Europa Universalis IV

Europa Universalis IV

Leechmen Awakening
234 条留言
lavenduress 3 月 22 日 下午 7:35 
you better do what that gentleman says... or else
Ethan 2 月 28 日 上午 2:23 
Bro, lock tf in, i wanna play this mod on the current version. The fans, my fans not urs lol, are waiting for my next eu4 playthrough. fix this mod or my 256 tiktok followers gonna be real angry
chaos187reaper 2024 年 11 月 1 日 上午 7:11 
cant complete missions even though i fulfill all requirements, also colonist is not enabled even though it should. I completed all reforms and still cant use colonists
Baligdur 2024 年 10 月 15 日 上午 6:27 
I don't know if anyone reported it already but right now this mod messes with unit types - I have access to troll and north Yanshen units as Lorent.
River Doge  [作者] 2024 年 9 月 24 日 上午 9:52 
Apologies to everyone waiting on an update. I've been very busy with irl stuff, and my own personal non-eu4 game projects, so the mod has been outdated for awhile. There is a non-zero chance it works fine for playthroughs(assuming you only play as the leechmen not other tags), but I may push an update for the mod compatibility when anbennar updates to steam in December.

Currently I'm heading the Adventurer rework for the main mod, and working on a gargantuan MT there so my eu4 time is also quite split^

@Pluto ist ein Planet - you're welcome to DM me on discord. If you're in the anbennar server my name is the same there.
Pluto ist ein Planet 2024 年 9 月 23 日 上午 10:29 
First of all : Big fan of this mod. it has gotten me to pick up Eu4 modding for myself and i learned a lot about how modding works from it. Do you mind if i dm you regarding some niche mechanics? id like to learn modding them for myself.
moose_boi 2024 年 9 月 21 日 下午 12:37 
is this being updated orrr nah?
it was a pretty fun compaign last time i tried
Abortus 2024 年 9 月 17 日 下午 3:45 
Does mod works with current anbennar version if I'll use 1.36 EU4?
BumboRedemtionArk 2024 年 8 月 29 日 上午 2:55 
Hey River Doge are you still working on updating this to 1.37.* this or are you busy with other things?
constantinople 2024 年 8 月 3 日 上午 1:26 
Oh how I wish :') Nothing wouldve made my weekend like a new leechy boi playthrough...
River Doge  [作者] 2024 年 7 月 2 日 下午 12:43 
@hardolaf Probably within the next ~2 weeks. But life is also very hectic at the moment, and this submod overwrites a lot of files so it can often require a fair bit of work to fix.

Apologies if it ends up taking longer than 2 weeks^ the benefit of the wait though is I wont have to update for every hotfix that goes in
hardolaf 2024 年 6 月 28 日 上午 10:30 
Is there any timeline for a 1.37.* release with or without new content? I'm interested in adding this to a multiplayer games that I plan on running with some friends and would love to have someone be the super overpowered Leechmen in it.
Evilinterceptor 2024 年 6 月 10 日 上午 4:55 
Super fun mod! I will admit, though, my desire to continue the campaign was killed by the singing jungle re-growing every effelai hub I burned down (like 8 to 10 hubs) and forcing me to burn all of them down again, such a pain.
Comrade Keeper 2024 年 6 月 8 日 上午 6:15 
2. Having to declare endless wars to get captives to delay the awakening disaster gets tedious real quick imo, the flavour of it is great but I feel like it would be more bearable if you had other options to get captives, an edict to gather sacrifices sort of like the Gnoll one or have coast raiding also give sacrifices if that is even possible

Other than those things I thinks its fair for the most part, you have a lot of tough battles but you get a lot of buffs as well. Thanks for making the mod all the same and giving the leech boys some cool flavour and lore.
Comrade Keeper 2024 年 6 月 8 日 上午 6:15 
Good mod but I do have a couple issues.

1. I feel the start with the endless wars is ok for the most part but towards the final reforms where you are against the plant coalition and the other leeches it feels like you are really relying on the AI being stupid and abusing the crossings. I feel like having the other leeches also at war with effelai coalition could help a bit (Also I feel like it makes sense with my admittedly superficial understanding of the lore that the effelai want to genocide all the leech men)
spongelk 2024 年 5 月 5 日 上午 6:04 
Is there any point to the Weakened Prison mission? Spoilers for it: I had a look at the event code and it looks to me like there's 2 possible results of it: either a very bad one, or a half-as-bad one, neither of them have any positive outcomes as far as I can see, beyond reducing the required sacrifices by 4?
XartaX 2024 年 5 月 3 日 下午 5:20 
Also you definitely don't need to apologize. You make the mod you want to make. It's just my opinion, not a disparagement.
XartaX 2024 年 5 月 3 日 下午 5:18 
I might just be a bit cranky, though, because I'm finally off work for the weekend after a long period of overtime and proceeded to get metaphorically punched in the balls for several hours when I just wanted a relaxing evening of EU4, lol. I think a good design would be to encourage the player to make the correct choices when difficulty is tuned this high, hence the suggestion. Or things like missions for burning it (although that might be a bit tricky if you want a path where you don't burn them for sentinels, maybe branching missions).
XartaX 2024 年 5 月 3 日 下午 5:15 
And most of the real buffs seem to start coming in after the thrall vs sentinel disaster. There are buffs before then, but not the kind of buffs that let you fight rebels outnumbered if they're constantly spawning in (remember also that rebels inherit stats like discipline).

As mentioned, though, a huge part of this is probably playing on hard mode with the bloom. The mod basically gives you one monument to play with, so I decided to accept nerfing myself to minmax it just for fun (hence suggestion). And the sentinel disaster really won't let you get away with that. The bloom debuff is actually crippling (+60 minimum autonomy IIRC, it's almost like all your states are territories with some territory autonomy bonuses). You can totally deal with it if you're only dealing with normal Anbennar hardmode stuff. I just didn't expect a disaster that makes the old Allclan rebel spam look like a walk in the park hitting you this early in the game.
XartaX 2024 年 5 月 3 日 下午 5:14 
Even with superior bonuses and generals you're still going to need at least equal numbers for an engagement to come out of it somewhat cost effectively. For example fighting a 40k stack with a 24k stack, even with those and with favorable terrain bonuses, you're not going to inflict and sustain the kind of casualties you can live with and still suppress the rebels before they break your country. And when you have 80K~ ish troops and bleeding around a 100 ducats per month (so it's not like you can get more) and there are like 2+ million rebels wandering around you're pretty screwed unless you start abusing mechanics a lot. You can win battles, but when you focus all your military power in one or two areas they will break your country before you can turn it around with new ones constantly spawning in.
River Doge  [作者] 2024 年 5 月 3 日 下午 2:47 
@XartaX Sorry that the mod wasn't quite your cup of tea! You're definitely intended to burn at some point, at least burn down the Leechdens that's. Overall the difficulty isn't actually quite as high as you may think, especially since you get a tremendous amount of tools late-game to deal with the challenges - a quick scan of the various buffs probably indicates that :p. The final disaster also appears a bit more punishing than it is, though it certainly is punishing if you continue to let it fester.

As far as the war against the world goes...well, it isn't the entire world gunning for you all at once, but there's definitely big conflicts at the end of the tree.

Appreciate the kind words even if this isn't up your alley as far as game flow goes. The monument idea is definitely an interesting one, and if the difficulty continues to seem skewed by the effelai bloom, I may take some more actions to mitigate that bit.
XartaX 2024 年 5 月 3 日 下午 1:56 
If there's one thing I definitely did "wrong", it was not actively burning effelai. Because I was underestimating the mod and wanting to maximize the bonus to owned nodes from leveling up the monument for fun (I presume it doesn't work on burned nodes), then burn it later. So that's the biggest tip I could give to anyone playing this, burn that thing and get your autonomy back. There's no room for goals outside of minmaxing in this mod (unless you want to be constantly employing florryworry level cheese/abuse). I'm assuming it calculated event/disaster spawns as if I had all of my autonomy which made it completely unbalanced.

My tip to the dev would be to put in more mechanics encouraging the player to make the correct choices instead of obviously bad ones for fun. For example letting you burn down the heart monument to replace it with a reverse type monument that scales with Effelai burning.
XartaX 2024 年 5 月 3 日 下午 1:55 
Welp a'ight. After having finished the disaster (thrall vs sentinels, not singing jungle. That one was downright easymode in comparison) I think I'll put the mod down. It's actually exhausting to play this, the disaster made the old Allclan disaster look like a 3 infantry rebellion spawn (literally millions upon millions of spawns with <100k troops bleeding hundreds of ducats per month). When I saw the next segment is basically just an unstoppable disaster you have to manage leading up to what I presume is literally deathwarring the entire world at once and having a totally broken economy after dealing with the disaster, I felt no desire to continue. I can deal with it through extensive cheese/abuse, but it's just... not fun to me. But I'm sure for those seeking just absolutely brutal gameplay all the way, this must be one of the best mods on the workshop. It's absolutely extremely well made, it just has a super niche audience due to completely whack difficulty.
River Doge  [作者] 2024 年 5 月 2 日 上午 11:44 
@XartaX you do choose which way it goes, it's just both "endings" lead to the same path afterwards. You can go to either extreme for the disaster
XartaX 2024 年 5 月 2 日 上午 9:49 
Ah, ok. The disaster itself says it ends when you've reached the extreme to one side, and I got an event that would push me either way, so I assumed it would let me choose which way it goes.
River Doge  [作者] 2024 年 5 月 2 日 上午 9:47 
@XartaX Onyl the thralls have content rn, but you won't lock yourself out of anything. All roads lesd to thrall rn until the other path has content
XartaX 2024 年 5 月 2 日 上午 8:33 
Are both the sentinel and servant paths fleshed out, or do I lock myself out of content if I go for the wrong one?
River Doge  [作者] 2024 年 5 月 1 日 上午 1:59 
@Levariel As danceymetal has noted, you unlock the cav at a specific point in your MT - it should be the mission that requires tech 6 mil actually.(I forget the name tho)
Danceymetal 2024 年 4 月 30 日 下午 3:12 
You'll get calvary later, once you civilize, which is rather easy because the effelai natives around you will embrace feudalism as one point because of their religion.
Levariel 2024 年 4 月 30 日 下午 3:00 
Tiny question, are the Leechmen supposed to have cavalry, or no? Tech 6 mentioned "Centipede Riders" being unlocked, but I'm still locked out of building cav.
Filip 2024 年 4 月 30 日 下午 1:00 
Cool, cool thank you again for the answers. Super doped for the steam release in june :)
River Doge  [作者] 2024 年 4 月 30 日 下午 12:58 
@Filip The effelai natives have their own chunk of content, and special attunement mechanics yeah - but that's on the steam version, and the Bitbucket is about to have a partially unique MT for all 5 tribes.

Thralls are the only path yeah, but for the civil war you can side with either - it'll just put you on the thrall path either way.
Filip 2024 年 4 月 30 日 下午 12:55 
Also at the moment, the only path that has content is the Thralls path? So no need to try suppressing the Thralls, only going for the Sentinels, right?
Filip 2024 年 4 月 30 日 下午 12:46 
Ahh, that makes sense. For now, does attunement do anything besides for the Effelai (Araya, Sil'Pura)? Can you even attune as other nations? Burning down the jungle gives a nice little country modifier to production and shock damage, and a nice dev reduction in hub provinces. Is there anything equivalent for attuning, or is it mostly for flavor? Sorry for my many questions, big fan of the mod :)

P.S: How come no jungle in Amadia? It's free real estate, right next door :o
River Doge  [作者] 2024 年 4 月 30 日 下午 12:30 
@Filip The singing jungle spawns as attuned, so it actually heals the hubs with that game mechanic. This is intentional ofc, it also should reset the strength of rebels to the respective values. Aka the rebels when burning again should feel like they did at that point in time when you originally burned them
Filip 2024 年 4 月 30 日 下午 12:21 
Gotcha, thanks for confirming. I'm getting slapped around, but it's quite fun :D
Looks like the jungle hubs regenerate after winning the war against the singing jungle? Or at least some of them? Do you happen to know why?
River Doge  [作者] 2024 年 4 月 30 日 下午 12:16 
@XartaX sure that would be fine
River Doge  [作者] 2024 年 4 月 30 日 下午 12:16 
@Filip

Yep the morale is intended to be crazy strong- the more you burn, the stronger they get.

And yeah, the singing jungle is meant to take everything you own other than leechdens and dry coast - and it also annexes the natives tribes. It'll ignore land owned by colonizers and such though.
Filip 2024 年 4 月 30 日 下午 12:05 
Also for some reason, The Singing Jungle takes East, South and West Effalai regions as well as Sourin and Mushroom Forest, even though all the jungle has been burned down to the ground. Is this as intended?
XartaX 2024 年 4 月 30 日 上午 11:41 
I can make a discussion post
Filip 2024 年 4 月 30 日 上午 11:31 
Also many thanks for the really cool mod, greatly enjoying it so far :D
Filip 2024 年 4 月 30 日 上午 11:30 
Hi, sorry if my question sound stupid, or if it an issue with Anbennar in general, but: when fighting the Effelai Bloom (as part of the burning process), it spawns rebels that have x4 as much morale as I. Is this intended? (sorry again if I'm supposed to ask this to the Anbennar mod instead)
River Doge  [作者] 2024 年 4 月 30 日 上午 11:26 
@XartaX As to avoid filling this up with bug reports(which are appreciated), do you have the Anbennar discord? You're free to ping me in the #submodding channel with them compiled and I'll get around to fixing them all sometime this week
XartaX 2024 年 4 月 30 日 上午 10:52 
Typo (redundant instance of "are") in the event "Effelai Bloom: A momentous decision":

"...that we >are<, whether we like it or not, >are< at war with..."
XartaX 2024 年 4 月 30 日 上午 10:16 
As a fun sidenote, the quest Junglemouth refers to your heir. Since I made my ruler a Lich and have no heir, it just says "His heir, No Heir".
XartaX 2024 年 4 月 30 日 上午 9:56 
Typo in the description of the Leechmen Spear Thrower unit: Experiencest=>Experienced

Grammatical error in the description of the Reformed Leechmen Spearmen: "but have increasing defense from..."=>"but have increased defense from"
XartaX 2024 年 4 月 30 日 上午 9:40 
Grammatical error in the event "Rockfall jungle expedition":

"These creatures may be mighty, they would have [to?] be to survive this cruel and trying jungle"
XartaX 2024 年 4 月 30 日 上午 8:36 
Bug: The following event is supposed to give you a pretty good general. You do not get a general (the 6 siege pip one).
XartaX 2024 年 4 月 30 日 上午 8:33 
Typo in the event "The Jungle Lives":

"The jungle seems sto".
Tyyx_4u 2024 年 4 月 30 日 上午 8:29 
Based mod, stonks :steamhappy: ty x update