Europa Universalis IV

Europa Universalis IV

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Dwarven Knowledge
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95.920 MB
27 Apr, 2023 @ 3:44am
17 Jul @ 4:25am
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Dwarven Knowledge

Description
Anbennar Submod

Tested to be working with 1.37.5 steam release


- A total of 500+ Events, 13 monuments, 2 Mission trees, 3 special units and many other things.

General Content for both Dwarves/non-Dwarves, featuring:

- Metallurgy System: while developing Caverns, Mountains or Highlands you will find various different Metals
If you are Dwarven you will be able to find many Metals, Blueprints and Ancient Runes while exploring Dwarven Holds.
If you are NOT Dwarven, you will be able to research your own Blueprints and Enchantments.
Once a certain part of the mission tree is done, you will be able to forge custom equipment for each of your unit types (infantry, cavalry, artillery) using a combination of these 3 things and obtaining Military Buffs relative to the quality of the selected components, but keep in mind High Quality = Great Buffs but also High Cost.

- Alloy Forge: If you are unsatisfied by the Metals you found you can creat your own Alloys thanks to the Alloy Forge

- A Mission Tree: available for every NON dwarven nation. This is in addition to whatever mission tree your nation has, be it from main anbennar or another submod.

- Secondary Technologies: Technologies not represented by Administrative, Diplomatic or Military but by other types of knowledge. These include Arcane Arts, Metallurgy, Alchemy, Medicine, Mechanics. You can obtain experience for each of these technologies through having certain buildings or, if you are dwarven, by finding blueprints and runes in the serpentspine and reverse engineer. Once a certain amount of exp is accumulated you will be able to level up the relative tech lvl through the Metallurgy interface

- Arcane Buildings: Buildings which require Secondary Technologies, Elemental Magic, Steam power or even Electricity, to be built. Some give Secondary Technologies Experience.


Dwarven Content, featuring:

- A Mission Tree: available for every dwarven nation in the serpentspine. This is in addition to whatever mission tree your nation has, be it from main anbennar or another submod.

- Hold Exploration: The possibility to explore dwarven holds. Every single Dig Level (except the 1st) can be explored and many things which were left behind by the ancient dwarfs and their enemies can be discovered. Every exploration team you send has a certain amount of risk involved and this risk increases steadily the deeper your Hold goes.

- A Research Facility: Once your exploration team has completely surveyed a Dig Level, you will be able to build the Research Facility in your Capital Hold. This institute will help you uncover the many mysteries the serpentspine has left for your dwarfs. Ancient Dwarven Knowledge in particular will gain a whole new level of importance.

- A New Estate: Runesmiths, A bunch of mages, scientists and artisans working for the Research Facility. A decision to enable the estate will become available after the establishment of the Research Facility in your capital. Runes, Inventions, Groundbreaking discoveries and ancient knowledge is but a part of what you will find.

- Some flavorful events regarding the stories and peculiarities of each hold. These events are unlocked during exploration and are maybe the most appreciated part of this mod. You do not need a particular tag or capital to unlock them and you can "collect" them all in a single run. Here is the list of Holds which currently have a good amount of unique events:
List of Holds With Unique events



This mod also chages the max number of personalities from 3 to 4.
Ai is able to use most things.

Compatibility

Very few files were overwritten in making this mod:
- topbar.gui
- macrobuildinterface.gui
- provinceview.gui
- adm.txt
- 00_buildings.txt

This means it will work with every other expansion/flavor pack/monument mod/… out there.
There are issues with mods adding Buildings/ideas and with Guibennar

- Patches list ( they probably don't work for now, as mod authors still need to match the newest update ):
Patch for Relics of Anbennar
Patch Doge's Ideas
Patch Doge's Trade Goods
Patch Homebrew Silvertaped
Patch for all dwarven MTs combined

Tested to be working in 1.37.* with 06/07/2025 Steam Anbennar.
It works with BitBucket as well.
Tell me if you encounter issues.

Q&A

- Is this mod save game compatible?
- NO

- Which Anbennar version should i use with this mod?
- It works with both Steam and BitBucket versions of Anbennar.

- What is this mod compatible with?
- Monuments mod: yes
- flavor packs: yes
- mods that add provinces: yes
- mods that edit the map: yes, as long as they do not delete the Hold terrain type.
- mods that rework Anbennar: yes, as long as they haven't destroyed the Hold's mechanic, terrain type or the serpentspine continent.
- graphical/new interfaces mods: NOT without patches:
Patch for Relics of Anbennar
- Idea/Building Mods: NOT without patches:
Patch Doge's Ideas
Patch Doge's Trade Goods
Patch Homebrew Silvertaped
- All Dwarven Mission Trees Combined: you have to use this patch:
Patch for all dwarven MTs combined

- What if i don't play on steam?
- There is a link on Anbennar discord, in the submodding section, to manually download the mod. I don't update it often so feel free to ping me if you want it updated.

For a fast answer or just beacause you want to:
Discord Server[discord.gg]

This mod is still a work in progress. It is 100% usable and i will not upload anything without having playtested it a bit, but i still have a lot of things left to add.
English is not my main language so there could be some mistakes.

Credits

haito3200 - myself, made most of the mod
dmeyster - AI images, development discussions on the mod and testing/balancing
Jothell - coding discussions, error hunting, code optimization
Tam - Writing and suggestions
Lord Admiral Farsight - Writing and suggestions
AmyClaraRose - Discord Admin and one of the first supporters of the mod

A special thanks to all the members of the Discord Server[discord.gg] who haven't been mentioned on this list

Let me know if you like the mod!
Popular Discussions View All (15)
147
16 Jul @ 4:51am
Bug Reports
haito3200
58
5 Apr @ 3:24pm
Suggestions
haito3200
5
30 Oct, 2024 @ 8:30am
Artificial Mage Ruler
Sottom
942 Comments
haito3200  [author] 18 Jul @ 10:35pm 
This doesn’t break the racial UI, all those who reported that bug had 1 or 2 other issues / incompatible submods . Just to be sure try unsubscribing and subscribing again.
Ness 18 Jul @ 4:34pm 
It seems this mod breaks the Tolerance and Racial Military buttons, when installed the buttons don't do anything when clicked, when disabled the buttons work as normal
haito3200  [author] 18 Jul @ 12:24pm 
@balintgod51 , Nothing much? it should spawn during one of the 4 dig level 11 explorations, if, for some reasons uknown to me, it didnt' spawn. Write this in the command window:
event DA_ADK_explore.100 4119

just as a warning, don't use this while you are at war
balintgod51 18 Jul @ 11:02am 
Oh, so thats why it allowed earlier exploration. In that case, is there any hidden requirement for the special Amldihr monument to spawn? (the one that turns it to damestear)
haito3200  [author] 17 Jul @ 11:13pm 
Maybe you didn’t notice but the exploration system changed a bit, you can now explore the dig level after your current one, and you can’t dig until that is explored first.
So you can still explore dig level 11 but at level 10
balintgod51 17 Jul @ 2:38pm 
Is it now no longer possible to explore lvl 11 holds? In my latest Amldihr run it got the "explored lvl 11" modifier on lvl 10
haito3200  [author] 17 Jul @ 2:34pm 
Yeah, it is definitly that.
the patch make it so you don't get the MT until you take the decision ambition of something?, the one from ADMT.
glad it works now, have a good game
lor_freak 17 Jul @ 2:31pm 
I think I had the patch Dwarven Knowledge patch for all dwarf missions submod still on by accident. It is off and I saw the missions so will say must have been that.
haito3200  [author] 17 Jul @ 2:00pm 
The name "Anbennar-PublicFork" is ok, that is not the cause of your issues.
Making the MT disappear is quite .. strange, as the MT from DK is just there, it doesn't overwrite any file and it is high enough that other MTs will not reach it.
Let me know how the troubleshooting goes
lor_freak 17 Jul @ 1:31pm 
Ok so really it is that I am not seeing the mission tree that's good to narrow it down. I did try the first suggestion earlier and it didn't change anything. I am using the non-steam Anbennar and it is named Anbennar-PublicFork like asked for setting that up.

I am playing with other mods but have been using them for quite a while and they didn't block me from seeing the mission tree before, so I will start a trial and error checking which mod I am using is the cause and then will update here if I either figure it out or have no change.