Europa Universalis IV

Europa Universalis IV

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Anbennar - Cannorian Monuments
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2.503 MB
May 22, 2022 @ 1:49am
Aug 1 @ 3:30pm
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Anbennar - Cannorian Monuments

In 1 collection by Sorge_
Anbennar Monuments
3 items
Description
This is a submod for Anbennar: A Fantasy Total Conversion that adds new monuments for the continent of Cannor, as well as a few monuments beyond (mostly in Northern Salahad).

The vast majority of the monuments are inspired by actual built (or planned to be built) wonders, temples, monuments, projects, and buildings from the lore, idea descriptions, and mission trees of the nations within Anbennar.

I have generally decided that the best way to allow the monuments to be build and their effects to be received is to have them be restricted based on a culture or accepted culture basis. I find this to be a good balance between extremely strict restrictions (such as requiring it to be a certain year, or a certain mission in a tree to be completed) and extremely light restrictions, aka nothing, which makes getting the effects of monuments alien to your own culture and religion too easy in my opinion.
This way, while it is still possible to gain the effects of around 80-90% of the monuments in game (some specific religious monuments are locked to certain religions), it comes at a cost of requiring the culture to be accepted, and the vast majority of empires will run out of accepted culture slots before they run out of monuments, therefore giving the player a (potentially difficult) choice of if they want to accept an otherwise low development culture for a specific monument, vs accepting a bigger culture that has a less desirable monument, and so on.

Monuments (in general, not just the ones from this mod) require a new game to be started for them to appear in their respective provinces.
MONUMENTS REQUIRE A NEW GAME. YOU CANNOT ADD THEM TO AN EXISTING SAVE.

The monuments tend to make the game *easier* for the player, as it adds more overall possible buffs. How significant the buff depends on the region and nation. I have tried to balance the monuments so that they are approximately as powerful as vanilla eu4 monuments. It is recommended (but by no means required) to either turn Great/Mythical conquerors on in the Anbennar setup, or to play on a harder difficulty.

I do actually write changelogs, so do check there at the top of the page for updates on what's changed in the mod between versions.

If you have more specific or longform questions or comments about the mod, I am in the Anbennar discord as sorge_, feel free to message me personally or in the submodding channel.

The list of monuments is below. The name in parenthesis is the nation that owns the province the respective monument is in at the 1444 start date. It is not an actual part of the monument's name. The list of monument effects is too long to fit in steam's mod description, but a link to it is here: https://textuploader.com/t1pe4 (this list is slightly outdated as of June 21st, so don't take it as gospel. Its about 90% accurate though still.)

Mustering Grounds of Freecestir (Arbaran)
Castle Gaweton (Gawed)
Bayvic, Grandest City of the Reach
Icewind Palace of Commerce (Celmaldor)
Toref Citadel (Eborthil)
Staple Port of Konungrhavn (Bjarnrik)
Beepeck, The Largest Small City
Grand Exchange of Damescrown
Temple of Ara (Ara Temple)
Nathalaire, City of Pirates
Portroy Merchants Guild (Portnamm)
The Guild of Trapsmiths (Bluescale)
The Dragonhoard (Bluescale)
Imperial Palace of Anbenncóst
Port Munas, The Little Anbenncóst (Moonhaven)
Silver Spires of the Silver Moon (Silvelar)
The Hall of the Gallant (Menibór)
The Moonmount Library (Damish Temple)
Temple of the Highest Moon (Damish Temple)
Giberd Academy of Engineering
Temple of Ryala (Ryalan Temple)
Seinathil Institute of Song
The Imperial Archives (Konwell)
Vanbury Steel Foundry (Telgeir)
Temple of Munas (Ibevar)
The Ebonsteel Armory (Urviksten)
Hammerhome Artificers Guild
Mage Academy of Lorentainé (Lorent)
New Adea Naval School (Lorent)
Westport, Gateway to Aelantir (Deranne)
The Temple of Minara (Minaran Temple)
Grain Port of Koroshesh (Elizna)
Zornarakel Naval Shipyard (Elizna)
Great Library of Aquatbar (Marblehead)
Temple of the Elements (Deshak)
Ekha Harbor (Ekha)
Dasmati Halls of Reverence (Dasmatus)
The Feather Academy (Marrhold)
Esthíli Academy of Magic
Deepwater Harbor of Sorncell (Celliande)
Escanni Academy of War
Longlance Knights Academy
The Imperial Dockyard (Neckcliffe)

Manual google drive download for GOG/Epic users: https://drive.google.com/file/d/1c-XVWwk0Hdld-MdzEMysZ7tr-tjGz19D/view?usp=sharing
place in C:\Users\(Your Username)\Documents\Paradox Interactive\Europa Universalis IV\mod. While I try to make sure the manual download is the same version as the steam download, sometimes I forget, so forgive me if it's a version behind.
Popular Discussions View All (2)
0
May 22, 2022 @ 2:33am
PINNED: Complete list of monument effects
Sorge_
0
May 22, 2022 @ 2:30am
FAQ
Sorge_
297 Comments
Hérault Gabriel Aug 12 @ 4:09am 
aww ok fair
Sorge_  [author] Aug 11 @ 4:21pm 
@Hérault Gabriel pyramids are in vanilla anbennar now, they are built by the Khet, the pyramids (from this mod) would just duplicate the concept so they're staying removed
Hérault Gabriel Aug 11 @ 1:37pm 
Since crash seems to have calm down, will we see the pyramids again :o ?

They are a cool addition :D
COPER Aug 10 @ 6:57am 
Resubscribing seems to have fixed it, I've now made it to 1600 without a single crash.
Sorge_  [author] Aug 8 @ 4:40pm 
@COPER does crash still happen if you unub and resub to the monument mods?
COPER Aug 8 @ 11:08am 
Crash seems to still happen but it's not religious war related seeing as I'm now in a crash loop in january 1573 about 11 years after religious war ended in my campaign.
Hérault Gabriel Aug 6 @ 6:06am 
no more crash now or are we still cooked ?
Sorge_  [author] Aug 4 @ 3:01pm 
@Shakril new game is required if you want the monument to show up
Shakril Aug 4 @ 7:17am 
Question to the Bladeskeep monument:

With the latest updates, the Anbennar Vanilla Mod has introduce new Monuments, including the one for bladeskeep. This mod had a monument in bladeskeep, which you removed because of the vanilla patch. In result, the Monument disappeared in my current playthrough. The question is: Do i need to start a new game to have the bladeskeep monument or can this be fixed?
Antares Aug 2 @ 4:35am 
To clarify, it first crashed somewhere halfway through 1580, then I tried just loading the autosave but it turned out it also instantly crashes on loading. Loads fine now though.