Europa Universalis IV

Europa Universalis IV

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Alien Anbennar Estate Ideas
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Dec 17, 2024 @ 9:02pm
Jul 6 @ 3:40pm
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Alien Anbennar Estate Ideas

Description
What is this?
A fork of Anbennar Estate Ideas. This is a true fork and features many changes from it while attempting to preserve the same core idea. Credit for the original mod to -=Maure=- whose graphics I reused as I am completely inept at those.

What does it do?
The mod features 3 new idea groups of Adventuring, Magical, and Artificery ideas based on the unique estates of Anbennar. It does not however add additional slots for idea groups. If you want more than 8, I suggest getting another mod for that!

Why can't I see the new idea groups?
Did you try scrolling down? If you have, you probably don't qualify for the ideas, much like the government form type idea groups such as Aristocracy. Adventuring requires you to have the Adventurers estate or be an Adventurer nation (such as those in Escann), so monsters will need to demonsterize. Magical requires to have not rejected magic and expelled the mages from your country. Artificery requires having not rejected it entirely to become mage only. Of course, just like Aristocracy and company, you will keep the idea group if you take them and then your circumstances change afterwards that would make you no longer qualify.

What's different about this?
The most notable change from the original Anebnnar Estate Ideas is the category each group is in, with Adventuring moving from MIL to ADM, Magical moving from ADM to DIP, and Artificery moving from DIP to MIL. This is because my view of these estates places them more within these categories. Adventurers are mostly about internal Administration of the realm dealing with monsters and the like with a side of colonization, think of it as an alternate Expansion group. Some of the strongest parts of Artificery are its powerful Artificer Regiments with a Fire focus, so the idea group has shifted to Military to reflect the advantages of embracing this new technology. Obviously this leaves Magical ideas as being Diplomatic to keep the number of available groups in each category even, yet at the same time magic has always had a stronger external bent than the other two with spells being able to interact with things like opinion, diplomatic reputation, prestige, or spy networks.

Outside of this, about half or so of the ideas in each group are totally different, and some changed in order too. A number of the old ideas were too strong in my opinion, while others did not work or were made in a way that was not good for compatibility or maintenance. In exchange, I've tried to create what I hope are compelling new reasons to take and finish these groups in their final ideas. Adventuring will let you turn those Sponsor privileges from a penalty to a bonus, Magical will let you try to make your ruler a Powerful Mage, and Artificery will allow you early access to that system though not quite as early as dedicated nations to it. If you already have Artificery, your dedication to the craft will instead be rewarded to grant a 20% bonus to your Artifice Capacity for inventions!

But what about the balance?
What about it? If there's an issue, please bring it up! I am after all only one person and while I tried to compare to existing ideas to try and keep things even some thing will I'm sure slip through the cracks. I am after all using many modifiers that are not normally available through ideas in addition to the custom final effects and so evaluating their worth can be very difficult. You'll also note a variety of "out of category" modifiers in these groups, as in design I have more based them on the medley of modifiers the government type groups have. In addition, remember that all these ideas have policies as normal with every other idea group of other categories in the game! Making them was more difficult than I anticipated and so I was not very original for many of them, they may be a bit too much "be better in what the base ideas already give" than is desirable, so feedback on them would be greatly appreciated.

Compatibility concerns
I overwrite no core game or Anbennar files directly, instead only overwriting specific parts of files as minimally as needed for smooth operation. These are, in no particular order:
  • The following estate privileges
    estate_adventurers_sponsor_monster_hunters estate_adventurers_sponsor_sellswords estate_adventurers_sponsor_beast_slayers estate_adventurers_sponsor_do_gooders estate_adventurers_sponsor_holy_paladins estate_adventurers_sponsor_rogues
  • The following scripted effects
    calc_legitimacy_equivalent_absolutism_from_idea_groups update_artifice_points artifice_magic_switch_to_magic_only_mode
  • The following scripted triggers
    has_any_colonist_idea has_completed_idea_group_of_category num_of_completed_idea_groups_by_category num_of_idea_groups_chosen has_any_active_incomplete_idea_group_of_category
20 Comments
skoobeldoobel Aug 26 @ 4:40am 
Fair enough. Definitely a good idea to get an understanding of the system before updating the mod. The new system seems a like more complex than before (to put it lightly)
AlienFromBeyond  [author] Aug 25 @ 10:47am 
I will be waiting until the Steam release. There will be a quick initial one to fix any bugs that occur, and then a later one that will focus on actual changes to better integrate the rework. That second one may be a week afterwards, I'll want to play at least one campaign to get a feel for the rework firsthand to understand what kind of changes to make to Magical Ideas.
skoobeldoobel Aug 25 @ 10:40am 
Now that the rework is out on gitlab, will you be posting a gitlab version of this mod? Or just wait until anbennar updates on steam
AlienFromBeyond  [author] Aug 18 @ 12:02pm 
Those are indeed both things I am considering. Some of the policies will probably change too, I'd like to put school specific study XP on appropriate policy pairings like Magical + Defensive letting you research Abjuration faster.
somebodynobody10 Aug 18 @ 7:49am 
I hope the 'interesting' part is increasing not just the exp gain, but also the mana regen.
Heh, maybe even add the full idea group to the list pre-reqs you need to have few of in order to upgrade magical infastructure?
AlienFromBeyond  [author] Aug 18 @ 12:25am 
Artificery already has built-in penalties for having it early, and you're paying a lot more to get it early compared to what regular artificery nations have to do.

The APC in Magical Ideas was always a placeholder because it's the defining "magic stat" by Anbennar and the current magic system just doesn't really have much else to interact with that I'm not already doing. The whole idea group will get changed significantly when the magic rework comes out with the next major Anbennar update. I do think I may have forgotten to update the localization on the Mage decision though, as you can see in the Change Notes I made it guaranteed a bit ago because the magic rework will already let you do the same thing. I'll check it tomorrow.
skoobeldoobel Aug 17 @ 11:40pm 
Artifier ideas aren't as busted, but getting early artificier estates should come at a cost (maybe reduced capacity or research speed until you get manufactory institution). There's a reason why modern mission trees don't really give out the estate early anymore. It's just too powerful lol.
skoobeldoobel Aug 17 @ 11:40pm 
For me this has definitely become a must-have when playing anbennar. Well designed and fits perfectly into the mod. My only criticism is that artificier ideas and especially magical ideas might be a bit overtuned.

The APC from magical ideas, combined with guaranteed mage rulers (at least I've never seen the decision fail) is pretty busted, and makes magical ideas basically a must pick (it helps that it's a dip idea, as well). I think replacing the APC would be a good idea, as well as adding in an 'Indebted to the Mages' modifier that gives a APC malus for a certain amount of years if the mage decision works (there should be a bigger chance to fail as well). Probably make the length of the modifier dependent on your race lifespan.
AlienFromBeyond  [author] Aug 17 @ 6:05pm 
The Study XP gain I believe won't work, but otherwise it should be fine, as it doesn't interact much at all with the magic system as it currently is because I didn't want to do duplicate work when I knew the magic rework is incoming. Trust me, I've already got plans to make them more interesting.
somebodynobody10 Aug 17 @ 2:32am 
Does the mage estate work with the new magic system rework?
If it doesn't and you are planning on updating it, perhaps replacing the -3% power cost with mana regeneration would be a good rebalance for the new, more viable spell list & easier mage-artificer compromising, which takes away magic exp and mana regeneration from mages yet allows casting at full power otherwise?