Europa Universalis IV

Europa Universalis IV

30 ratings
Anbennar - Dev Points Compatch
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.732 MB
Aug 19, 2024 @ 6:36am
Oct 26 @ 12:30am
8 Change Notes ( view )

Subscribe to download
Anbennar - Dev Points Compatch

Description
Development Points + Anbennar Compatch

THIS MOD REQUIRES BOTH DEVELOPMENT POINTS AND ANBENNAR TO PLAY.
Updated to Anbennar's "The Final Empire" update.*
(see known bugs.)

Adds all the buildings, keeping most of the balance changes of Development Points with all the extra stuff Anbennar has so the mods actually work together.

Known bugs:
- Noticeable: Advisor's religion UI is borked, displaying utter mess instead of actual religion icon. Trying to find a fix, as the religion UI breaks ONLY there, not anywhere else.
- Minor: Province UI isn't perfectly adjusted to accommodate one extra manufactory - not gamebreaking, just a little annoying at most.

To-do features:
- Noticeable: Make Anbennar's estates provide same dev points boni/mali that vanilla estates do.
- Noticeable: Dwarven mechanics are a little scuffed when it comes to dev-points due to holds' excessively high dev cost once you're near the cap. If you're going wide this doesn't pose an issue, but if you plan to stay limited in your conquests it may pose a problem. Some adjustments are planned (extra +flat modifier for depth of a hold? a buff to adventurers? extra dev points if you aren't in control of several holds? earning dev points from expeditions?), none of the numbers are set in stone.

Incompatibilities:
Same as base mod and Anbennar - anything that touches techs, ideas, buildings or UI (Doge's Anbennar/Dwarven Knowledge) will almost certianly break, at the very least. A lot of unrelated mods that try and 'touch up' mechanics without extra compatch will also break/overwrite changes.

Credits:
Harbivore and BT team - the original mod
Anbennar team - the other original mod
50 Comments
Novolone Oct 26 @ 7:48pm 
hero
Nuq  [author] Oct 26 @ 12:45am 
I have finally updated it!
All of the bugs brought up here (incompatibility in mil tech and racial tolerance/military menus not opening, + brahmins appearing out of nowhere) ought to be fixed now.

I'll run a quick game over next few days to see if any bugs emerge, keeping track of this thread once more.
generalRUS Oct 19 @ 12:21pm 
@Dinotobias thanks
Dinotobias Oct 17 @ 2:21am 
@And7rew If you go to the mil technologies file for the compatch and replace all the units with the one from normal anbennar, then they all get their units back

@generalRUS idk how to fix the button, but you can use event racial_pop_misc.1 to open a more basic but still workable version of the tolerance menu
Trash at **** Oct 15 @ 2:17pm 
I don't know if it's the loading order, but I can dev up my provinces as long as I have mana. However, deving them doesn't consume mana... so I can just keep devving as long as I have more points than the cost.
generalRUS Oct 11 @ 10:26am 
Does anyone know a fix for the racial tolerance menu not opening?
And7rew Oct 11 @ 7:08am 
What needs to be done to fix the armies of Orcs, Goblins, and Gnomes so they can produce units again? I also noticed for the submod "Planes of Anbennar" all the new nations it adds also lack army units. What file needs to be changed and how?
Dinotobias Oct 1 @ 3:22am 
Issue with Orcs and Goblins is that Anbennar slightly reworked the names of some units, and these new names aren't in the dev points mil tech file, so they can't be built (Which in this case include orc and goblin units). Its a very quick change
Randgrith_Raven Sep 28 @ 2:39pm 
Seems to be an issue where orcs and goblins aren't able to create military units.
Nuq  [author] Sep 27 @ 6:04am 
@Shadow A known bug with compatch in particular, I am trying to fix it but currently all my attempts lead to the whole system not working, hopefully I can get it fixed in full soon.