Europa Universalis IV

Europa Universalis IV

93 ratings
1.37 Doge's Anbennar - Goods & Buildings
   
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23.972 MB
4 May, 2022 @ 4:22pm
9 Jul @ 6:18am
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1.37 Doge's Anbennar - Goods & Buildings

Description
Info
- This is a port of goods & buildings from my Shattered mod into Anbennar.
- This mod provides around 50 new trade goods, new buildings and changes to some mechanics related to them.
Main Mod
Doge Shattered Europa

Other Sub-Mods for Anbennar
Doge's Anbennar - Estate System
Doge's Anbennar - Ideas and Policies
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Hey since you are on the updating train atm, id like to point out the base buildings (and mage tower file) are very out of date with the base Anbennar buildings at this point.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?