Europa Universalis IV

Europa Universalis IV

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Dwarven Knowledge
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95.920 MB
Apr 27, 2023 @ 3:44am
Jul 17 @ 4:25am
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Dwarven Knowledge

Description
Anbennar Submod

Tested to be working with 1.37.5 steam release


- A total of 500+ Events, 13 monuments, 2 Mission trees, 3 special units and many other things.

General Content for both Dwarves/non-Dwarves, featuring:

- Metallurgy System: while developing Caverns, Mountains or Highlands you will find various different Metals
If you are Dwarven you will be able to find many Metals, Blueprints and Ancient Runes while exploring Dwarven Holds.
If you are NOT Dwarven, you will be able to research your own Blueprints and Enchantments.
Once a certain part of the mission tree is done, you will be able to forge custom equipment for each of your unit types (infantry, cavalry, artillery) using a combination of these 3 things and obtaining Military Buffs relative to the quality of the selected components, but keep in mind High Quality = Great Buffs but also High Cost.

- Alloy Forge: If you are unsatisfied by the Metals you found you can creat your own Alloys thanks to the Alloy Forge

- A Mission Tree: available for every NON dwarven nation. This is in addition to whatever mission tree your nation has, be it from main anbennar or another submod.

- Secondary Technologies: Technologies not represented by Administrative, Diplomatic or Military but by other types of knowledge. These include Arcane Arts, Metallurgy, Alchemy, Medicine, Mechanics. You can obtain experience for each of these technologies through having certain buildings or, if you are dwarven, by finding blueprints and runes in the serpentspine and reverse engineer. Once a certain amount of exp is accumulated you will be able to level up the relative tech lvl through the Metallurgy interface

- Arcane Buildings: Buildings which require Secondary Technologies, Elemental Magic, Steam power or even Electricity, to be built. Some give Secondary Technologies Experience.


Dwarven Content, featuring:

- A Mission Tree: available for every dwarven nation in the serpentspine. This is in addition to whatever mission tree your nation has, be it from main anbennar or another submod.

- Hold Exploration: The possibility to explore dwarven holds. Every single Dig Level (except the 1st) can be explored and many things which were left behind by the ancient dwarfs and their enemies can be discovered. Every exploration team you send has a certain amount of risk involved and this risk increases steadily the deeper your Hold goes.

- A Research Facility: Once your exploration team has completely surveyed a Dig Level, you will be able to build the Research Facility in your Capital Hold. This institute will help you uncover the many mysteries the serpentspine has left for your dwarfs. Ancient Dwarven Knowledge in particular will gain a whole new level of importance.

- A New Estate: Runesmiths, A bunch of mages, scientists and artisans working for the Research Facility. A decision to enable the estate will become available after the establishment of the Research Facility in your capital. Runes, Inventions, Groundbreaking discoveries and ancient knowledge is but a part of what you will find.

- Some flavorful events regarding the stories and peculiarities of each hold. These events are unlocked during exploration and are maybe the most appreciated part of this mod. You do not need a particular tag or capital to unlock them and you can "collect" them all in a single run. Here is the list of Holds which currently have a good amount of unique events:
List of Holds With Unique events



This mod also chages the max number of personalities from 3 to 4.
Ai is able to use most things.

Compatibility

Very few files were overwritten in making this mod:
- topbar.gui
- macrobuildinterface.gui
- provinceview.gui
- adm.txt
- 00_buildings.txt

This means it will work with every other expansion/flavor pack/monument mod/… out there.
There are issues with mods adding Buildings/ideas and with Guibennar

- Patches list ( they probably don't work for now, as mod authors still need to match the newest update ):
Patch for Relics of Anbennar
Patch Doge's Ideas
Patch Doge's Trade Goods
Patch Homebrew Silvertaped
Patch for all dwarven MTs combined

Tested to be working in 1.37.* with 06/07/2025 Steam Anbennar.
It works with BitBucket as well.
Tell me if you encounter issues.

Q&A

- Is this mod save game compatible?
- NO

- Which Anbennar version should i use with this mod?
- It works with both Steam and BitBucket versions of Anbennar.

- What is this mod compatible with?
- Monuments mod: yes
- flavor packs: yes
- mods that add provinces: yes
- mods that edit the map: yes, as long as they do not delete the Hold terrain type.
- mods that rework Anbennar: yes, as long as they haven't destroyed the Hold's mechanic, terrain type or the serpentspine continent.
- graphical/new interfaces mods: NOT without patches:
Patch for Relics of Anbennar
- Idea/Building Mods: NOT without patches:
Patch Doge's Ideas
Patch Doge's Trade Goods
Patch Homebrew Silvertaped
- All Dwarven Mission Trees Combined: you have to use this patch:
Patch for all dwarven MTs combined

- What if i don't play on steam?
- There is a link on Anbennar discord, in the submodding section, to manually download the mod. I don't update it often so feel free to ping me if you want it updated.

For a fast answer or just beacause you want to:
Discord Server[discord.gg]

This mod is still a work in progress. It is 100% usable and i will not upload anything without having playtested it a bit, but i still have a lot of things left to add.
English is not my main language so there could be some mistakes.

Credits

haito3200 - myself, made most of the mod
dmeyster - AI images, development discussions on the mod and testing/balancing
Jothell - coding discussions, error hunting, code optimization
Tam - Writing and suggestions
Lord Admiral Farsight - Writing and suggestions
AmyClaraRose - Discord Admin and one of the first supporters of the mod

A special thanks to all the members of the Discord Server[discord.gg] who haven't been mentioned on this list

Let me know if you like the mod!
Popular Discussions View All (15)
151
Aug 1 @ 5:13am
Bug Reports
haito3200
59
Aug 3 @ 6:53pm
Suggestions
haito3200
5
Oct 30, 2024 @ 8:30am
Artificial Mage Ruler
Sottom
976 Comments
Primo Zerajo Aug 8 @ 1:55am 
@haito3200 Legend! Take your time
haji818 Aug 7 @ 6:21pm 
@haito3200


Thank you so much for this mod, honestly i cannot play a dwarf game without it. Hope the IRL stuff isnt to hard and your able to relax as well!

Oh, and thank you for the monuments as well too :)
haito3200  [author] Aug 7 @ 3:13pm 
Sorry, I had some issues during implementation and some irl issues requiring attention.
If everything goes as planned the update will be out in 3, max 4 days.
To make up for it, I have added a total of 7 dwarovar wonders, between reworked content and completely new ones.
Primo Zerajo Aug 7 @ 12:11pm 
Unironically hyped for the update, do you know when it will be out?
Krosani Aug 5 @ 11:51pm 
No, you can still see them, just disable public forks guisubmod event that hides the races
haito3200  [author] Aug 4 @ 9:18am 
Then I guess this is not public fork compatible anymore unfortunetely
ᛣ Munin ᛉ Aug 4 @ 9:14am 
In Anbennar fork there is small icons on the province terrain picture showing races, it is gone with the building slot mod.
haito3200  [author] Aug 4 @ 9:04am 
As long as the province modifiers remain just province modifiers the province UI changing doesn't affect them.

I am honestly not sure if Anbennar public fork changed how races are handled recently, but everything works as intended on the steam version
ᛣ Munin ᛉ Aug 4 @ 8:58am 
This issue is also seen on using this mod + public fork, it is due to province modifier changes.
ᛣ Munin ᛉ Aug 4 @ 8:57am 
It is your anbennar building slot mod causing the issue, It is most likely due to your changes to how modifiers are displayed.