Europa Universalis IV

Europa Universalis IV

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Dwarven Knowledge
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60.213 MB
Apr 27, 2023 @ 3:44am
Dec 23, 2024 @ 4:52am
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Dwarven Knowledge

Description
Anbennar Submod

Tested to be working with 1.37.5 steam release
Works in 1.36.x if it is needed.


- A total of 500+ Events, 13 monuments, 2 Mission trees, 2 special units and many other things.

General Content for both Dwarves/non-Dwarves, featuring:

- Metallurgy System: while developing Caverns, Mountains or Highlands you will find various different Metals
If you are Dwarven you will be able to find many Metals, Blueprints and Ancient Runes while exploring Dwarven Holds.
If you are NOT Dwarven, you will be able to research your own Blueprints and Enchantments.
Once a certain part of the mission tree is done, you will be able to forge custom equipment for each of your unit types (infantry, cavalry, artillery) using a combination of these 3 things and obtaining Military Buffs relative to the quality of the selected components, but keep in mind High Quality = Great Buffs but also High Cost.

- Alloy Forge: If you are unsatisfied by the Metals you found you can creat your own Alloys thanks to the Alloy Forge

- A Mission Tree: available for every NON dwarven nation. This is in addition to whatever mission tree your nation has, be it from main anbennar or another submod.

- Secondary Technologies: Technologies not represented by Administrative, Diplomatic or Military but by other types of knowledge. These include Arcane Arts, Metallurgy, Alchemy, Medicine, Mechanics. You can obtain experience for each of these technologies through having certain buildings or, if you are dwarven, by finding blueprints and runes in the serpentspine and reverse engineer. Once a certain amount of exp is accumulated you will be able to level up the relative tech lvl through the Metallurgy interface

- Arcane Buildings: Buildings which require Secondary Technologies, Elemental Magic, Steam power or even Electricity, to be built. Some give Secondary Technologies Experience.

As the mod adds a LOT of new buildings, a buildings slots mod compatible with anbennar is almost required. I will put mine here but others work too: Anbennar Building Slots 22-24 ( you can add it mid-game, no problem )


Dwarven Content, featuring:

- A Mission Tree: available for every dwarven nation in the serpentspine. This is in addition to whatever mission tree your nation has, be it from main anbennar or another submod.

- Hold Exploration: The possibility to explore dwarven holds. Every single Dig Level (except the 1st) can be explored and many things which were left behind by the ancient dwarfs and their enemies can be discovered. Every exploration team you send has a certain amount of risk involved and this risk increases steadily the deeper your Hold goes.

- A Research Facility: Once your exploration team has completely surveyed a Dig Level, you will be able to build the Research Facility in your Capital Hold. This institute will help you uncover the many mysteries the serpentspine has left for your dwarfs. Ancient Dwarven Knowledge in particular will gain a whole new level of importance.

- A New Estate: Runesmiths, A bunch of mages, scientists and artisans working for the Research Facility. A decision to enable the estate will become available after the establishment of the Research Facility in your capital. Runes, Inventions, Groundbreaking discoveries and ancient knowledge is but a part of what you will find.

- Some flavorful events regarding the stories and peculiarities of each hold. These events are unlocked during exploration and are maybe the most appreciated part of this mod. You do not need a particular tag or capital to unlock them and you can "collect" them all in a single run. Here is the list of Holds which currently have a good amount of unique events:
List of Holds With Unique events



This mod also chages the max number of personalities from 3 to 4.
Ai is able to use most things.

Compatibility

Very few files were overwritten in making this mod:
- topbar.gui
- macrobuildinterface.gui
- adm.txt
- 00_buildings.txt

This means it will work with every other expansion/flavor pack/monument mod/… out there.
There are issues with mods adding Buildings/ideas and with Guibennar

- Patches list:
Patch for Relics of Anbennar
Patch Doge's Ideas
Patch Doge's Trade Goods
Patch Homebrew Silvertaped
Patch for all dwarven MTs combined

Tested to be working in 1.37.* with 19/12/2024 Steam Anbennar.
It works with BitBucket as well.
Tell me if you encounter issues.

Q&A

- Is this mod save game compatible?
- NO

- Which Anbennar version should i use with this mod?
- It works with both Steam and BitBucket versions of Anbennar.

- What is this mod compatible with?
- Monuments mod: yes
- flavor packs: yes
- mods that add provinces: yes
- mods that edit the map: yes, as long as they do not delete the Hold terrain type.
- mods that rework Anbennar: yes, as long as they haven't destroyed the Hold's mechanic, terrain type or the serpentspine continent.
- graphical/new interfaces mods: NOT without patches:
Patch for Relics of Anbennar
- Idea/Building Mods: NOT without patches:
Patch Doge's Ideas
Patch Doge's Trade Goods
Patch Homebrew Silvertaped
- All Dwarven Mission Trees Combined: you have to use this patch:
Patch for all dwarven MTs combined

- What if i don't play on steam?
- There is a link on Anbennar discord, in the submodding section, to manually download the mod. I don't update it often so feel free to ping me if you want it updated.

For a fast answer or just beacause you want to:
Discord Server[discord.gg]

This mod is still a work in progress. It is 100% usable and i will not upload anything without having playtested it a bit, but i still have a lot of things left to add.
English is not my main language so there could be some mistakes.

Credits for the code goes to myself alone. graphical assets are mostly my own edits of Anbennar’s assets, pinterest's or ai generated so I can't take the credit for them. Ideas are 85% mines and 15% your suggestions.

Let me know if you like the mod!
Popular Discussions View All (15)
133
Mar 14 @ 1:20pm
Bug Reports
haito3200
58
Apr 5 @ 3:24pm
Suggestions
haito3200
2
Mar 18 @ 7:47am
Stuck on Hold Exploration (spoiler)
J-Dubbz
854 Comments
데미르 Apr 13 @ 4:32pm 
Thanks! There is indeed a modifier in my regular artillery. Thank you for quick feedback
haito3200  [author] Apr 13 @ 1:57am 
There is no warforged artillery on main DK because of game limitations ( so the artillery buffs are given to all artillery units ), if you download the dev version I made a workaround and all warforged units can be recruited from the metallurgy interface
데미르 Apr 13 @ 1:24am 
While this seems like a mod conflict, do I have to wait to get warforged artillery? I am in mil tech 12 and can't recruit them(can recruit warforged inf&cav)
qgmo2009 Apr 12 @ 4:23am 
nice
haito3200  [author] Apr 12 @ 4:23am 
Yes
qgmo2009 Apr 12 @ 4:20am 
is this compattable with dwraven monuments?
Vinci Apr 7 @ 7:23pm 
just state the province with holds and give the rest of provinces (e.g. caves, etc) to a trade company.
haito3200  [author] Apr 6 @ 12:07pm 
I have no idea to be honest, i don’t know if the trigger checks owned provinces or core provinces and I am not at home to check so I can’t help you much now
Robbi320 Apr 6 @ 11:51am 
I meant the trade company as in the special kind of territories you get on other continents. If the mod works with the holds being territories, then my plan would work
haito3200  [author] Apr 6 @ 11:49am 
You will get the dwarven MT and everything but you can’t give the serpentspine to a trade company, you need to own 4 holds for a mission and you can also only explore owned holds