Europa Universalis IV

Europa Universalis IV

Homebrew - Silvertaped
400 Comments
Baligdur 4 hours ago 
Impressment Office is still not there.
Zeeron_Avino 18 hours ago 
Say again. Can't get Homebrew inventions from artifisery events. event homebrew_idea.18 for example
Anscylla  [author] Jul 15 @ 6:54am 
Fixed
Baligdur Jul 15 @ 1:23am 
The mod removes Impressment Office from the game. Instead of there is placeholder building that does nothing and cannot be build.
Tiger Jul 14 @ 4:04pm 
thank you for promptly adressing it! i love this mod a lot and the idea groups make anbennar way more engaging personally. good work bro <3
Anscylla  [author] Jul 14 @ 3:48pm 
Fixed refund (I hope)

also added to assimilation and nationalism ideas, some free focusing and purging
The Red Knight Jul 13 @ 3:09am 
i`m agree. refunding mp doesn`t works.
Anscylla  [author] Jul 12 @ 8:09pm 
Ohh, racial menu is now built on "custom gui", but old way of dealing with it was left in files, that's why I didn't noticed that something THAT importat has changed. I'll check how does it works, maybe I will come up with something interesting for that idea, in exchange for that 2.5 admin eff which was just to partialy refund loss of admin eff from purging
Tiger Jul 12 @ 5:02pm 
the refund of mana points on selecting a racial interaction in the new racial menu doesn't seem to work for the nationalism ideas 2nd idea. Development does increase when a minority is purged still, but i still had to pay 100 admin points to enact the purge edict/button click/whatever its called.

i was playing Duran Blueshield and was purging the Orcs after getting nationalism's 2nd idea as a meta strat id developed. the only other submod i have is ages reformed for anbennar.
Anscylla  [author] Jul 10 @ 5:36pm 
I'll get to Silverdoged tommorow, I mean today, gotta sleep sometimes

Also if there are any compatibility mods for HB, about which I don't know, tell me, I'll add them to the description
Anscylla  [author] Jul 10 @ 5:35pm 
Everytime there is an update, im basically checking every thing that homebrew introduced, and that's not even all of them :steamhappy:
Anscylla  [author] Jul 10 @ 5:33pm 
Update is out. I couldn't test it properly in game (only with console), I will apprecieate feedback after playing for 100 or 150 years, soo:
Does artificer's capacity is doubled from relic with artificery ideas?
Does assimilation idea give proper bonuses from minorities?
Does nationalism idea makes racial interactions free?
Does government ideas (aristo, pluto etc) works properly?
Is racial menu always working?
Does absolutism reduction from court ideas work properly? (and to an extent, superiority of the state gov reform)
Does mercenary ideas feel underpowered?
Does "can create client states" fit as finisher in influence ideas?
Does new decision to show provinces excluded from adjacent fort penalty makes any issues? On top of that, does information provided by that decision, match what's happening in reality? (applying modifiers, and highlighting such provinces are 2 eniterly independent systems so there might be some problems)
Anscylla  [author] Jul 10 @ 5:33pm 
Does ramparts, stacked with mage towers and defensive + fortress ideas combo with fort on dwarven hold, with magic fort (as kobold), seems fair? (probably not, but that's peak of engineering)
Is there any problem with advisors?
Are artificer inventions working on tier 2-3 + unique and cultural?
Is there any problems with events regarding migrations?
Are there problems with buildings in general?
(i know that there is some weird interaction with insta building for sailors, with conscription ideas + highseas combo, but I couldn't find out why, Ovdal Tungr game??)
Is there any problem with factions?
I've threw some modifiers around, in mil ideas, regarding forts being too weak, so, is now leaning into defensive ideas even worth (countries with any MT's and defensive bonuses are favoured anyway) on every country, or you can just get offensive and don't think about that?
Anscylla  [author] Jul 10 @ 3:50am 
https://github.com/Anscylla/Homebrew-Silvertaped/commit/3843fe6bb6d0bc94f3615f2b37cbf9c471988a6a

[*]

I still have to check every file by hand, separately, if I didn't fck up something during taking updates from anbennar, then check ingame if everything HB related works (like, bonus from assimilation ideas, can fck up race menu so it won't work entirely) aaand then, if everything is fine i'll update
The Red Knight Jul 9 @ 7:23pm 
we still waiting for update :WHII_Money::2016villain:
coom snorter Jul 8 @ 11:28am 
<3 :slimehappy::slimehappy::slimehappy::slimehappy::slimehappy:
Anscylla  [author] Jul 8 @ 5:40am 
Tommorow I'll get to it
coom snorter Jul 7 @ 4:38am 
anscylla my goat please update :mailedfist:
MrBeemo Jul 5 @ 1:53pm 
Currently not, at least as far as orcs are concerned
Typical_Name Jul 5 @ 12:35pm 
This was working more or less fine, as far as I could tell, on the previous Anbennar version, but as of today there is now new Anbennar version. I wonder if it will still be compatible.

If it's not, I suppose one could always download the older Anbennar versions from github manually.
Cube0fDestiny Jun 30 @ 2:41pm 
you uploaded .git folder together with the mod, I'd recommend to remove it, save 6 mb of disc space for everyone
Muggel Jun 12 @ 7:00am 
will this mod get be made compatible to the upcoming main mod update when it is released?

Love the mod by the way. I remember Trying to make the old mod this is based on compatible before you mad this one... Huge respect for actually being able to make it work.
Mediocris Jun 11 @ 11:07pm 
update it pls
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 Warlock 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 Warlock 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 Warlock 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 Warlock 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 Warlock 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?