Europa Universalis IV

Europa Universalis IV

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Anbennar - Cannorian Monuments
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2.376 MB
May 22, 2022 @ 1:49am
Apr 28 @ 1:18pm
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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.

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_
253 Comments
Fytt Apr 28 @ 1:40pm 
Yeah, update rate is crazy, but damn that was fast on your part too. Really great work you do with these submods and the effort you do to maintain them is greatly appreciated.
Sorge_  [author] Apr 28 @ 1:19pm 
@Fytt ya sure it's now a t2 effect on toref, I can't keep up with all the MT changes lol
Fytt Apr 28 @ 8:45am 
to clarify, because i forgot to proof read, i think it will be an infuriating revelation that you are forced to take the island when you thought through your missions you could just raid eborthíl.
Fytt Apr 28 @ 8:24am 
@Sorge_
Xanzerbexis' missiontree (dunno if it is out in public yet) has a clause on the mission "Strangle Their Trade" which goes as follows:

All provinces in the Isle of Tef area:
One of the following must be true:
Owned by Xanzerbexis
Have a Naval battery
Have the province modifier Raided coast

This is an issue with Toref citadel, as this blocks Coastal raids (referenced as slave raids) The mission is still completable, but as the country is already hard and has just been asked to conquer all of busilar i would consider it fair to set starting tier of Toref citadel at 0 or give the coastal raid block at tier 2. Does this sound reasonable?
Sorge_  [author] Mar 4 @ 8:39am 
I have no idea if they've changed it, it used to be marcher.2 or something similar
ewobmrk Mar 4 @ 5:31am 
@Sorge_ can you send the event id that changes culture to Esthili
Elvenshae Feb 26 @ 2:22pm 
Ah ... I've (somewhat?) recently formed Esthil and am still Aldresian. Maybe I just need to wait a bit, then! Thanks!
Sorge_  [author] Feb 26 @ 12:12pm 
@Elvenshae Esthil changes its culture to Esthili (which is Escanni) once they form it via an event. The point is to lock the monument until you've gotten that event, since that reflects the transformation from adventurer to nation. If the event doesn't fire that's a base anbennar bug, my monument mods do not touch the event.
Elvenshae Feb 26 @ 9:28am 
Hi, @Sorge_! I love your monuments mods collection. Quick question and sorry if I missed this already, but the Esthili Academy of Magic in Camircost can't be built unless you're Orcish, an Escanni culture, or Moon Elven. (In the most-recent patch?) The default culture for Order of the Iron Scepter / Esthil is Aldresian, which in the Anbennarian group. So, Esthil can't build their own magic school. Any chance of an update?
耶尼切里 Jan 5 @ 2:54am 
If you don't have a crash archive . It can be difficult to find bug of Monuments