Europa Universalis IV

Europa Universalis IV

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1.490 GB
Apr 22, 2022 @ 1:58am
Apr 13 @ 7:14am
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In 1 collection by Vaass
Criers of Tellum mods
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Description
Changelog Wreath of Stars Anbennar Version 0.2.8 "Phoenixfire"

Anbennar changes (Based of Anbennar Bitbucket fork from the 30th March 2024)
- Completely reworked how nations are concepted across all of Cannor continent
- Nations now have Tiers:
- At tier 1 a nation is a minor duchy with limited holdings (Examples: Madelaire/Eilisin/Rubenaire at the start of the game)
- At tier 2 a nation is a kingdom with regional significance (Examples: Deranne at the start of the game)
- At tier 3 a nation is an empire rank nation, one of the biggest and most important countries in the world (Examples: Lorent, Gawed)
- Some nation and their idea sets may be limited to some tiers (Examples: Deranne (Tier 2 and 3), Lorent (Tier 3)
- Completely reworked ALL national ideas for every single nation on the Cannor continent
- Every national idea set now is made up of two parts:
- The culturally shared ideas (Tradition 1 and 2, Idea slots 2,4 and 6)
- The unique national ideas (Idea slots 1, 3, 5, 7 and Ambition)
- The national ideas of a nation can be affected by it's current tier. (Examples: "Minaran Temple" with Tier 1, 2 and 3)
- At tier 1, the first national idea increases the Manpower Recovery Speed by 10%
- At tier 2, the first national idea increases the Manpower Recovery Speed by 15%
- At tier 3, the first national idea increases the Manpower Recovery Speed by 20%
- Some national ideas may be unaffected by an increases of tier, due to balance considerations
- 30+ new formable nations exist across Cannor, utilizing this new idea system and allowing a balanced
- Many of these are decisions to reform nations that already existed in the previous Anbennar lore, with their new and reimagined idea sets (Wex, Wesdam, Verne, Roilsard, etc.)
- Forming a new nation allows you to chose between upgrading your previous set of ideas or adopting a new set of ideas
- Completley reworked the the starting situations across multiple regions of Cannor
- The Lilac Wars have devastated large parts of Cannor and new events have been added to give more depth to this
- Lencenor:
- All wine-lords in Lencenor now start as Appanages of Lorent
- Escann:
- All provinces in Escann were settled and the countries were formed
- Native mechanics and gameplay have been completley removed from Escann
- Development and trade goods were rebalanced and are no longer random in Escann
- Added 20+ new provinces across Cannor continent
- Notable: Darawan's Folly, Damesear areas, Deepwoods
- Added 20+ new tags (Escanni remnants and Adventurers, Flamemarked Gnolls, Lencori minors)
- Notable:
- Camdrean Company Vampire Adenvturers in Escann
- Flamemarked Gnolls Playable Gnolls in Darawans Folly
- Renamed 20+ nations to better represent their cultures and claims, for example "Wesdam" -> "Aleceria"
- Reworked Culture Groups across Cannor, to more accurately represent their lore and emphasize cultural differences
- Nations with their starting capital in Escann subcontinent are now unable to join the Empire of Anbennar until 50 ingame years have passed since the beginning of the game
- Reworked the general reforms and the later Decentralization/Centralization branches of the Empire of Anbennar
- Removed Naval Engagement Width and +1 Diceroll off of owned coast across all ideasets #TODO
- A variety of minor changes or additions affecting:
- Trade goods
- Trade zones
- Cultures & Culture Groups (Tretunics are now human)
- Terrain
- Government reforms across Cannor (Free Cities, Escann)
- Mission Trees (Wex, Pearlsedge)

General Changes:
- New WoS designed Idea groups
- New WoS designed Policies
- A custom and expanded generic MT, available to all nations and balanced for MP #TODO
- You can now chose to keep your country name and country or take the new name and color, when forming a nation
- Recruiting Generals no longer gives 1% Army Professionalism
- Reworked the scaling bonuses from Army Professionalism to now scale from:
- At 0% Army Professionalism
- +15% National Manpower Modifier
- +33% Manpower Recovery Speed
- +15% Land Forcelimit Modifier
- -5% Discipline
- At 100% Army Professionalism
- -50% National Manpower Modifier
- -33% Manpower Recovery Speed
- -33% Land Forcelimit Modifier
- +10% Discipline
- +33% Siege Ability
- Possible Condottieri +100%
- +33% Land Fire Damage
- +33% Land Shock Damage
- General Cost -50%
- +50% Reduced Morale Damage Taken By Reserves
- Army Drill Gain Modifier +100%
- Regiment Drill Loss -50%
- Reworked Estate Priviliges that previously gave monthly mana, across all estates. Now there is a single exclusive +1 ADM/DIP/MIL ruler skill privilige you can have active at any one time.
- Reworked scaling bonuses from Absolutism, at 100 Absolutism the bonuses have changed as follows:
- Admininistrative Efficiency from 30% to 25%
- Discipline from 5% to 10%
- Global Tax Modifier from 0% to 50%
- Being over Forcelimit means you pay x4 times as much upkeep per unit, up from previously x3 times as much
- You can now be up to -999 mana in debt for ADM and MIL mana, as previously this was only possible for DIP mana
- Alliances are now possible regardless of relations between countries
- Enforced 1/1/1 idea ratio between adm/dip/mil idea groups
- Minimum maintenance for land and naval units was doubled
- There are now a total of 15 great powers, instead of 8
- Changed the UI to accommodate for this
- Military leaders and rulers turned to leader should live significantly longer now
- Changed a state edict from -10% local development cost to -10% local construction cost
- Completely reworked the vanilla generic MT to make it viable and fun in multiplayer
- Made the WoS generic MT compatible across all currently implemented generic mission trees
- Players now have the choice to pick between a nations MT or the new generic WoS MT when they first select a nation
- Halved all sources of All Power Cost Reduction across vanilla and Anbennar, with the exception of Golden Era and Innovativeness
- Halved all general sources of Advisor Cost Reduction and specific Advisor Cost Reductions. Individual 25/50/75% Advisor Cost Reduction has been preserved.
- Partially Rebalanced Artificer inventions to be more in line with WoS-idea power levels, completion pending
- Edited the national ideas of numerous player nations, with the purpose of balancing them for multiplayer
- Discounted Advisors have been made more expensive (50% -> 25, 66% -> 30%, 75% -> 35%) #TODO
- Forcelimit buildings now give Forcelimit variably on development #TODO
Cannorwake specific changes:
- Disabled the mage estate & estate magic
- Disabled ruler magic
- Removed all starting war wizards
- Enabled the artificer event to pop up within the first three months of chosing a nation, including monsterous tags. Tags that do not have estates continue to not have artificers until they become available. Monstrous nations with estate also gain the Artificer estate.
26 Comments
Vaass  [author] Apr 24, 2024 @ 2:32am 
Not meant to Singleplayer on.
Vaass  [author] Apr 24, 2024 @ 2:32am 
@EasyCo

Its an MP mod for a server.
vimba  [author] Oct 24, 2023 @ 2:19pm 
@EasyCo what events?
EasyCo Oct 16, 2023 @ 12:27pm 
Yeah 100% wouldn't recommend. Used the console to speed things up while trying to figure out what exactly this mod does, and then I get hit by events attacking me for using the console.
Aellex Oct 16, 2023 @ 4:48am 
Is it normal that most building slots have errors in them ? Also, I've noticed that the game keep on crashing when playing Gawed. :/
EasyCo Oct 15, 2023 @ 2:37pm 
Is there any place I can go to find out what this does? It's several hundred MBs larger than Anbennar mod on steam, and yet the only description is a vague mention of "Various changes." No description, no change notes, and the only image provided is a single (neat looking) cover image.

What does this do exactly?
Vaass  [author] Sep 3, 2023 @ 4:17pm 
Yes
Reephy Aug 30, 2023 @ 10:52am 
Can it be played rn?
Vaass  [author] May 13, 2023 @ 2:07pm 
M4hiru, yes, our camp rn requires damestear to have the estate
well2play May 12, 2023 @ 8:52am 
Are you supposed to not have mage estate?