Europa Universalis IV

Europa Universalis IV

1.37 Doge's Anbennar - Goods & Buildings
189 Comments
Heavy May 18 @ 3:44pm 
edge skibidi
Mantioch Andrew May 5 @ 2:55am 
Ok, I've found the issue (kind of) - checking the total steam engines I had before peace, and the same after the peace & recalculating it, it looks like the number went down a bit... Not sure why, I actually had higher OE a few months earlier, and my trade share in the ledger for steam engines has stayed roughly the same.

For now I'm just going to build another steam engine assembly line before peaceing out, but would be good to know roughly what caused the number to go down.

Thanks!
Mantioch Andrew May 4 @ 5:36pm 
Hi, I'm loving the mod so far, but I've run into an issue and could use some help figuring it out.

When I sign a peace deal, I'm finding my resources suddenly crash. I'm wondering if the resources in my empire are based purely on production, or if they are also fed by trade? My only guess is that the OE reduces my trade power enough that I lose the Zinc I need for steam engines... my other resources should be comfortable.

If I click through all the missing resources and recalc, it still shows that I have enough resources for everything. But my steam engine usage looks a bit buggy... in the recalc it suggests I'm using >10x what I was using before, so should be in deficit... yet it seems to add "used" on to "total" instead of subtracting from it. but on the next day tick it fixes itself, and I'm out of resources again.

I've also checked to make sure the provinces I'm taking don't have any factories in them, and I don't see any issues there.

Do you know what could be causing this?
Furio93 Apr 22 @ 6:27am 
i found it, thanks.
ComradDoge  [author] Apr 21 @ 10:57am 
In decisions tab
Hover over trade strategic resources name to see which resource you are lacking
then find a province with that resource and develop production to increase your amount (can just focus one province or develop production in many same provinces)

There should also be a decision button that you can continually press to delete "no resource" building

if you have enough resources, that will be the end of it. If not, no resource building will continue to appear until the issue is resolved.
Furio93 Apr 21 @ 10:41am 
i have a problem, in most of my provinces there is a building that says: no resources? Is there a solution to delete it not province by province? because when i conquered new land or i dev it appeares and it doesn't go away by itself
ComradDoge  [author] Mar 31 @ 5:54pm 
I assume its same issue with steam and bitbucket being different
ComradDoge  [author] Mar 31 @ 5:53pm 
by DizzyWaddleDoo
Also as for the dwarves with no feudalism thing, this is because in the public fork, the dwarven tech group was changed to west_dwarven. This hasn't changed in the steam version of Anbennar yet, but when it does the tech group will need to be updated in the institutions file
Faker kk Mar 15 @ 1:54pm 
Roads POG
Nerdcrom Mar 11 @ 8:10pm 
When in multiplayer, for some reason, when looking at buildings in a province, and then going to build a latent goods building, as soon as my mouse hovers over anything on that bottom quarter of the menu, i instantly crash. Works perfectly fine when I'm in solo, and it doesn't matter if I'm host or not, still crashes. My friend doesn't have this issue, we're obviously using all the same mods.
Ritter Mar 3 @ 5:24pm 
In TGE_latent_buildings for wood_workshop the code needs to be changed to add an or for tropical_wood so that you can create furniture.
ComradDoge  [author] Mar 2 @ 11:56am 
varies

usually other mod incompatability/overwriting
or graphical mod touching something

can be other stuff tbh but difficult to say
Leoriinn Mar 2 @ 10:44am 
What might cause the game to crash while constructing buildings?
ComradDoge  [author] Feb 25 @ 8:15am 
updated the diggy file
DizzyWaddleDoo Feb 23 @ 6:47pm 
Also as for the dwarves with no feudalism thing, this is because in the public fork, the dwarven tech group was changed to west_dwarven. This hasn't changed in the steam version of Anbennar yet, but when it does the tech group will need to be updated in the institutions file
DizzyWaddleDoo Feb 23 @ 6:37pm 
The hidden event diggy.759 is broken, it's missing the option for Skewered Drake, so ai Skewered Drake defaults to the first option and gets a colony on the opposite side of middle dwarovar when they shouldn't. There's also at least one more event in the DiggyDiggyHoleEvents.txt file that's been added to the steam version of Anbennar but is missing from the submod's copy.
ComradDoge  [author] Feb 6 @ 2:46am 
Cloves now follow base mods spawning chance/areas

I also went over the chance/locations for other vanilla goods and now they are closer to the up to date version of base mod chance/locations

- Fur bonus of 0.5 prestige changed to 15% caravan power.
- Carmine Dye bonus caravan power replaced with 0.5 prestige.
- Chinaware bonus changed to +1 diplomat instead of legitimacy types.
- Whaling local province modifier changed from production to tradegoods modifier.

Tree of Stone region now has a high chance of amber. Do tell if the frequency of goods becomes out of whack. But thematically it should be neat.
axavia123 Feb 5 @ 12:37pm 
Just checked the tree of stone trade goods, and I feel like Amber should be able to spawn there, perhaps replacing the gems. Considering that Ovald Kanzad's culture is Amber dwarf, and the ideas of Gor Ozumbrog specifically mention amber. With that same logic, I think that the hold of Gor Ozumbrog should have a high chance of spawning gems.
gorilla_fingers Feb 4 @ 7:10am 
Glad to be of service to this mod. Another thing; in the Moonhaven mission tree the prereqs for the mission "Trade in Spices" is to conquer five provinces that produce the trdegood Cloves and to bump up base production to 8 in a the Fahvanosy region. The problem is, natively, the game only starts with four and, unlike base mod, the colonizeable provinces don't spawn more Cloves so it's impossible to actually meet that prerequisite as it currently stands.
Elder Scrolls mod version?
Col_Aur(ful) Feb 3 @ 11:14pm 
Or well that "the pearls found there are rumored to be souls of ... who died her in ages past.... have grown quite popular with more morbid gem enthusiats..."
Col_Aur(ful) Feb 3 @ 11:12pm 
Isle Vroren, up in Frozenmaw territory has a gem province. in game events reference these as pearls btw.
ComradDoge  [author] Jan 30 @ 1:08pm 
edited the gronstunad mission file to take in account jade
NateScout Jan 29 @ 10:30pm 
Switched back to steam version of anbennar with Doge's Goods & Buildings. Feudalism is present everywhere it should be. Must be something wrong with that version of the publicfork. Thanks for checking!
gorilla_fingers Jan 28 @ 10:30am 
Something to take note of: The Jade Mission "Decorate The Nobility" and the Jade National Decision "Found Mining Operation" doesn't account for your newly added goods like Jade or other metals.
ComradDoge  [author] Jan 25 @ 4:18pm 
The two buildings in the image arent supposed to be there, fixed

@NateScout
i started up a game and the dwarfs such as duran blueshield, krakdhum, verkal and ovdal start with feudalism. Is that not the case in your games?

Try resubscribing if you havent already, I don't touch institutions so it shouldnt be something on my side
NateScout Jan 25 @ 3:10pm 
btw, this wasn't happening last time i played (last month), so it must be something in this recent update
NateScout Jan 25 @ 3:08pm 
this mod is causing dwarves to start without feudalism for some reason :(
Nobleman Jan 25 @ 9:46am 
Why are the two government buildings in the second photo not in the game? bug?
ComradDoge  [author] Jan 5 @ 8:50am 
fixed
its now part of foundry district
Spioniro Golubiro Jan 5 @ 8:32am 
hey, mercury seems to not be on the list for hold specializations. gonna replace it with cannons so the event stops being empty and gets refired every few months
lewisdoom Jan 5 @ 5:17am 
thank you kindly <3
ComradDoge  [author] Jan 4 @ 8:37am 
It seems it was updated, ill take a look (its doge ideas that uses some mission files)
lewisdoom Jan 3 @ 4:59pm 
hey any idea as to why one of your submods causes Moonhaven to load with a completely different mission tree?
Davi Dec 26, 2024 @ 10:23am 
works now thanks!
ComradDoge  [author] Dec 26, 2024 @ 7:06am 
PDX launcher doesnt really care for load order, its somewhat handled internally

I put out a small update in regards to some files, it might fix it
Davi Dec 26, 2024 @ 5:09am 
Is your mod supposed to be loaded before or after anbennar steam version? It crashes every time i do that thing i mentioned below.
I have it like this:
1. anbennar
2. your mod
Davi Dec 25, 2024 @ 2:28pm 
No problem with anbennar alone
Davi Dec 24, 2024 @ 2:43pm 
ah cool thanks.

hmm my game is crashing on new game as wood elves when i click their religion button. Had tested with just anbennar and your mod and same thing.
ComradDoge  [author] Dec 24, 2024 @ 5:07am 
I do not as to have one less file to maintain and have less compatability issues if another mod uses it
Davi Dec 24, 2024 @ 1:55am 
does this mod not modify the province building ui? I can only see and make vanilla buildings in there.
Emperor Jeff Oct 17, 2024 @ 7:47am 
@SPC Dog You should read the information notice in the building ledger.
SPC Dog Sep 12, 2024 @ 1:40am 
Actual Issue: Game keeps crashing after 1496. Only other mods I have are the monument mods and this is the only new addition to my playlist. Like I've spent the past hour getting through six months
SPC Dog Sep 12, 2024 @ 12:24am 
is it just me or were manufactures hella nerfed? Not sure if this is a base TGE or this mod specifically since I haven't played the OG in a few years but doubled the price for a quarter of the goods produced seems kinda shit. :/
ComradDoge  [author] Sep 11, 2024 @ 9:13am 
No plans, although if you or anybody is able to provide information on whether any specific area lorewise has them (or could if colonisable) I don't mind adding them
Next Door Sep 11, 2024 @ 9:03am 
Hi,doge.I find that there are some goods like tomato or potato which are not in the game.Do you have the plan to add them to the game?
Tequila Aug 24, 2024 @ 4:40am 
For the mission ...a mine for hul-al-krakzol the mission won't trigger when all the necessary trade goods have been devd causing you to be locked out of the missiontree
ComradDoge  [author] Aug 13, 2024 @ 9:33pm 
city hub
Mohreb el Yasim Aug 13, 2024 @ 5:25am 
does anyone know what hold specialisation is allowed by beer tradegood ?
Zulüm Aug 11, 2024 @ 3:53pm 
For vanilla mod please