Europa Universalis IV

Europa Universalis IV

Sarhal Monuments - Anbennar submod
Kunimaster1337  [udvikler] 27. mar. kl. 8:12
Bug reports.
Pls send bug reports and i will try to fix them
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Hannibal 28. mar. kl. 15:23 
I want to say thank you for the awesome mod! I want to leave you some feedback to try to bring this mod to a place more balanced alongside the other popular monument mods for Anbennar. This mod’s main problem is that many of the monuments are too powerful compared to the monuments found in other regions. Many of your monuments are twice as powerful as the monument mods by Sorge_. If you are interested I have a few suggestions and I will start with the positive and finish with the negative:

Mazu Makhara- the shadow womb: I love this evil cooldown of creating slave provinces. It pairs nicely with the monument that increases slave prices. I didn’t play long enough to see the downside but with event names like dark bargain I assume there is one. All power costs should be nerfed to 2.5% or removed.
Conclave of the Dunesworn: I love unique modifiers like this. The tier three reward letting mages develop desert is absolutely wonderful. However, why does it give a steppe land bonus? Shouldn’t it give a coastal desert dev cost bonus instead?
Aakhet War academy: This is so unique and cool! Being able to recruit war wizards if your ruler is a powerful mage with 5 or more mil mana is an incredible idea. It would be cool if the monument turned off if your ruler was not a powerful mage.
Saikinoma- Citadel of the Waves: This is a cool well balanced monument. The event gave cool buffs so maybe remove the merchant equilibrium modifier? A development requirement similar to the ones for the popular serpentine monuments mod would also make sense
The Pearl bazaar: I really like this monument. Increasing the price of trade goods is cool and it plays well with the shadow womb monument. Maybe nerf the trade efficiency to 10%? A development requirement similar to the ones for the popular serpentine monuments mod would also make sense
Feathers of Ma’at: This monument is solid, the event for reaching tier three currently does not work so I do not know if it is overpowered or not.
The Council of Kiumbanda: This monument is strong but not too strong. I like it a lot. Maybe it should be locked to certain local religions because it seems to be a religious order.
Karshyr guild of hydromancers: The 20% admin efficiency for 25 years you get for reaching tier 3 is a lot….enough that I would purposely lose the province in a war and later take it back so I can get the bonus again. Maybe 10% admin efficiency for 50 years or a totally different bonus?
Skeleton of Gigantickin: I like this monument a lot. Maybe get rid of the yearly army tradition? Emulating dinosaurs for shock damage kind of makes sense. Emulating dinosaurs for army tradition does not.
Shield Against Darkness: It's a well balanced monument.
Zerat the Northern Capital: It is a powerful but balanced monument. A development requirement similar to the ones for the popular serpentine monuments mod would also make sense
Khugra the Sapphire of Sarhal: It's a nice monument but it does a little too much. Maybe nerf the 20% trade efficiency to 10%? A development requirement similar to the ones for the popular serpentine monuments mod would also make sense
Dahvaral Crossroads of Civilizations: Tolerance of Heathens is actually a very strong modifier. I suggest nerfing tolerance of heretics and heathens to .5 per tier instead of the current 1 per tier. 1.5 tolerance of heathens in addition to idea cost reduction is very strong.
Throne of the First Empire: Admin Efficiency is very strong in addition to a lot of republican tradition, and +10 max absolutism. Maybe scrap the admin efficiency and keep the rest of bonuses? A development requirement similar to the ones for the popular serpentine monuments mod would also make sense
Yetmesira A City Built on Bones: -25% construction cost is way too much. This monument will pay itself back almost instantly. Tier three should give 10% construction cost globally and maybe -40% regionally or something. A development requirement similar to the ones for the popular serpentine monuments mod would also make sense
Shalazar Great Zatsarya: The -5% all power cost is a lot. I would suggest nerfing it to 2.5% or replacing it with a modifier for an additional missionary
Shalazar Serpent Palace: Additional absolutism, admin efficiency, and governing capacity are all very strong by themselves. This monument is as powerful as a DragonBall Z character. I suggest either keeping the admin efficiency or keeping the absolutism + government capacity.
Shargra Artificery Guild: This mod is way way too powerful. Just getting artificery early is very very good. +20% land fire damage and -10% tech cost is insane. This monument would still be incredible if it gave +5% land fire damage and -5% tech cost.
Gnolllakaz: Fortress of the Gnolls: This monument does way way too much. Reading the monument description it seems like this monument should give tolerance of heretics instead of tolerance to heathens? -20% minimum autonomy in territories is a crazy good, very very powerful bonus. 15% additional government capacity feels like too much icing on the cake. Requirement should be changed to primary culture gnoll or is steward of khet.
Mint of Kheterata: The yearly tax income bonus is beyond absurd. The other two modifiers of interest per annum and reduce inflation cost are already very good. Maybe change the yearly tax income with +30% national tax modifier? Requirement should be changed to is steward of khet.
Sidst redigeret af Hannibal; 28. mar. kl. 15:25
Kunimaster1337  [udvikler] 29. mar. kl. 9:02 
Oprindeligt skrevet af Hannibal:
I want to say thank you for the awesome mod! I want to leave you some feedback to try to bring this mod to a place more balanced alongside the other popular monument mods for Anbennar.

Thanks!
Oprindeligt skrevet af Hannibal:
Mazu Makhara- the shadow womb: I love this evil cooldown of creating slave provinces. It pairs nicely with the monument that increases slave prices. I didn’t play long enough to see the downside but with event names like dark bargain I assume there is one. All power costs should be nerfed to 2.5% or removed.
hmmm i will think about give some alternative to aap or nerf it

Oprindeligt skrevet af Hannibal:
Conclave of the Dunesworn: I love unique modifiers like this. The tier three reward letting mages develop desert is absolutely wonderful. However, why does it give a steppe land bonus? Shouldn’t it give a coastal desert dev cost bonus instead?
I wanted to make the monument useful for gnollish countries, which usually rely on the military sphere, and give them the ability to develop their provinces a bit more easily. Initially, the monument was supposed to provide a bonus first for steppes and later for deserts, but only one of them worked (cringe), so I decided to merge them.

Overall, there are very few coasts in Sarhal but a lot of steppes, especially in gnollish territories, so I think I'll keep the bonuses for steppes. After all, they only mitigate the disadvantages of the terrain itself.

Oprindeligt skrevet af Hannibal:
Aakhet War academy: This is so unique and cool! Being able to recruit war wizards if your ruler is a powerful mage with 5 or more mil mana is an incredible idea. It would be cool if the monument turned off if your ruler was not a powerful mage.

It is great idea! in next pathc i will add it

Oprindeligt skrevet af Hannibal:
Saikinoma- Citadel of the Waves: This is a cool well balanced monument. The event gave cool buffs so maybe remove the merchant equilibrium modifier? A development requirement similar to the ones for the popular serpentine monuments mod would also make sense

i wanna add a requirement to have a repaired annanoma modifire in province and maybe a dev requirement as you said

Oprindeligt skrevet af Hannibal:
The Pearl bazaar: I really like this monument. Increasing the price of trade goods is cool and it plays well with the shadow womb monument. Maybe nerf the trade efficiency to 10%? A development requirement similar to the ones for the popular serpentine monuments mod would also make sense

Maybe. To be honest, I'm not sure. I'll check what bonuses other monuments with similar effects have and make it similar to them. Or I'll balance it by increasing the construction cost by 10%.

Oprindeligt skrevet af Hannibal:
Feathers of Ma’at: This monument is solid, the event for reaching tier three currently does not work so I do not know if it is overpowered or not.

I think it because you upgrade it on dwurvakani. It should give you an event to change your military race to harpies. I think it’s worth adding some kind of bonus if you already have a racial army of harpies.

Oprindeligt skrevet af Hannibal:
The Council of Kiumbanda: This monument is strong but not too strong. I like it a lot. Maybe it should be locked to certain local religions because it seems to be a religious order.

I agree.

Oprindeligt skrevet af Hannibal:
Karshyr guild of hydromancers: The 20% admin efficiency for 25 years you get for reaching tier 3 is a lot….enough that I would purposely lose the province in a war and later take it back so I can get the bonus again. Maybe 10% admin efficiency for 50 years or a totally different bonus?

WTF it shouldnt give a admin eff bonuses. It should increase a dyes price by 50%... i will check it(but it never give such a bobuses when i tested it)

Oprindeligt skrevet af Hannibal:
Skeleton of Gigantickin: I like this monument a lot. Maybe get rid of the yearly army tradition? Emulating dinosaurs for shock damage kind of makes sense. Emulating dinosaurs for army tradition does not.

It is based on country ideas so i dunno

Oprindeligt skrevet af Hannibal:
Dahvaral Crossroads of Civilizations: Tolerance of Heathens is actually a very strong modifier. I suggest nerfing tolerance of heretics and heathens to .5 per tier instead of the current 1 per tier. 1.5 tolerance of heathens in addition to idea cost reduction is very strong.

Hmmm maybe

Oprindeligt skrevet af Hannibal:
Throne of the First Empire: Admin Efficiency is very strong in addition to a lot of republican tradition, and +10 max absolutism. Maybe scrap the admin efficiency and keep the rest of bonuses? A development requirement similar to the ones for the popular serpentine monuments mod would also make sense

I want to get rid of Admin eff and give a overextention debuffs reduction modifier

Oprindeligt skrevet af Hannibal:
Yetmesira A City Built on Bones: -25% construction cost is way too much. This monument will pay itself back almost instantly. Tier three should give 10% construction cost globally and maybe -40% regionally or something. A development requirement similar to the ones for the popular serpentine monuments mod would also make sense

ok

Oprindeligt skrevet af Hannibal:
Shalazar Great Zatsarya: The -5% all power cost is a lot. I would suggest nerfing it to 2.5% or replacing it with a modifier for an additional missionary
Shalazar Serpent Palace: Additional absolutism, admin efficiency, and governing capacity are all very strong by themselves. This monument is as powerful as a DragonBall Z character. I suggest either keeping the admin efficiency or keeping the absolutism + government capacity.
Shargra Artificery Guild: This mod is way way too powerful. Just getting artificery early is very very good. +20% land fire damage and -10% tech cost is insane. This monument would still be incredible if it gave +5% land fire damage and -5% tech cost.

i agree/ i made that monuments first so they kinda op

Oprindeligt skrevet af Hannibal:
Gnolllakaz: Fortress of the Gnolls: This monument does way way too much. Reading the monument description it seems like this monument should give tolerance of heretics instead of tolerance to heathens? -20% minimum autonomy in territories is a crazy good, very very powerful bonus. 15% additional government capacity feels like too much icing on the cake. Requirement should be changed to primary culture gnoll or is steward of khet.

i forgot to give it a requirements (((( i will reduse some bonuses to nirmal amount

Oprindeligt skrevet af Hannibal:
Mint of Kheterata: The yearly tax income bonus is beyond absurd. The other two modifiers of interest per annum and reduce inflation cost are already very good. Maybe change the yearly tax income with +30% national tax modifier? Requirement should be changed to is steward of khet.

yes but i love it to much. I'm thinking about giving the option to choose bonuses through events: either gold extraction through slave labor (let it be gnolls, as described in their ideas) or a mint that provides tax income but without gold production.


srry for bad english i tried my best(also did countered localization issues? )
Schizolud 9. apr. kl. 11:59 
The mod caused compatibility issues for me with another mod. Even though the event ids were totally different, a mission from the other mod always fired one of your events. I got it solved by adding the following to the top of your files:

HarpyMonumentEvent.txt:
namespace = harpy_monument_3_tier_event
namespace = warlockpkk_event
namespace = half_chgs

liztradegoods.txt:
namespace = Vanslave
namespace = karshyrrr

I don't know if it is the perfect solution, but it seems to be working now when I use the console to spawn the events. Before it always fired the wrong event.
Kunimaster1337  [udvikler] 11. apr. kl. 4:37 
Oprindeligt skrevet af Schizolud:
The mod caused compatibility issues for me with another mod. Even though the event ids were totally different, a mission from the other mod always fired one of your events. I got it solved by adding the following to the top of your files:

HarpyMonumentEvent.txt:
namespace = harpy_monument_3_tier_event
namespace = warlockpkk_event
namespace = half_chgs

liztradegoods.txt:
namespace = Vanslave
namespace = karshyrrr

I don't know if it is the perfect solution, but it seems to be working now when I use the console to spawn the events. Before it always fired the wrong event.
okey i will add namespaces to mod
Ironstrom 12. juni kl. 9:56 
You should check your own error log for your mod as you have some out of scope errors. Here's one example below and a fix.


This one "[modifier.cpp:1101]: Unknown modifier. Type: "local_goods_produced_modifier", File: "common/event_modifiers/LizardGP_monuments_effects.txt", Line: "39""

This one should be "trade_goods_size_modifier = 0.25 instead of local_goods_produced_modifier = 0.25
mierburn 13. juni kl. 0:49 
lastest update caused my game to crash. thankfully windows has a rollback feature to a previous version to continue my save. I think some ur changes is crashing on-going saves
Sidst redigeret af mierburn; 13. juni kl. 0:52
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