Europa Universalis IV

Europa Universalis IV

Anbennar-Submod: Blademarches Expanded
Doldenberg  [developer] 15 Feb @ 7:56am
Feedback
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Showing 1-7 of 7 comments
Okay, to start off, probably the biggest problem I have with the mod is I really don't think the mod needs to have two paths (royal and empire). The royal tree is all economic stuff and army reforms (really fun stuff btw), with no expansion, while the empire path is all expansion, with little internal. I personally decided at some point to just go into the mod files and combine the two trees to give myself the empire missions, and frankly, it plays really well. The gov cap decrease from the royal reform and the lack of CCR and AE reductions inherently limits your expansion regardless, so it doesn't feel overpowered or like a "wide" playthrough at all. Just gives you something to use your powerful military for in the long term. All in all, when combined, the mission tree felt a lot more complete that way in my opinion.
The first mission of the royal tree shouldn't require economic or infrastructure ideas. Or rather, it should have a third difficult requirement like having a certain dev amount or income. That's what vanilla missions tend to do, so as to not restrict the player completely into playing a certain way (i personally had to wait a few decades to start the missions because i went inno-quality-court first). Maybe the mission could give some extra reward if you have economic or infrastructure to encourage taking them. To add on, the other missions that require institutions or coal (i.e timed restrictions), should also have some alternative (but very difficult, of course) requirement. Though admittedly, plenty of both vanilla and other anbennar missions have timed missions like this, so this is more just a personal gripe of mine.
I feel like more of the missions that replace trade goods should also give some province modifiers, even a small one, to lessen the sting of losing gold and glass for grain and fur lmao (something like +200 manpower in the breadbasket provinces as an example). You already do this with a couple of the missions, so I feel like it would be fine imo.
Last edited by skoobeldoobel; 15 Feb @ 11:33pm
The unique government reforms should not all be locked reforms. The tier 1 and tier 2 ones I understand, but literally every reform is a locked one. I personally just edited that out during my playthrough.
The military attache (or whatever it was called, i forget) diplomatic action you unlock, while pretty cool, is a bit too costly on army tradition imo. I think having it be 10 might be good. Or maybe have a mission that reduces it after you've used it a few times? Idk either way, I didn't use it too much because of the cost. Actually, now that I think about it, I'm not sure what buffs it gives to the people you use it on, so it might actually be worth it lol. Maybe also add a tooltip that explains it?
Lastly, for some bugs I found:

Missing localisation for some of the early event title names. It might be a vanilla blademarches thing though. I don't remember the specific events.

The research x military techniques are repeatable and never go away, so you can stack the final combined reward with all the individual techniques. Getting free artillery bombardment was pretty bonkers lmao

Some missions don't highlight correct provinces. Given how small areas are in Escann, it can be difficult to remember which area you're supposed to develop / build in.
That's it for my feedback dump. I think you can see why I didn't want to do it in the normal comment section lol
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Showing 1-7 of 7 comments
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