Europa Universalis IV

Europa Universalis IV

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Anbennar MP modified
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1.401 GB
Mar 24, 2023 @ 1:14pm
May 26 @ 6:45am
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Anbennar MP modified

In 1 collection by BERTUS
bertus
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Description
This mod tries to balance anbennar for MP (já).

What does this mod include?

· Several mods or parts of mods have been used and adapted, and some mechanics or ideas are brought, among others: Anbennar (duh), Expanded series (ideas, buidlings), UI artemis, Anbennar Expanded, Gecko; I am thankfull for the work of the creators and contributors of these mods, each one of those deserve credit.

· Additionally there have been several overhauls (by myself) on different sectors such as:
- Estates: removed generic estates except mages, adventurers, and some others; now each race has its estate that represent the interactions of these races with the State, and also replace racial admin/military
- Overall military balance: reworked special units: Battlemages/National Elite/Undead/Peasant Regiments
- Trade Nodes: Cannorian trade nodes have been reworked,
- Map: added several provinces on Cannor, added Navigable rivers
- Empire of Anbennar reforms reworked on 3 separate lines: estandar progress, reform growth & empire unity, and empire federal/imperial debates (via incidents)
- New Monuments
- Ideas & Missions rebalance


· This mod does not require additional mods.

· We are playing mainly on AbsoluteHabibis Server, maybe more than 1 campaign is possible, Come Join! https://discord.com/invite/aDfwx9r

· Any Contribution will be appreciated: patreon.com/user?u=25955807
56 Comments
Deldae Mar 3 @ 11:18am 
Yeah we have the same issue with our MP save. Is it easy to fix the savegame?
alexanderyou Feb 28 @ 5:38pm 
Oh also the bar in the "Races and Estates" tab under the diet buttons has an invisible box covering the bottom 2/3 of those ui elements.
alexanderyou Feb 28 @ 4:11pm 
Huh ok, so the normal unit unlocking I had yesterday was the bug then lmao
The reasons make a lot of sense too
BERTUS  [author] Feb 28 @ 3:52pm 
The unit types are meant to be few. The tech scaling effect wil be only from in/cav/art shock/fire; and not pips anymore. Unit type will be used as tactical selection more than before or vanilla, against shock focused countries a Guard unit can be used, against fire a Regular or some other type.
This is ment to make :
- A more depth unit selection instead of using the few types the tech allows
- Remove a factor in some racial power progression
- Easier to balance
- Easier to mod
- Removing issues with nations with more than 1 racial recruitment (51% elven military got elven pips, a 49% elven miltiary would get human pips or whatever other race would be)

Prepatch saves wont have bse units because of how savefiles work, that can be fixed on the savefile, dm on discord if need help about that. New games most races will have 2-4 unit types, and get maybe 2 at tech 17 (or something close to that). Gnomish tanks will be fixed next patch
alexanderyou Feb 28 @ 3:04pm 
After loading a save file, I got the same issue that Blaze had where all the unit types disappeared until mil tech 17, and once I did that I could only pick between the tech 17 infantry and the tech 1 infantry, which had the same pips.

After reloading the game and starting a new nation, I now still have the same issue. I checked around and every nation has the same problem, with slightly different units. The only thing that stood out is the centaurs, where they had tech 1/8/17 cav, with the tech 17 unit called "NEED NAME".

The only other mod I have active is one that adds a few triggered modifiers, everything was working yesterday and it doesn't work today even with no mods. No mods or game updates have occurred, and it doesn't work anymore. I'm going to try completely deleting the mod and redownloading it to see if somehow that helps.
Blaze Feb 27 @ 1:00am 
We figured it out, just need to give ourself mil tech 17, because when we hit 13, we are stuck.
BERTUS  [author] Feb 26 @ 12:21pm 
you should be able to get the regular units. not sure why you cant. the update changes that so all units from all races ahve same amount of pips. didnt know there were anyone making lobies with the mod. tell me if so, so I can make a fork or anounce just in case.
Blaze Feb 26 @ 4:55am 
Quick question, we started a small lobby, after the update we cannot upgrade/build new land units. Not sure if fix is planned for that?

p.s we gave max mil tech, which worked for some countries but not for others
KillerKlown Feb 8 @ 5:35am 
Nevm just figured it out
KillerKlown Feb 8 @ 5:20am 
We have a small MP lobby and cant seem to get any army reform progress, is there something we are missing?