Europa Universalis IV

Europa Universalis IV

Not enough ratings
Alien Anbennar Estate Ideas
5
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
158.791 KB
17 Dec, 2024 @ 9:02pm
6 Jul @ 3:40pm
8 Change Notes ( view )

Subscribe to download
Alien Anbennar Estate Ideas

Description
What is this?
A fork of Anbennar Estate Ideas. This is a true fork and features many changes from it while attempting to preserve the same core idea. Credit for the original mod to -=Maure=- whose graphics I reused as I am completely inept at those.

What does it do?
The mod features 3 new idea groups of Adventuring, Magical, and Artificery ideas based on the unique estates of Anbennar. It does not however add additional slots for idea groups. If you want more than 8, I suggest getting another mod for that!

Why can't I see the new idea groups?
Did you try scrolling down? If you have, you probably don't qualify for the ideas, much like the government form type idea groups such as Aristocracy. Adventuring requires you to have the Adventurers estate or be an Adventurer nation (such as those in Escann), so monsters will need to demonsterize. Magical requires to have not rejected magic and expelled the mages from your country. Artificery requires having not rejected it entirely to become mage only. Of course, just like Aristocracy and company, you will keep the idea group if you take them and then your circumstances change afterwards that would make you no longer qualify.

What's different about this?
The most notable change from the original Anebnnar Estate Ideas is the category each group is in, with Adventuring moving from MIL to ADM, Magical moving from ADM to DIP, and Artificery moving from DIP to MIL. This is because my view of these estates places them more within these categories. Adventurers are mostly about internal Administration of the realm dealing with monsters and the like with a side of colonization, think of it as an alternate Expansion group. Some of the strongest parts of Artificery are its powerful Artificer Regiments with a Fire focus, so the idea group has shifted to Military to reflect the advantages of embracing this new technology. Obviously this leaves Magical ideas as being Diplomatic to keep the number of available groups in each category even, yet at the same time magic has always had a stronger external bent than the other two with spells being able to interact with things like opinion, diplomatic reputation, prestige, or spy networks.

Outside of this, about half or so of the ideas in each group are totally different, and some changed in order too. A number of the old ideas were too strong in my opinion, while others did not work or were made in a way that was not good for compatibility or maintenance. In exchange, I've tried to create what I hope are compelling new reasons to take and finish these groups in their final ideas. Adventuring will let you turn those Sponsor privileges from a penalty to a bonus, Magical will let you try to make your ruler a Powerful Mage, and Artificery will allow you early access to that system though not quite as early as dedicated nations to it. If you already have Artificery, your dedication to the craft will instead be rewarded to grant a 20% bonus to your Artifice Capacity for inventions!

But what about the balance?
What about it? If there's an issue, please bring it up! I am after all only one person and while I tried to compare to existing ideas to try and keep things even some thing will I'm sure slip through the cracks. I am after all using many modifiers that are not normally available through ideas in addition to the custom final effects and so evaluating their worth can be very difficult. You'll also note a variety of "out of category" modifiers in these groups, as in design I have more based them on the medley of modifiers the government type groups have. In addition, remember that all these ideas have policies as normal with every other idea group of other categories in the game! Making them was more difficult than I anticipated and so I was not very original for many of them, they may be a bit too much "be better in what the base ideas already give" than is desirable, so feedback on them would be greatly appreciated.

Compatibility concerns
I overwrite no core game or Anbennar files directly, instead only overwriting specific parts of files as minimally as needed for smooth operation. These are, in no particular order:
  • The following estate privileges
    estate_adventurers_sponsor_monster_hunters estate_adventurers_sponsor_sellswords estate_adventurers_sponsor_beast_slayers estate_adventurers_sponsor_do_gooders estate_adventurers_sponsor_holy_paladins estate_adventurers_sponsor_rogues
  • The following scripted effects
    calc_legitimacy_equivalent_absolutism_from_idea_groups update_artifice_points artifice_magic_switch_to_magic_only_mode
  • The following scripted triggers
    has_any_colonist_idea has_completed_idea_group_of_category num_of_completed_idea_groups_by_category num_of_idea_groups_chosen has_any_active_incomplete_idea_group_of_category
10 Comments
Solodon 19 Mar @ 1:56am 
i wonder if this is something assorted anbennar additions would be interested in including when they add idea groups, though this is definitely excellent standalone!
AlienFromBeyond  [author] 9 Mar @ 12:57pm 
Adventurers exist outside of Escann in both the Dwarovar and Aelantir. That said, Escann adventurers are still incentivized to take it with the Tribal Development Growth increase and Settle Cost reduction. Less than half of the idea set has colonial aspects to it, and every idea that does has a second modifier that still makes it useful even if there are no more colonies for you to take.

I am considering how I might change or buff the ideas though, I find myself taking it far less often than Magical and Artificery ideas but also generally don't like colonial gameplay besides as Dwarves who probably use it the worst.
cozy 9 Mar @ 11:41am 
good mod love Magical and Artificery ideas ,but is not adventurers ideas meant for adventurers, if so it gives to many colony making bonus and you dont colonise as Escann adventurer and you are so far from sea you probably wont colonise beyond sea ( sorry if a have bad grammar)
AlienFromBeyond  [author] 25 Feb @ 3:40pm 
I've shelved Vampiric Ideas for now, there are a lot of different parts to consider for something like that. Never say never though, perhaps in the future I will attempt to revisit it. Still no changes to the decision granted by finishing Magical Ideas, at this point I'm waiting for the great magic system rework to come out so I don't have to repeat my work twice.
Kroq-Gar 28 Dec, 2024 @ 4:24pm 
vampiric ideas sound awesome!
tho im also a bit concerned about a chain reaction of spreading vampirism which i may or may not be able to stop^^
AlienFromBeyond  [author] 25 Dec, 2024 @ 10:48am 
It absolutely works as it currently is, I just did it myself. That said, Paradox's RNG is total shit and I don't love having the decision be beholden to it, but being able to guarantee a Powerful Mage ruler seemed way too good even with increasing the cost to go with it especially as that kind of screws over more limited length of rule governments such as most republics.

I probably will change it to fire an event regardless for better feedback to the player letting them know it worked or not instead of just silently removing the decision.
Poppies For Nimrod 25 Dec, 2024 @ 1:01am 
I figured out the cause of the bug, it's pretty dumb, but the random scope was wrapped under the hidden effect trigger when it should be the other way around. My tag is nimrodofshinar on discord if you'd like functional code.
Poppies For Nimrod 25 Dec, 2024 @ 12:15am 
Found a bug where the mage testing decision doesn't function. Thought I was just unlucky but something about the random function doesn't work. I'm not the most knowledgeable about eu4 coding, but I think it'd be best to recode it so it runs a hidden event that has the 25% chance in it. Or at the very least this would be functional lol.
AlienFromBeyond  [author] 22 Dec, 2024 @ 3:16pm 
I'm glad to hear that! I am also looking at the possibility of adding Vampiric Ideas as well given their uniqueness and ability to spread an estate but I'm not totally sure on it yet. Need to play more with vampires to see whether the concept makes sense or not.
Poppies For Nimrod 21 Dec, 2024 @ 2:23am 
this absolutely rocks, fixes what issues I had with the other version of this mod