Europa Universalis IV

Europa Universalis IV

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Dwarven Knowledge
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60.213 MB
Apr 27, 2023 @ 3:44am
Dec 23, 2024 @ 4:52am
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Dwarven Knowledge

Description
Anbennar Submod

Tested to be working with 1.37.5 steam release
Works in 1.36.x if it is needed.


- A total of 500+ Events, 13 monuments, 2 Mission trees, 2 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.

As the mod adds a LOT of new buildings, a buildings slots mod compatible with anbennar is almost required. I will put mine here but others work too: Anbennar Building Slots 22-24 ( you can add it mid-game, no problem )


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
- 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:
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 19/12/2024 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 for the code goes to myself alone. graphical assets are mostly my own edits of Anbennar’s assets, pinterest's or ai generated so I can't take the credit for them. Ideas are 85% mines and 15% your suggestions.

Let me know if you like the mod!
Popular Discussions View All (15)
143
May 31 @ 4:36am
Bug Reports
haito3200
58
Apr 5 @ 3:24pm
Suggestions
haito3200
3
Feb 5 @ 8:10am
Balgar Monument Province Locations
WheelyBoi
881 Comments
Yongmay Jun 14 @ 4:56am 
Thank you. I've already found it. I really like your mod and hope you can create more interesting works in the future.
haito3200  [author] Jun 14 @ 4:50am 
@Yongmay, it has never been in the province interface before. You can access it through the simple decision
Yongmay Jun 14 @ 4:34am 
May I ask where the interface of this exploration and research facility is?
I remember it was on the provincial interface before.
Fennec Grey Jun 8 @ 8:12pm 
Thx. Also I figured out how to get it back by clearing the country flag that the decision sets. Now I just need to check where the mod conflict is.
haito3200  [author] Jun 8 @ 7:20pm 
That is a common issue: you have a mod conflict, some other submods are overwriting topbar.gui, probably more alerts submod, relic submod without patch, the Chinese mod ( these are the ones I know, there are others )
Fennec Grey Jun 8 @ 5:42pm 
The metallurgy interface decision is gone somehow, how do I get it back?
haito3200  [author] Jun 3 @ 3:56pm 
If your unit’s redesigned equipment’s total cost is 35 (could be 30 or 40, I don’t remember exactly ) or higher you get that modifier. If you want to remove it, just redesign equipment with less costly parts. No other way
Ingle-Beez Jun 3 @ 3:24pm 
Hello, I've picked up "Equipment maintenance" modifier on my dwarf campaign, not sure how tbh, and it's restricting me from going over Force Limit. Is this something you could help with, if possible please?
haito3200  [author] Jun 3 @ 12:54am 
That error log is unrelated, just some interface errors.
Finding what is causing CTDs is always a bit tricky as the error log only shows non-fatal errors, so it doesn’t show what caused the crash 99% of the time
Vecs Jun 2 @ 7:23pm 
Ok I got the mod to work, but now the problem is I get this random CTD at certain date. If I go back to older save sometimes it just passes that date and comes back later. I checked the error logs and this came up every time.

[windowtype.cpp:809]: Guitype 'naval_defense_icon' already exists in windowtype 'new_buildings_entry'. file: interface/macrobuildinterface.gui line: 2383
[persistent.cpp:88]: Parsing Error. File: "interface/provinceview.gui", Error: Unexpected token: max_slots_horizontal, near line: 2982, Last good read: Orientation=UPPER_LEFT
[persistent.cpp:88]: Parsing Error. File: "interface/provinceview.gui", Error: Unexpected token: max_slots_vertical, near line: 2983, Last good read: Orientation=UPPER_LEFT

First one is Dwarven Knowledge mod, I checked the mode file and found that exact line at 2383.
Second and third are the extra building slot.

Any idea how I can avoid this CTD?