Europa Universalis IV

Europa Universalis IV

Homebrew: An Anbennar Submod
 This topic has been pinned, so it's probably important
Dracma127  [developer] 27 Dec, 2021 @ 1:32pm
Full Changelog
### Ideas ###
Ideas from Idea Variation and Anbennar Unleashed have been ported (with the authors' permission)
Various ideas and idea groups have been edited according to my tastes
All idea groups are 75% cheaper to take and have ~75% of their base strength when appropriate
Ideas only provide -1% tech discount instead of -2%, taking an idea grants 1 innovativeness instead of 2, and NIs require 4 ideas instead of 3
There are a total of 16 idea groups to take
There is a 1-1-1 split for taking adm-dip-mil ideas
Idea groups have been sorted in the technology file to make a lot of them available at once and create a conflict of interest
Colonial Empire, War Production, Shock, Fire, Industrial and Artificery Ideas are locked behind early/midgame techs, the latter two are also locked behind the artificers estate

### Non-Numerical Changes to Idea Groups ###
Innovative Ideas has institution spread and embrace cost lumped together instead of tech cost and embrace cost, +1 free adm/dip/mil policies have been replaced with +1 free/possible adm policy.
The Deus Vult cb grants an 80% modifier to AE instead of 75%.
Spy Ideas grant reduced liberty desire and vampire loyalty.
Diplomatic Ideas trades their second diplomat and PWC for +1 free/possible dip policy.
Influence Ideas gains a new subject type
Offensive Ideas have been redesigned to focus on sieges and shock damage
Defensive Ideas have been redesigned to focus on minimizing losses taken and fire damage
Trade Ideas trades their third merchant for cheaper mercantilism
Maritime Ideas have been redesigned to focus on fielding a large navy and having good admirals
Quality Ideas trades their naval attrition and morale for merc discipline and leader siege
Quantity Ideas trades their maintenance reduction, supply limit and garrison size for galley cost, flanking range and reserve organization
Administrative Ideas traded their merc modifiers for some tax income, devastation reduction and expand admin cost
### Idea Variation's Ideas were partly cut to avoid a bloated idea list. All of the ideas for religious denominations were cut, Dictatorship Ideas were cut, Heavy/Light/Galley and Fleet Base Ideas were condensed into High Seas/Amphibious, and Development Ideas was replaced by Infrastructure Ideas
Monarchy Ideas trades heir chance for some diplo rep
Republic Ideas trade promote culture cost and max absolutism for random candidate bonus, republican tradition and burgher loyalty
Theocracy Ideas trades religious mechanics for mage loyalty/influence
Horde Ideas trades a flat governing capacity modifier for a % buff
Assimilation Ideas have become mutually exclusive with Nationalism Ideas
Assimilation Ideas trade great project upgrade cost and shock defense for reinforce speed, stab cost and a province modifier scaling with the number of races
Nationalism Ideas have been redesigned to reward a stable and homogenous realm, as well as granting shock defense, making the racial menu cost no mana, and granting dev by being a gamer and removing minorities
Propaganda Ideas trade siege ability, diplo rep and absolutism for power projection, reelection cost / claim increase and AE reduction
Imperialism Ideas has been reworked to focus on general blobbing, including a new a subject type.
General Staff Ideas trades a leader slot and leader shock for discipline and extra army/naval tradition whenever you recruit a leader
Standing Army Ideas trade prestige from battles and a maintenance penalty for army tradition decay, artificer forcelimit and a forcelimit penalty
Mercenary Army Ideas have been renamed to Heroism Ideas
Heroism Ideas have been redesigned with a focus on mercenaries and frequent wars
Conscription Ideas trade flat manpower, morale and drill gain for forcelimit, being able to exchange manpower for construction speed, morale defense and a morale recovery penalty
Weapon Quality Ideas have been overhauled to focus on earlygame warfare and trade
Fortress Ideas trade reinforce speed, reinforce cost and garrison growth for build cost, protection against siege magic and a province modifier that scales with fort level
War Production Ideas trade interest for production efficiency, build time and destroying buildings grant up to a 33% refund (useful when conquering territories)
State Administration Ideas have been reworked to be a more aggressive Economic Ideas.
Centralism Ideas have been redesigned for tall play and annexing vassals, and grant +1 free adm/dip policies in exchange for an expand admin penalty
Decentralism Ideas have been redesigned for maximum blobbing and powerful vassals, with PWC to boot.
Tactics Ideas have been renamed to Strategic Ideas
Strategic Ideas have been overhauled to focus entirely on non-combat bonuses to warfare
Militarism Ideas have been redesigned to focus on military buildup, granting extra manpower/forcelimit per building and a global shock modifier for mage towers (this has a hard cap and is counterbalanced by the extra investment cost)
Shock Ideas trades cav ratio for prestige from battles, cavalry shock and a mil tech cost penalty
Fire Ideas gain naval barrage cost and artillery fire in exchange for a war exhaustion penalty
### Anbennar Unleashed Ideas have been largely reworked
Serpentspine and Legionary Ideas are locked to their respective contintents/superregions - and are mutually exclusive with each other and Strategic Ideas.
Serpentspine Ideas is comparable to Defensive Ideas, trading some economic bonuses in favor of movement speed and extra fort level (yes, this stacks with Fortress Ideas).
Legionary Ideas is largely unchanged from Anbennar Unleashed, only granting a little bit of shock damage as a buff.
Magocratic Ideas grant some minor diplo boosts, but is largely centered on magic-related buffs like extra spell exp and more war wizards.
Marauder Ideas have been renamed to Monstrous Ideas - as you might expect, it is now locked to monstrous and semi-monstrous nations.
Monstrous Ideas are focused on expanding quickly, including a max absolutism buff that'll only become relevant after you demonsterize.
Infrastructure Ideas is focused on general growth that is designed to be a more expansionist variant of Economic Ideas. This includes the ability to prevent damestear and relics from disappearing - there's consequences of you get greedy with this, though.
Racial Supremacy Ideas have been renamed to Elven Supremacy Ideas, and are a replacement to Religious Ideas. As you might expect, this is exclusive to elven races and mutually exclusive with Religious Ideas, but those following The Jadd won't have this available.
Elven Supremacy Ideas is functionally identical to Religious Ideas, but also trades stab cost for max absolutism.
Imperial Ideas have been reworked to be exclusive to EoA members, and grant a hybrid of eco/diplo modifiers including a provincial modifier on urban and dwarven terrain.
Industrial Ideas have been reworked to focus on general economic growth with some misc modifiers, including an increase to your artificer capacity.
Artificery Ideas have been reworked to focus on granting buffs to your war artificers - it also messes with events and has an event chain dedicated to it.

### Policies and Events ###
Policies were rebalanced to be generally as strong as each other and stronger than individual ideas
Over 100+ new policies were added to integrate Anbennar Unleashed Ideas
Over 70+ new flavor events were added for Anbennar Unleashed Ideas
To shave time off of development, Elven Supremacy, Infrastructure, Serpentspine and Legionary Ideas all share or inherit policies and events from IV
I plan to further examine IV's flavor events and make them wordier in the future

### Economy ###
Playtesting Homebrew made me feel like there were too many positive modifiers working at once, so the economy was nerfed to adjust for this.
The intention with these changes is to make your expenses scale with you as time passes, to make certain buildings more relevant, and to make manpower slightly harder to come by.
### Expenses ###
Most buildings have their base price increased by 50%
Trade Company investments have their base price increased by 50%
State maintenance per dev has been doubled - state edicts have been made cheaper to compensate
Manufactory buildings inflict an extra +50% local state maintenance
Land Maintenance increase from techs has increased by 75%
Naval Maintenance increase from techs has increased by 50%
Merc Maintenance increase from techs has increased by 25% (subject to change)
Advisor cost increase from years has been doubled
Base Interest has increased to 5% from 4%
Burgher loans have a fixed interest of 2% instead of 1%, and they grant 20 influence instead of 5
### Buildings Changes ###
Temples and Cathedrals have no increase to their base cost
Forts have their base cost increased by 25% instead of 50%
Forts receive a severe penalty when built adjacent to other forts, with the exception of your capital, forts adjacent to just your capital fort, and provinces that I identify to be involved in MTs (these exceptions are added as fast as I can discover them)
Temples grant +50% tax instead of 40% and also grant +1% local missionary strength
Trade Depots and Stock Exchanges grant +5%/+10% trade value, because why else would you build them?
Universities grant -10% dev cost instead of -20%, but also grant +20% institution spread
Mage Towers are restricted to one-per-state
Mage Towers grant +2 local attrition instead of +1, and +5 max attrition in exchange for an institution spread penalty
Ramparts grant +2 local attrition instead of +1, grant fort level +1 instead of defensiveness, and receive double strength from non-wine food provinces and salt provinces
Soldier Households grant 600 base manpower instead of 750 (to keep in line with base manpower)
### Manpower and Mercs ###
Manpower from development has been reduced from 250 to 200
Ships now cost ~25% more sailors
Stackwipes refund only 25% of the involved manpower instead of 50%
Mercenaries cost 3.5% professionalism instead of 5%
### Warfare ###
War exhaustion is now harsher and harder to reduce
Devastation is less binary, and is now more dependent on war exhaustion and intolerance
Infantry gain 10% breakthrough, cavalry gain 30%
Army drill now grants less fire/shock defense in exchange for granting morale damage/defense

### Factions ###
Factions suck, man. You miss out on estates' passive buffs and privileges, and are left with a small buff that comes with a debuff. Since I've already put so much time into Homebrew, why not address this problem too?
The intention with these changes is to make any one faction slightly weaker than the base estates, but on par or stronger when dynamically shifting factions
### Factions Changes ###
All base penalties for Anbennar factions have been removed
Faction influence is slightly more dynamic, too many changes to list in a clean manner imo
Boosting faction influence now costs 25 mana instead of 10
### Technocracy
Brillites grant less of an advisor discount, but grant republican tradition and extra artificer capacity
Technomancers trade their prestige and relations modifiers for ICA, and APC counterbalanced by tech cost
Mechanists trades their siege buffs for forcelimit +30%
### Northern League
Cooperatists go full Five-Year-Plan, they grant build cost and enables development from buildings. This is different than the script from Origins, you can't cheese it by switching factions and destroying buildings.
Trade Barons are a little more focused on their trade, and grant trade power and a merchant
The Old Guard have a much higher disc modifier, as well as manpower recovery for a strong army
Last edited by Dracma127; 23 Nov, 2022 @ 11:14am