Europa Universalis IV

Europa Universalis IV

1.37 Doge's Anbennar - Ideas & Policies
336 Comments
Pr0bablySauc3 Aug 15 @ 3:04am 
I know, I just thought it best to let other people using the gitlab version know
Tylk'ot Aug 13 @ 12:36am 
Submods are generally not made to wok with gitlab/early access mods, it will be worked on when the actual update comes out
Pr0bablySauc3 Aug 12 @ 2:55am 
This mod is currently broken with the git lab new master version of Anbennar, due to the magic rework UI
lovely mod, i like that ideas are about doing one thing (most of the time) however,
why is there no "mercenaries can drill" anywhere? (it is in mercenary ideas in anbennar), drill is very important
why is the "influence" idea all over the place?
you need to get random ideas like development/health to get an increase to Vassal income. Influence idea was idea for Vassal runs, now it is just a bit of everything and a lot of nothing.
You have idea specially for colonies, why no idea for vassals?

thank you for making a great mod (sorry if i have missed something)
ComradDoge  [author] Aug 3 @ 6:05am 
there is a on_startup effect that only applies to before 1445 to clear countries initial idea groups so that they rely on internal logic instead of the historical ones set by anbennar

just an unfortunate side effect of how the on action works
PenBar18 Aug 2 @ 10:51am 
Howdy friend, I noticed an odd bug. If you start a game and select your first idea group, then save and reload the game the idea group completely resets (I started a game last night, got distracted and didn't play then loaded it up today and found the issue.) However i let the game run a few years in observe before tagging in and saving and reloading and the idea group did not reset that time. So it seems maybe this won't really impact playing but I figured I'd give it a mention to you so you can take a look.
Jack McScott Aug 1 @ 11:21am 
one minor thing i just noticed is that this mod removes infrastructure ideas. in the giberd missiontree you can rebuild the Silverhold. When doing that you get a decrease in cost if you enabled and compleated infrastructure ideas, which is not present in this mod. I know its only a minor problem but just so you know
ComradDoge  [author] Jul 22 @ 9:58am 
I think it shows up as part of the tactics or something like that
Акварель Jul 22 @ 4:59am 
Should extra discipline for mercenaries be showcased during battles? In the battle full merc stack showed only 105% discipline(from advisor), but no additional discipline for mercenary ideas, but casualties felt like it was more than 105%.
Tyyx_4u Jul 8 @ 10:29am 
W update:steamthumbsup:
Damnjoe Jul 6 @ 7:20am 
BUG: When I use this mod the right half of the Ovdal Tungr mission tree disappears, read on reddit the same happened to someone else for Cestirande. Would be amazing if there was a fix.
XartaX Jun 19 @ 7:24am 
I haven't really noticed the AI struggling with technology that much. Maybe they just got a shit ruler, or lack institutions?
Dr.Macari Jun 18 @ 4:17pm 
Doge, one thing that I notice playing with your mod is that the AI will always lack behind tech by a lot, because it will always choose to get the ideas frist. I have a command tech 6 in my game, when almost everybody that didnt got an mil idea group is tech 10. I think in my ignorance, that one way to try to fix this is too make the ideas, since there is a lot now, cost 200. Maybe this will help.
XartaX Jun 10 @ 3:35am 
Might fit more as a policy between offensive and leadership, maybe. Since you usually hit that problem if you got both of the groups as they both give pips.
Akira Blaze Jun 9 @ 8:21pm 
i think it would be better swapping the flat increase for a max increase personally, given all the other ideas tend to also have a pip here and there and at least for me and my group leadership will ever win out against the other groups, possibly because it's so generalist
Kranzranz Jun 9 @ 11:40am 
why do centaurs have monarchy ideas instead of horde ideas
ComradDoge  [author] Jun 9 @ 6:07am 
Against, the idea is good already and would just be making it a better pick
Akira Blaze Jun 7 @ 11:39am 
Any thoughts on making use of the max leader stats for leadership ideas?
Akira Blaze Jun 5 @ 6:22pm 
Understandable, might be something to look into given the policies for dev cost in primary culture
ComradDoge  [author] Jun 5 @ 2:47am 
It does not, the system is quite old.
Akira Blaze Jun 4 @ 9:54pm 
does the development event account for the dev cost in primary culture? haven't looked up how that works in the code
ComradDoge  [author] Jun 3 @ 9:10am 
The system is quite locked into the 3x13 idea group system so I wouldn't be keen on that, I can however have a think about making expansion fit that idea more, since its basically intended to be more generic than just a colonial idea
XartaX Jun 3 @ 8:04am 
Post Finem has an idea group called "Assimilation" that would fit pretty dang well for that. Would fit as an exclusive pick between that and Colonial Empire.
Akira Blaze Jun 3 @ 7:22am 
After getting out of a rather long game in the serpentspine I have realised that although there is multiple ideas that give colonists and growth, but none of them are suited for colonising with the serpentspine (most of the idea group is wasted with tariffs or other modifiers that simply don't benefit landlocked nations), any thoughts on adding a non naval based colonial idea?
wns96wns Jun 2 @ 11:09pm 
I used 3 doge mods with submod 'all dwarven missions combined' ( steamcommunity.com/sharedfiles/filedetails/?id=3100706454 ) , and some dwarven mission tabs have a trouble only showing basic missions not unique. (Gronstunad, HulazKrakazol, Krakdhumvror, Ovdal_Lodhum, Ovdal_Tungr). I think that reduplication of modding missions on both mods triggered it, but I have no idea how I can fix it. can make some patch for this?
ComradDoge  [author] Jun 2 @ 12:41pm 
Good point, I'll make some tweaks as AI will have more use of going tech 4 first
Akira Blaze Jun 2 @ 10:35am 
I've noticed a lot of the monstrous nations (or at least in escann and the deepwoods) tend to take a mil idea first, and it tends to end up compounding the fact they start behind time on mil
Akira Blaze May 28 @ 5:55pm 
For the Developement ideas would it be possible to pick either a economic or mil focus for the hidden events, maybe have it 50/50 go for tax/production if you got economic and obvs 100 for manpower if you go mil focus
Akira Blaze May 27 @ 4:37am 
unfortunatly the only real test i can do ingame is really just confirmation bias, just seemed weird to me that the section supposedly increasing the speed has a positive instead of negative factor
Lanin May 24 @ 6:16pm 
yea, those Xorme Ai folders only had 00_basic_ideas.txt files in them, so deleting them fixed the issue. Not sure how to resolve it long term, but now that I know, it is an easy enough fix for me whenever the Xorme mods get updated and I need to go back in and delete the files again. Not noticed any issues when I have tested over the last day or two, played about 100 years.
ComradDoge  [author] May 24 @ 3:23pm 
Its a bit confusing to read but I am 80% sure it works as intended from last time I touched it. I'll take a look at some point
Akira Blaze May 24 @ 11:25am 
@Lanin, mod order in the launcher has no affect, the game automatically loads them by the mods name order so the launcher has 0 effect

Also Doge i was looking through the events for the development ideas, and the section that's for increasing the speed of the development ideas event has a positive factor, doesn't that mean the MTTH increases as your dev cost goes down?
ComradDoge  [author] May 23 @ 3:01pm 
the main overlapping file is 00_basic_ideas.txt
Only mine should would (it exists as a fake to prevent crashes)
The rest of ideas that are actually used are separated into different txt files for readability

Really not sure why, best suggestion is to make sure only my 00_basic_ideas.txt exists by deleting the others (or at least in xorme)
Lanin May 23 @ 8:07am 
Not sure what exactly causes it, as your mod should overwrite the others when at the bottom, but seems it is an issue when I have Xorme AI, your mod and Dwarven knowledge active at the same time. Xorme somehow overwrites your mod no matter the order when all 3 are used together.

Located a temp fix by deleting the xorme ai and it's anbennar compatch's idea folders in the steamapp/workshop/content/(insert mod ID here) folders. Found one other random guy who had the issue online and managed to fix it by doing this.

If i had to guess, something in Dwarven Knowledge makes Xorme AI's mod recall it's ideas files to check something upon game start, causing it to overwrite the doge file. From my short time messing with code years ago, this seems like the logical reason for this happening... no expect, so just a guess anyway... not sure on how to fix that long term, but at least it all runs fine until Xorme AI mod is updated and it redownloads those files.
Lanin May 23 @ 7:15am 
Just tested moving your mod to the bottom of the list so it overwrites everything, issue still remains... Is there only one file for ideas? I wonder if Xorme ai has made a new file or edited something else outside of the main idea file to cause an issue with compatibility with this mod. I'll hop onto their discord to see if they know of the issue and have a fix on their end as well.
DyingOfLight May 23 @ 7:11am 
got the same issue
Lanin May 23 @ 6:37am 
I already have it below it unfortunately, so the override does not seem to work, I have Xorme ai at the top, then anbennar, then the xorme ai compatch and your mods. Would it be best to just move this to the VERY bottom, as I do have other mods, but none of them should touch ideas from reading through them... hmm... I'll test in case it is another mod causing issues rather than Xorme ai.
ComradDoge  [author] May 22 @ 8:18pm 
Make sure this mod is below the xorme ai, anbennar and the compatch
This way my file will overwrite xormes ideas file
Lanin May 22 @ 6:05pm 
Think this is a known issue, but I was using this mod and Xorme - AI before (last played maybe 6 months back?) and they worked fine, but now it seems that some ideas are getting "Duplicated", sometimes by there being 2 separate ideas with the same name or one idea with double the number of options to get, so rather than the standard 7, it has 14 to finish it the idea group.

I think the issue is on Xorme's side, but I don't know. Is this an issue you are aware of and do you have any fix for it?

Smarter AI is always good, but I love having more ideas, so not being able to use both together is a nightmare. Xorme has comments disabled, so starting here and will try their discord if no fixes on this end, not sure which end it needs sorted on, maybe a Compatch needed between them now.
ComradDoge  [author] May 21 @ 7:13pm 
Mod updated

A bunch of idea ai logic tweaked
At new game start AI's historical ideas will be instantly removed so that they instead rely on personal ai logic instead of their country historical ideas file
Changed nationalism icon to that of small country borders (vicky 3) to fit anbennar
Tyyx_4u May 21 @ 4:57pm 
I agree that the first idea I broadly see is exploration, although I don't know if this will influence the discovery of the new world sooner. I'm currently testing the timing of the new world discovery. In any case, colonization, if you're not one of the first, isn't viable. By the Second Age, everything has already been claimed, so it doesn't matter at that point. Anyway, thanks so much for the mod; I love it and can barely play without it!:steamhappy::steamhappy:
polpolik2 May 21 @ 12:49pm 
Thank you for the fast response! And once again big thank you for the mod, it gives so much more variaty in the game!
ComradDoge  [author] May 21 @ 11:17am 
So the reason that happens is due those countries history files. Anbennar files have "historical idea groups" that I assume devs expect them to take (or maybe its just copy pasted)

Eitherway, I'll look into a way to make it less artificial and hopefully fix it since you are not the first one to mention it
polpolik2 May 21 @ 10:58am 
I really enjoy the Mod! great options for ideas.

One thing I did tend to notice is that a lot of minor nations pick exploration as their first group. Some play-tests resulted in 8-12 nations picking it every time, instead of seeing more variation. Is this intentional?
ComradDoge  [author] Mar 14 @ 2:00pm 
from vanilla 8 to 16
at the very start everyone starts with an open slot
how much more ? i like having A LOT.
ComradDoge  [author] Mar 12 @ 6:27am 
yes
Neier Lamperouge Mar 12 @ 6:20am 
does the mod add more idea groups slots?
Weedasaur Mar 8 @ 2:13pm 
Big respect! I have never once not played anbennar without this mod. Huge impact
ComradDoge  [author] Feb 12 @ 5:19am 
fixed
not sure why I had it so I removed it completely
hopefully nothing important