Europa Universalis IV

Europa Universalis IV

Anbennar: A Fantasy Total Conversion
dataseer21 Oct 9, 2021 @ 1:12am
Nerf Powerful mage
Like 11 shock is ridiculous. 7 would win you wars. You should make it kind of function like stuff that already exists like bold fighter which gives +1 shock. Powerful mage could give +1 in everything and it would still be the strongest ruler trait by far. Though after playing a while I have started to look at the ruler before I go into a war to see if they have powerful mage.
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Showing 1-12 of 12 comments
dataseer21 Oct 9, 2021 @ 1:15am 
Each pip is like 5% discipline in that phase. I think if I remember the equation correctly.

Wizard is just one class in dnd. There are other classes.
Last edited by dataseer21; Oct 9, 2021 @ 1:16am
jacob Oct 10, 2021 @ 12:19pm 
from what ive seen, certain traits effect how many pips your rulers stats as a general get, like as coruvia i had a 6 mil vampire witch king that had 4 fire 11 shock 3 maneuver and 8 seige, also playing venail i got another high pip general(i dont remember exactly how well) and playing ovdal kanzad i got an insanely high pip general early on through an event( he died very soon so i didnt even get to use him) but im pretty sure pips are skewed towards immortal characters and witch kings to simulate how absolutely lethal they would be compared to humans
Last edited by jacob; Oct 10, 2021 @ 12:20pm
jacob Oct 10, 2021 @ 12:20pm 
but yeah im pretty sure they have it like that so when you get generals like that you can simulate having a hero or witch king in your army
dataseer21 Oct 10, 2021 @ 2:52pm 
Originally posted by jacob:
but yeah im pretty sure they have it like that so when you get generals like that you can simulate having a hero or witch king in your army
It should say great hero then I think. But I see what you are saying. I know that you can do magic but it is only when you have a powerful mage then they auto become generals and die. So you can't see to get the magic done on time.
dataseer21 Oct 10, 2021 @ 7:39pm 
Turns out it isn't that bad normally. I guess it was already nerfed. Apparently all it does now is give them like 7 shock which is still OP but not broken. At least that was late game. I still died because I tried to break into a hug box. No fault of this mod though it is just that currently colonial nations are op now and I died to 3 times as many troops as my alliance.
Hehodas Oct 14, 2021 @ 4:05pm 
The pip of ruler mage general depend on the MIL score of the ruler. Also, mage general do not represent your classic d&d adventuring wizard, but war machine able to raze village and conjure meteor. Mage ruler do not become general immediately either. It's a decision you have to select.
I dont see this as being a problem, in fact I love how its actually portrayed, it goes well with the style that Anbennar tries to emulate. especially for those who like to RP.
Jonatan May 2, 2022 @ 8:00am 
i agree that mage generals are a bit too strong, if they gave a special trait instead of insane pips it could be more interesting and more balanced, you could still give them a modifier to their stats, but within reason, right now a mage general auto win wars, i think if they had stats that would make them about equal to top tier normal generals, and then a special trait that gave either a large bonus to move speed or reasonable bonus to siege ability or a combat modifier it would make them an advantage without making it unbeatable.
X1Alpha Jun 6, 2022 @ 11:39am 
War Mages in Anbennar represent a wizard of such power that they are a force unto themselves, if you want a D&D equivalent, then think a level 30 Wizard from D&D 5e (so max level of 20, and 10 epic levels on top). The basic spells you can make them do are effectively 9th levels spells since they generally effect entire armies, destroy castles, or alter the perceptions of everyone in your empire.

They are designed to be super powerful, and in the early game where the difference between your army and your enemy isn't that large, they are the deciding factor; Just like using a general with 5 shock pips to defend a hill on the other side of a river (7 pip effective). Later in the game when you get good generals they become less devastating, but never stop being a threat, as is their purpose.
Ixal Jun 12, 2022 @ 7:56am 
War wizards are just a symptom of a general problem with Anbennar. The game is made for map painters and minmaxers.
The devs make all those gigantic (and railroady) mission trees which give out claims and buffs like candy, invent new mechanics you can exploit and many OP options like war wizards, necromancy, ect. you can minmax.

The AI can't do any of that. And to "balance" that out some nations are made completely OP like the Command so that you have something to fight which poses a challenge. You have this conquerer popup for the same reason. The AI can't keep up with a minmaxer who exploits all OP options Anbennar gives you.

But if you want to play normally and not cheese the hell out of the game? Then you are out of luck and the nearest designated end boss AI empire will eat you. The mod is not made for you.
Simulator Jul 19, 2022 @ 6:37am 
Honestly, those mages are too powerful, especially when you don't have a wizard as your ruler or when you are fighting on multiple fronts and your only decent general is your ruler (as I haven't received any other war wizard than him, even with the mage's guild effect active). For some reason the AI nations always have at least one war wizard, if not 2 or 3...
Its ♥♥♥♥♥♥♥ fantasy setting. Being OP is the best fun in this game.
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