Europa Universalis IV

Europa Universalis IV

452 个评价
Anbennar - Cannorian Monuments
3
3
2
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
2.503 MB
2022 年 5 月 22 日 上午 1:49
9 月 21 日 下午 1:13
99 项改动说明 ( 查看 )
您需要 DLC 才能使用该物品。

订阅以下载
Anbennar - Cannorian Monuments

在 Sorge_ 的 1 个合集中
Anbennar Monuments
3 件物品
描述
This is a submod for Anbennar: A Fantasy Total Conversion that adds new monuments for the continent of Cannor, as well as a few monuments beyond (mostly in Northern Salahad).

The vast majority of the monuments are inspired by actual built (or planned to be built) wonders, temples, monuments, projects, and buildings from the lore, idea descriptions, and mission trees of the nations within Anbennar.

I have generally decided that the best way to allow the monuments to be build and their effects to be received is to have them be restricted based on a culture or accepted culture basis. I find this to be a good balance between extremely strict restrictions (such as requiring it to be a certain year, or a certain mission in a tree to be completed) and extremely light restrictions, aka nothing, which makes getting the effects of monuments alien to your own culture and religion too easy in my opinion.
This way, while it is still possible to gain the effects of around 80-90% of the monuments in game (some specific religious monuments are locked to certain religions), it comes at a cost of requiring the culture to be accepted, and the vast majority of empires will run out of accepted culture slots before they run out of monuments, therefore giving the player a (potentially difficult) choice of if they want to accept an otherwise low development culture for a specific monument, vs accepting a bigger culture that has a less desirable monument, and so on.

Monuments (in general, not just the ones from this mod) require a new game to be started for them to appear in their respective provinces.
MONUMENTS REQUIRE A NEW GAME. YOU CANNOT ADD THEM TO AN EXISTING SAVE.

The monuments tend to make the game *easier* for the player, as it adds more overall possible buffs. How significant the buff depends on the region and nation. I have tried to balance the monuments so that they are approximately as powerful as vanilla eu4 monuments. It is recommended (but by no means required) to either turn Great/Mythical conquerors on in the Anbennar setup, or to play on a harder difficulty.

I do actually write changelogs, so do check there at the top of the page for updates on what's changed in the mod between versions.

If you have more specific or longform questions or comments about the mod, I am in the Anbennar discord as sorge_, feel free to message me personally or in the submodding channel.

The list of monuments is below. The name in parenthesis is the nation that owns the province the respective monument is in at the 1444 start date. It is not an actual part of the monument's name. The list of monument effects is too long to fit in steam's mod description, but a link to it is here: https://textuploader.com/t1pe4 (this list is slightly outdated as of June 21st, so don't take it as gospel. Its about 90% accurate though still.)

Mustering Grounds of Freecestir (Arbaran)
Castle Gaweton (Gawed)
Bayvic, Grandest City of the Reach
Icewind Palace of Commerce (Celmaldor)
Toref Citadel (Eborthil)
Staple Port of Konungrhavn (Bjarnrik)
Beepeck, The Largest Small City
Grand Exchange of Damescrown
Temple of Ara (Ara Temple)
Nathalaire, City of Pirates
Portroy Merchants Guild (Portnamm)
The Guild of Trapsmiths (Bluescale)
The Dragonhoard (Bluescale)
Imperial Palace of Anbenncóst
Port Munas, The Little Anbenncóst (Moonhaven)
Silver Spires of the Silver Moon (Silvelar)
The Hall of the Gallant (Menibór)
The Moonmount Library (Damish Temple)
Temple of the Highest Moon (Damish Temple)
Giberd Academy of Engineering
Temple of Ryala (Ryalan Temple)
Seinathil Institute of Song
The Imperial Archives (Konwell)
Vanbury Steel Foundry (Telgeir)
Temple of Munas (Ibevar)
The Ebonsteel Armory (Urviksten)
Hammerhome Artificers Guild
Mage Academy of Lorentainé (Lorent)
New Adea Naval School (Lorent)
Westport, Gateway to Aelantir (Deranne)
The Temple of Minara (Minaran Temple)
Grain Port of Koroshesh (Elizna)
Zornarakel Naval Shipyard (Elizna)
Great Library of Aquatbar (Marblehead)
Temple of the Elements (Deshak)
Ekha Harbor (Ekha)
Dasmati Halls of Reverence (Dasmatus)
The Feather Academy (Marrhold)
Esthíli Academy of Magic
Deepwater Harbor of Sorncell (Celliande)
Escanni Academy of War
Longlance Knights Academy
The Imperial Dockyard (Neckcliffe)

Manual google drive download for GOG/Epic users: https://drive.google.com/file/d/1c-XVWwk0Hdld-MdzEMysZ7tr-tjGz19D/view?usp=sharing
place in C:\Users\(Your Username)\Documents\Paradox Interactive\Europa Universalis IV\mod. While I try to make sure the manual download is the same version as the steam download, sometimes I forget, so forgive me if it's a version behind.
热门讨论 查看全部(2)
0
2022 年 5 月 22 日 上午 2:33
置顶: Complete list of monument effects
Sorge_
0
2022 年 5 月 22 日 上午 2:30
FAQ
Sorge_
312 条留言
Akira Blaze 23 小时以前 
Bayvic doesn't accept city goblin despite it pretty much always ending up city goblin, i feel like it probably doesn't really become a great city lore wise until after the migrations so it's a bit odd it doesn't accept the city gobbos as a culture
Sorge_  [作者] 10 月 5 日 上午 10:22 
@Skaal I will fix it when I have a chance
Skaal 10 月 5 日 上午 5:41 
Hey, I'm really enjoying the mod! I found a small bug though:
The new Vaengheim mission tree automatically converts a bunch of northern cultures to new ones in the Gerundian group, e.g. Reachman -> Grey Reachman, Alenic -> Skamvin, and there are also some new Kobold and Gnome cultures. The monuments don't check for these new cultures and stop working when they probably shouldn't.
Sorge_  [作者] 9 月 22 日 下午 2:43 
@Makesin the internal check for witch kings still looks like it should work to me but I've added some fallbacks just in case
Makesin 9 月 21 日 上午 3:24 
I guess there was probably some change in the code with the magic update, because the Castanor monument no longer detects a witch king ruler
Sorge_  [作者] 9 月 21 日 上午 1:31 
@DanTheePaladin seems reasonable simple and logical, ok
DanTheePaladin 9 月 21 日 上午 1:01 
If I may make a suggestion, Adenica in base can only reach 90% cav ratio without switching to centuar military. I think it would be both useful and falvorful if Longlance Knights Academy T3 could give it the last 10% needed instead.
Hérault Gabriel 8 月 31 日 上午 10:02 
So this mod safe and working
Hérault Gabriel 8 月 31 日 上午 10:01 
I can provide a solid answer that it was Homebrew silvertaped indeed
Sorge_  [作者] 8 月 30 日 下午 1:31 
@Magnus_Volkare rate of complaints has dwindled so I can provide a cautious yes answer