Europa Universalis IV

Europa Universalis IV

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Winter Court Mechanics & Flavor — An Anbennar Submod
   
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755.399 KB
Apr 25, 2024 @ 8:30pm
Apr 15 @ 4:14pm
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Winter Court Mechanics & Flavor — An Anbennar Submod

Description
Adds some flavor to the Winter Court religion to use in your Gemradcurt or other Snecboth runs!

- Several lore-accurate flavor events for conquering various important Eordand locations
- Decision and event for opening the Domandrod and opening the portal from the Eordand side as any Eordand nation (including Gemradcurt Lich Path).
- New description for Winter Court
- New colors for seasonal court religions
- Can now use the religion menu to convert to any of the seasonal courts.
- Fey religions can now take DOTF
- Female rulers can be DOTF

I've done my best to balance according to how the main mod would balance. No game breaking modifiers.

To open the Fey Portal you must control all the gladeways surrounding Domancadh, then the decision will show up.

In the future you can ignore wrong version warning. This submod is extremely lightweight and should pretty much never break. Should work fine with Dev/Gitlab build as well.
9 Comments
Valorique  [author] Apr 15 @ 11:24pm 
@elbaf Yes everything is available for any nation that is Winter Court, which includes Gemradcurt's Lich path.
elbaf Apr 15 @ 9:37pm 
Doess it work also with necromancy path?
Valorique  [author] Apr 15 @ 4:34pm 
Reworked the mod so it is now functional alongside the new Eordand seasonal court mechanics!
Lunar Magister Apr 30, 2024 @ 6:28pm 
I'll just wait for them to finish the actual mechanics. It looks like they'll be using Jewish mechanics to represent different fey patrons.
Valorique  [author] Apr 30, 2024 @ 4:48pm 
@Lunar Magister The two main balancing concerns I took into account with this mod are that 1) you would get *none* of these modifiers without it installed, and 2) to be applicable to all Winter Court nations, even if you were Eordand/another Winter nation/Non-Lich Gemradcurt/etc. It sounds like with your concerns I have balanced it properly to my intentions, with some modifiers being stronger early but falling off, and others being milder but useful for longer. Giving Fort Maintenance as you said would completely trivialize the Gemradcurt MT's main difficulty component, for example, which is not the intent.

But you are welcome to change any of the modifiers to suit your needs in the mod files, of course.
Lunar Magister Apr 30, 2024 @ 4:12pm 
Eh, the dev cost in primary culture and tolerance of the true faith are the only ones I would really even want, assuming I am playing Gemradcurt. Manpower in true faith is useless since you have infinite manpower from undead army. It also makes attrition reduction pointless. Attrition for enemies doesn't matter since you don't really ever face any enemies you'd need to attrition to death anyway. Your undead military is enough to go on the offensive, you just need forts to hold your enemy in place, not to actually attrition them. As for missionary strength you get a lot from your government and missions, so you don't actually have trouble converting past the very early game. I'd rather have something like fort maintenance reduction or more economic or governing boosts.
Valorique  [author] Apr 28, 2024 @ 10:56pm 
@Karasis Added a decision and event to open up the Domancadh as long as you own and core all surrounding provinces! Everything should be good to go now! :)
Karasis Apr 28, 2024 @ 7:54am 
So just finished Gemradcurt campaign. One thing for me was i wasn't able to conquer Domancadh. MT just blocks it. So maybe changing that to somewhere else would be better.
Karasis Apr 26, 2024 @ 6:41am 
I just tried gemratcurt once and remember my country got crumbled on itself because of devastation and fort costs. Gonna give it another shot with this mod