Europa Universalis IV

Europa Universalis IV

Homebrew - Silvertaped
377 Comments
MeteorJunk Apr 29 @ 3:36pm 
Does this mod break the mage heir event? I had two mage heirs and neither of them actually became mages!
Dr.Macari Apr 26 @ 7:34pm 
Hi Anscylla, I am a huge fan of the HB submod and I want to congratulate you on the military changes, I liked some and other not too much but that is fine. But there is a huge issue with playing defensive now, the AI can easly doom stack artillary( I dont know why, but they do) and there is a lot of bonus of art vs fort in the ideas. I was playing as dwarfs with fort, serpentspine and defensive ideas, and my forts where made of paper. I know you dont have the time with your studies, but something has to be balanced here.

And another thing... is it possible to make a variant submod that has the old HB ideas?

Thank you my friend, and have a good one.
Anscylla  [author] Apr 13 @ 7:52pm 
I can just add a decision which will highlight provinces with exceptions. I won't make it toggleable because defensive buildings are balanced to favour at least some degree of planing how to maximize your provinces (salt,holds or literally any modifier which just makes certain province just better location for a fort, for example) and just to discourage fort spam
ChSph Apr 9 @ 4:01am 
also @BalkanMontero
I have no such problems, make sure You don't run incompatible mods and Your EU4 install is OK
ChSph Apr 9 @ 3:47am 
Please if possible add either a map mode that shows valid fort provinces or just a startup option to disable the fort limiter entirely. Figuring out what provinces are exceptions from it and what aren't is annoying.
SSS-class Herotism Apr 1 @ 9:17am 
what on earth
Anscylla  [author] Apr 1 @ 1:17am 
oh no, lizard apocalypse, again
BalkanMontero Mar 31 @ 8:41pm 
Oh yeah and are there supposed to be Lizard minorites in every province across the world? and whats with the mechanims?
BalkanMontero Mar 31 @ 8:39pm 
Lich kings keep arising in every country after every reload and when your ruler dies a lich becomes king. Do i go back a patch or 2?
Bromid Mar 26 @ 5:40am 
Ohhh okay. Thx. Glad everything works as intended.
Anscylla  [author] Mar 26 @ 3:20am 
Yeah, shock and fire are unlocked at mil tech 7. War production at mil 11. Artificery at mil 14 with artificers estate. Colonial empire at dip 13. Industrial at adm 11 with artificers estate
SSS-class Herotism Mar 26 @ 1:57am 
I might be talking outta my ass here, but I don't remember seeing them right from the start, so I reckon they come with a tech level requirement - they're kinda bad at best in early game anyway, at least Fire ideas certainly are.
Bromid Mar 25 @ 3:58pm 
Somehow Fire and Shock Ideas are not being shown eventhough they show up as having potential policies. In total I have 13 military/adm/Diplo Idea Groups available. Is that supposed to be like this? I only have Anbennar and Homebrew running.
ewobmrk Mar 18 @ 7:45am 
@anscylla thanks :steamhappy:
Anscylla  [author] Mar 18 @ 4:03am 
I can try to add some more logic to every idea / borrow something from xorme, but it will take some time to update since I can't spend as much time as I would like to code, sadly
(trying to not be kicked out of uni, again)
Anscylla  [author] Mar 18 @ 3:54am 
There would be needed compatibility patch, since xorme modifies values for AI, which are inside vanilla files etc
ewobmrk Mar 13 @ 1:45pm 
idk how to post screenshot but it supposed to give (+20% National manpower modifier -5% Discipline) all of the Quantity inno ideas vanila ones stays same if you use xorme - ai idk if they can fix that or i should ask the xorme - ai maker
SSS-class Herotism Mar 13 @ 10:21am 
It wasn't supposed to be like that?!
ewobmrk Mar 13 @ 9:47am 
cant play with xorme - ai makes it idea go back to normal
(example ideas like Quantity gives +33% National manpower modifier)
Anscylla  [author] Mar 8 @ 4:42am 
It's probably dependent more or less on overall balance of buildings / AI's economy. Since all builidings have higher cost, AI might decide that it's better to spend their money on advisors or gather money for them, instead of spending it full on army. I didn't notice nothing out of the ordinary, like yes, bigger, wealthier nations will of course have more resources for bigger army, and smaller nations with tighter budget will focus on something else butt, there are some hidden modifiers for AI (like cheaper ideas etc) to help them with that so I can't tell that situations like that (deleting armies entirely) can't happen, because of course there is difference between nations in richer trade nodes in cannor, post 1500 serpentspine and poor desert of bulwar.

tldr: too many variables to be exactly sure why, but the longer the game goes, the richer provinces are, the more nations can spend on army
Krosani Mar 7 @ 2:46pm 
Does this mod affect the ai's willingness to field armies? I notice some nations have armies almost filled to the limit while others lowball like crazy or even get rid of them all together.
Anscylla  [author] Mar 6 @ 12:31am 
Weird, since they should be available since the beginning because there is no requirement set for it, nor any blockade for it in files
Austoman Mar 5 @ 4:26pm 
Alright so Ive now gone through the text files, tested multiple countries, and even had a friend act as a control to confirm that they had access to it when I didnt. What are the criteria for having access to Infrastructure Ideas? My friend has access to it at Tech 8 as Reveria by 1490. The text files show no requirement but that it is an AIG idea group, meaning there is some unspecified requirement for it. Can anyone give me the actual answer for access the idea group?
SSS-class Herotism Feb 28 @ 12:13pm 
Ah dammit, I was using Doge's ideas as well. Thanks for pointing that out, guess I'll try dropping them
Anscylla  [author] Feb 28 @ 9:17am 
If you are using both homebrew and doge ideas, that's why. They are based both on Idea Variation so game doesn't crash, but it can't handle more than 7 ideas but in this scenario, game merges them together

Meanwhile I've just came back home aaand I'll tommorow get to work
Dinotobias Feb 26 @ 5:36am 
Are you playing with any other mods aswell?
SSS-class Herotism Feb 26 @ 1:41am 
All the new idea groups seems to have ~14 ideas in them, and in some of them (fo example Fire ideas) 8-14 are exactly the same as 1-7 are and I cannot buy the 8th. I mean I can click on the icon and it asks me whether I want to really spend that mil mana on it, but when I confirm, nothing happens and the mana isn't spent. As such, the Fire ideas group is stuck halfway complete and I never seem to receive the finisher bonus.
Is that working as intended?
Anscylla  [author] Feb 22 @ 1:27pm 
5 minutes ago I've sent last project, and as of today I am (probably) a free man. That took longer than I would like to, but thanks to that I can still be jobless so that's something. Aaaanyway, I had planned a trip to italy like half a year ago sooo im coming back 27.02 and then you can expect an update
dmeyster Jan 23 @ 6:27am 
superiority of state gov reform (allow to revoke crown land from chosen estate) miss anbennar unique estates as choices
dmeyster Jan 23 @ 6:16am 
military tactics from military ideas is insanely unbalanced
Vaudeville Villain Jan 20 @ 10:03pm 
The idea changes to military ideas suck
dmeyster Jan 18 @ 12:33am 
shock and horde ideas and several policies
Raccoon General Jan 17 @ 10:59pm 
I can't find any, but I might just be blind. Are there any modifiers to increase Cav to Inf ratio?
dmeyster Jan 17 @ 1:21pm 
unique to homebrew artifice inventions (necrolizer and smth else) are not usable due to artificery having ui now.
Also i highly doubt if those inventions and nurcestir convention
(forbids usage of anti-human inventions or if u ignore it grant huge ae increase and improve relations decrease)
are even needed
kickedmidget Jan 14 @ 6:15pm 
Good luck on your uni stuff. I just finished my qualifying exam for my master's lol...
Anscylla  [author] Jan 12 @ 3:32pm 
Yeah I saw, but I have end of semester at Uni so I'll get to it whenever I can
Zeeron_Avino Jan 12 @ 6:09am 
Ask again. Can't get HB inventions from artifisery events. Have only Anbennar and this mod. Everything worked before the update main mode 18 december.
Pastille Jan 12 @ 12:44am 
Horde ideas are avaliable to tags like Nuugdan Tsarai but not centaur tags...
Dowdpride Jan 11 @ 1:05pm 
I should also note, the religious mechanics for Centaurs appears to be broken. There is no tab for generating religious power or conducting the rituals required for the tree
Dowdpride Jan 11 @ 12:20pm 
I feel the need to suggest a huge increase in artillery costs in the mod. Basically every nation runs around with like 5-6x the artillery as cav or infantry, which basically means every faciton that relies on defensive ideas / foritifications are super nerfed. Even OPMs are using armies with like 6-10 artillery. considering how powerful it is, either the bonus against forts should be nerfed or the costs increased
dmeyster Jan 9 @ 3:17am 
event flogi_ideas.101 (emperial ambition idea group, 1st idea unlocks decision) grant prestige and country modifier konigreich_done, problem is modifier only adds yearly legitimacy for limited time so if u do that as republic or theocracy u get empty country modier
dmeyster Jan 8 @ 2:53am 
serpentspine ideas 4th (serpentsbeat) move speed on roads white text, 7.5% fire dmg is green
dmeyster Jan 7 @ 1:01am 
why cb_seekrieg (maritime war in game) is a thing? i think it came from original homebrew but still.. allows for weird wars ignoring colonial range etc.
TiGaL Jan 6 @ 11:38pm 
Is fabrication of claims to adjacent provinces or full state claims available? its uncomfortable to play serpinsine without them
T0RR4P Jan 6 @ 9:05am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3402051423

I made a probably working compatch for this and anbennar devpoints
dmeyster Jan 5 @ 1:12pm 
@Dowdpride Dwarven knowledge override adm tech file to add buildings, homebrew do same to add idea slots
Dowdpride Jan 5 @ 12:21pm 
Okay looks like the compatiblity patch they have posted on their page works, would recommend adding it to the playlist!
Dowdpride Jan 5 @ 12:17pm 
Figured it out @Anscylla its Dwarven knowledge that is causing the issue, removes the extra idea slots from the section for some reason
Dowdpride Jan 5 @ 12:00pm 
The new ideas are showing up, the slots are just restricted to the vanilla amount for some reason
Anscylla  [author] Jan 5 @ 11:56am 
Does HB ideas even show up or that event on start with "Welcome to homebrew"? If not, then mod is not probably active and resubing should help with that