Europa Universalis IV

Europa Universalis IV

Anbennar & All Roads Lead to Rome & Land Clearing
25 Comments
MK Black May 24, 2022 @ 2:00pm 
Update
Steven9001 Nov 5, 2021 @ 8:41am 
pls update
DickGamesh Mar 18, 2021 @ 11:17pm 
I'll be dead before this is update. rip me
Rune Trantor Jan 14, 2021 @ 11:25pm 
Same, still holding out hope. D:

Or at least someone else adopt it. I would, but man, I cant figure out a complex mod like this.
GraphMakarene Jan 8, 2021 @ 7:15am 
(
legendof7th Dec 23, 2020 @ 3:18pm 
An update would be amazing. I keep finding myself come back here hoping for the update.
Rune Trantor Sep 19, 2020 @ 12:06am 
Will this get updated eventually? Really miss it now. D:
Eizneckam42 Aug 21, 2020 @ 4:16pm 
This prevents the game from starting, with only anbennar and this activated.
When i just activate anbennar the game starts properly. FYI cuz i liked this mod quite a bit :)
cameronthedestroyer Jul 1, 2020 @ 7:44am 
I dont know if this will be a lot of work, but I noticed that there is little to no autodevelopment mods that work on Anbennar... I was wondering if that could be a possibility as a future project?
selling d scimmy 60k Jun 5, 2020 @ 11:04am 
thank you so much for updating
Rune Trantor Jun 4, 2020 @ 4:12pm 
Maybe?
As I said, I dunno how balancing works, but if it costs more I feel it would be okay. :D
AeneasXI  [author] Jun 4, 2020 @ 3:18pm 
@Rune should I increase the amount of dev cost reduction and as exchange increase the price for the building?
Rune Trantor Jun 4, 2020 @ 1:37pm 
Dunno about balance personally.

It is in line with the other clearings, so in that sense, I feel it is.
Shame caverns are +80% dev cost. Like jesus, surely it cant be THAT bad. XD
AeneasXI  [author] Jun 4, 2020 @ 12:58pm 
@selling Alright I just updated! Everything should be properly up-to-date now!
selling d scimmy 60k Jun 4, 2020 @ 11:09am 
I think this mod is preventing the recent update of the main mod from taking effect, as the telgeir mission tree and marrhold's unique idea don't show up with this mod activated.
It would be much appreciated if that can be checked.
AeneasXI  [author] Jun 4, 2020 @ 8:41am 
@Rune Haha your welcome! If you need anything else just tell me and I'll see what I can do! ; ) I hope it works as intended! Tell me if you need the building rebalanced a bit or if its fine as it is.
Rune Trantor Jun 3, 2020 @ 3:47pm 
Wow, that was fast! O.o

Thanks a bunch! That will make underground runs even cooler! XD
AeneasXI  [author] Jun 3, 2020 @ 12:11pm 
@Rune Trantor Good News I just updated the mod! There now is a new building for Cavern Clearing in the province building and macro building interface! See the screenshots I uploaded. Hope that helps!
AeneasXI  [author] Jun 3, 2020 @ 11:00am 
@Rune Trantor I shall have a look if I might be able to add it to this to this specific mod. It is very unique to Anbennar after all! I'll keep you updated!
Rune Trantor May 31, 2020 @ 12:44am 
I imagine its unlikely, but would it be possible to add a clearing for say, caverns?

Honestly feels like if I can march thousands of soldiers through and fight in them, that there is some space to clear and start making a new dwarven city.
Rune Trantor May 29, 2020 @ 3:24pm 
Adding roads to the dwarven deep roads must make them super highways, when it stacks with the rail system modifier. XD
DornianSlayer May 15, 2020 @ 6:01pm 
Thanks again!
AeneasXI  [author] May 15, 2020 @ 2:52pm 
Your welcome! : ) Weird bug indeed. ^^ But its fixed now!
DornianSlayer May 15, 2020 @ 7:27am 
Thank you for your job! I've noticed that with this mod trade icons are incorrect ingame. Can you please fix it?
troja1700 May 14, 2020 @ 9:33pm 
Thanks!