is no longer updated )
hartel79 29 Mar @ 6:54am 
I don't have the Estate! Somehow this mod is not yet working! I'm switching to the original version. Tanks a lot for the help...
haito3200  [author] 29 Mar @ 6:48am 
Ah, yes, the research facility level is just the estate privilege on the experimental version, there is no longer any province modifiers/flags
hartel79 29 Mar @ 6:24am 
I get it but is asking for the the province flag "Research Facility Lvl 2: Underground Laboratory" which I don't have :(
haito3200  [author] 29 Mar @ 6:06am 
the research facility is created through MT advancement now, and it starts form level 2
hartel79 29 Mar @ 5:50am 
Hey hey! I'm havin some troubles with the research facility! I have not got any event for the level 1. It is 1520 and I'm playing as the Cav-Dwarves.
dangul 29 Mar @ 4:31am 
Anyway, thanks for getting back to me.
haito3200  [author] 29 Mar @ 4:28am 
no, not for now, it gets expanded quite often. I will make one once I am done making them
dangul 29 Mar @ 4:24am 
Is there a list with all blueprints somewhere?
haito3200  [author] 29 Mar @ 4:01am 
Oh, and make sure to implement the unit design, or the modifers won't get applied, even if they are shown in the image tooltip ( it takes 1 year, as you probably already know )
haito3200  [author] 29 Mar @ 3:59am 
that is not an issue on yopur part, that is intended, as the alloy forge allows to combine 3 metals I had to downgrade each of them to be usable there, or you would get 14 5 7 alloys, which would be absolutely broken.
dangul 29 Mar @ 3:55am 
By the way, the metals in the metallurgy menu have higher stats than in the alloy forge. Hearth's blood has 2 4 2 in the Overview but only 1 3 1 in the forge. I have enough to make it appear as green in the menu. Is this also an issue on my part?
dangul 29 Mar @ 3:47am 
Ah, It was a mistake on my part. I didn't realise that you have to click on the icon to see the actual modifiers. Thanks mate.
haito3200  [author] 29 Mar @ 3:20am 
I just tested that same blueprint with a 7 3 2 alloy, it works as intended. Let's take combat ability in consideration for calculations:

the metal strength multiplies the blueprint's base stats: blueprint has 2% combat ability (base) x 7 MS = 14% combat ability

the magic conductivity multiplies the rune stats: rune has 3% CA x 3 MC = 9% combat ability

the electrical conductivity multiplies electrical modifiers: the blueprint has 2% CA (electric) X 2 EC = 4 combat ability

the total combat ability is 27% + 3% from the base modifiers of warforgeds = +30% combat ability which is what I effectively got from testing it

the cost is just the cost, I ended up with a cost of 22 for the artillery unit which means the special units gets:

land maintanance + 70%
reinforce cost +22%
reinforce speed -22%

and nothing else, the cost doesn't remove/reduce positive modifers, it just makes the unit more expensive to manatin and harder to reinforce
haito3200  [author] 29 Mar @ 12:37am 
Just woke up, I will test it out in a bit to try and understand why that is happening
dangul 28 Mar @ 5:32pm 
Now, I can obviously make weaker blueprints with actual bonuses. Those, however, comes nowhere near what you're talking about in your prior post.
dangul 28 Mar @ 5:25pm 
Right, here's an example of what i'm talking about:

Custom alloy (legendary): 3 metal strength
4 magical conductivity
8 electrical conduct

This alloy is then used for the electric automatical artillery, resulting in no bonuses, as it has a cost of 8 (making the metal strength of 3 effectively 0).
haito3200  [author] 28 Mar @ 4:25pm 
That is … strange? There is a little timeframe in early in which it may not be ideal to use warforgeds because the cost is decently high and the modifiers are still not enough to justify them, but that is only in early.
Going into late game I have seen things like +70-80% combat ability in 1600s ( with 70%+ land maintainance and partially reduced force limit sure, but it is worth it most of the time ).
Idk what you could be doing wrong, can you write up a list of modifiers for 1 warforged unit? It may be better to go to the discord server for easiness
dangul 28 Mar @ 3:09pm 
Hello, really like the mod and the work put in (props) but I don't really understand how you're supposed to make the metallurgy system worth it. The costs (metal strenght etc.) for the blue prints eat up all possible modifiers for me, making them useless. Even with the highest quality alloys I can't manage to use the rarest (A+ I presume) blue prints to any effect. Am I doing something wrong?
haito3200  [author] 24 Mar @ 3:36pm 
what do you mean? it is still there, you can access it from on of the 3 new buttons in the topbar
IronJack 24 Mar @ 2:59pm 
what happend to the g.wonders tap?
haito3200  [author] 22 Mar @ 8:14am 
Updated
haito3200  [author] 22 Mar @ 6:17am 
Yes, I had forgotten about this, I will upload it in an hour
haito3200  [author] 21 Mar @ 12:29pm 
I will update the experimental with a tons of changes in a few hours. It will probably break save
haito3200  [author] 16 Mar @ 11:16am 
@Toast , The research facility level is now calculated only based on the relative Runesmith Privilege, there is no longer any province modfier / flag.

The exploration change is mostly a buff as you can explore 1 dig level more than what you currently are at. it is hard to make it an option tbh, try it out and let me know ( also, you can still dig anything, regardless of the explored restriction, if you took the decision to enable manual dig in all holds )
Toast 16 Mar @ 10:41am 
Also, how will changing your capital work when research facilities are built?
Is it now a nation modifier instead of province?
Toast 16 Mar @ 10:40am 
"Reworked Hold exploration and Research Facility calculation: if hold is dig level 1, you can explore dig 2 and you can't dig until it is explored, RF is now built directly through missions reqards"

This sounds like its going to be really painful to deal with when you have a lot of holds. Any way this can be turned off in an option?
haito3200  [author] 15 Mar @ 3:46pm 
top-right corner*
haito3200  [author] 15 Mar @ 3:46pm 
Did you select the alloy slot in the right corner of the alloy forge first?
Raoul 15 Mar @ 1:47pm 
I can not figure out how to make alloys, have rune smiths warforged, half of the serpent spine, many expeditions and 4 deep holds.
haito3200  [author] 3 Mar @ 6:43am 
There is yet again a need for testing.

don't use the building slots submod with this version!
haito3200  [author] 20 Dec, 2024 @ 8:29am 
The main mod updated! I will keep this mod up for the people who have an ongoing game but there won't be any updated until I need to experiment again