Europa Universalis IV

Europa Universalis IV

Anbennar - Dwarven Monuments
Sorge_  [developer] Apr 9, 2022 @ 2:18am
Suggestions & FAQ
If you have a suggestion for an additional monument, or how to change a monument to be more balanced or more interesting, please leave your thoughts here. Alternatively, leave your thoughts in the main comments section and simply use this as the FAQ.

FAQ:

Q: Is the art AI?
A: No, the art is from random artists on artstation that I grabbed. Sources of the original art with links can be provided if requested. I think I linked the full folder at one point in the descriptions to one of the monument mods if you want the originals.

Q: What monuments make the artificers estate upon upgrading to T3?
A: Vaulthold (Gor Vazumbrog)

Q: Did this mod break my game?:
A: I don't mean to state that I am a perfect mod author and am completely blameless, but the chances of any of the monuments contained within this mod (or my other 2) breaking a key aspect of your ongoing Anbennar game, when compared to Anbennar itself as a mod, is very very very slim. This is especially so if you're on the bitbucket version of Anbennar. You should still report bugs you find to the Anbennar discord with my monument mods listed, but do be aware that it's probably *not* a monument mod causing your bug.

Q: Does this mod work on ongoing saves/can I load this midgame?
A: No, the monuments will not show up unless you make a new game, the monuments are only loaded when you start a new game. With that said, adding the mod mid-game won't adversely hurt your save's stability, it just won't do anything at all (which is why it would technically be save, albeit pointless)

Q: Does this mod work on the bitbucket version?
A: Probably. If the devs on discord somehow end up making this mod incompatible with a bitbucket update, I will be completely shocked, awed, and have an out-of-body experience. Monument mods are probably among the safest types of mods you could possibly add to eu4.

Q: Why are the Razstunad Mines located in a random cavern and not in Orzalam?
A: That is the correct location for the Razstunad Mines. Take a look through Orzalam's mission tree to see the importance of the location (Ramvault) which is the reasoning behind their location.

Q: Where did you get the images from?
A: Mostly Artstation, a few from various other places. The Hero's Gate for Verkal Gulan is taken from the loading screen in Anbennar. Here's an album of the images with some links to the sources of a few of the images: https://imgur.com/a/lUO1pJ7

Q: I have a question (that isn't a bug report) that isn't answered here.
A: Ask below!
Last edited by Sorge_; May 19 @ 4:21am
< >
Showing 1-10 of 10 comments
Hannibal Aug 22, 2023 @ 9:49pm 
I don't know if this implementation is feasible but I would love it if there was a tiered system relative to monument level and the dev requirements for the holds. Currently the default of dig level 2 or 50+ development is extremely trivial to reach. While also making sense lore wise it would also help balance the mod if a tier 1 monument required dig level of 2 or 40 dev. Tier 2 monuments required hold level 3 or 60+ dev and tier 3 monuments require hold level 4 or 80+ dev. A second but more out there suggestion is for orc nations. It would be on theme for orcs to utilize the move monument to capital mechanic from the first game. The UI might become ungodly but it would be awesome if orc warcamps (1,1,1) dwarf holds controlled by orcs had their monument moved to the capital treasure pile. You might even be able to steal the code from the base game monuments with this feature
Rabbit Burgher Sep 2, 2023 @ 5:01am 
I love the variety these monuments add to each hold to make it unique. I did have one suggestion to bring: what would you think about the Vaulthold in Gor Vazumbrog unlocking technocracy early as well as artificers for Dwarves that own the unlocked version?

Perhaps I've gotten it wrong but it looks like the current restrictions for technocracy are meant to be tied to when a nation would unlock artificers and this mod adds a new way to unlock artificers.
Sorge_  [developer] Sep 2, 2023 @ 9:58am 
@Rabbit Burgher that is a good suggestion. Currently, artificery is undergoing a bit of a rework on the Anbennar bitbucket however, so I will wait until things settle down a bit before making my own changes that are artificery related or adjacent. I will write it down in my notes though for the future.
[PPLD] Hunter__1 Sep 19, 2023 @ 1:07pm 
I love the collecting of all the monuments as you expand through the Dwarovar, and individually I think they are more or less reasonably balanced but all combined they end up with some incredible bonuses to your entire nation, to the point where things get somewhat insane.

I think limiting them to their own tag will strip much of the magic behind the submod but is it technically feasible to have two different requirement sets? I think it's best described as an example: For Orlghelovar currently T3 gives 25% stab cost reduction. Can it be changed to 15% reduction, except if your tag is Orlghelovar, where it then gives 30%?

Basically do a somewhat universal nerf, but buff the one inside your main hold. This way you can add some variety to the different holds, having a more powerful and therefore more impactful main hold while at the same time not giving a late game empire access to 20+ very good monuments affecting basically every aspect of the nation. All without losing the gotta catch em all nature of the submod.
Sorge_  [developer] Sep 19, 2023 @ 1:57pm 
Originally posted by PPLD Hunter__1:
I love the collecting of all the monuments as you expand through the Dwarovar, and individually I think they are more or less reasonably balanced but all combined they end up with some incredible bonuses to your entire nation, to the point where things get somewhat insane.

I think limiting them to their own tag will strip much of the magic behind the submod but is it technically feasible to have two different requirement sets? I think it's best described as an example: For Orlghelovar currently T3 gives 25% stab cost reduction. Can it be changed to 15% reduction, except if your tag is Orlghelovar, where it then gives 30%?

Basically do a somewhat universal nerf, but buff the one inside your main hold. This way you can add some variety to the different holds, having a more powerful and therefore more impactful main hold while at the same time not giving a late game empire access to 20+ very good monuments affecting basically every aspect of the nation. All without losing the gotta catch em all nature of the submod.
Interesting idea, unfortunately not possible with how monuments are coded. Blame paradox.
Impy Hans Dec 13, 2024 @ 12:36am 
Firstly, thank you for your work on these monuments. I mostly love them and can't imagine playing in the Dwarovar without them. However, I think it would be worth considering changing the Tunnel of Love (Lodhum). In my experience, the Serpentspine gets colonized so quickly that colonial buffs are likely to have little to no value remaining by the time you get the monument upgraded, especially if you're not starting as Lodhum itself or maybe Ordstun.

Additionally, on the topic of tag-specific buffs from over a year ago in this thread, you could have the monument fire an event on completion of the final tier which gives anyone but the intended tag like 5 prestige or maybe some splendor, but the intended tag has an option that gives them a permanent buff to the province so long as the monument remains owned by them and maxed. Is there any reason this wouldn't be possible? I recall many monuments apply temporary modifiers on an upgrade tier.

Cheers! :)
Sorge_  [developer] Dec 13, 2024 @ 2:24am 
Originally posted by Impy Hans:
Firstly, thank you for your work on these monuments. I mostly love them and can't imagine playing in the Dwarovar without them. However, I think it would be worth considering changing the Tunnel of Love (Lodhum). In my experience, the Serpentspine gets colonized so quickly that colonial buffs are likely to have little to no value remaining by the time you get the monument upgraded, especially if you're not starting as Lodhum itself or maybe Ordstun.

Additionally, on the topic of tag-specific buffs from over a year ago in this thread, you could have the monument fire an event on completion of the final tier which gives anyone but the intended tag like 5 prestige or maybe some splendor, but the intended tag has an option that gives them a permanent buff to the province so long as the monument remains owned by them and maxed. Is there any reason this wouldn't be possible? I recall many monuments apply temporary modifiers on an upgrade tier.

Cheers! :)
I will take a look at rebalancing the Tunnel of Love at some point to have other non-colonization related buffs so it's still worthwhile.
Adding events that give permanent buffs so long as the correct tag continues to own the monument should be possible in the game to implement. However, I will table implementing anything like that for now because that would be a lot of work to add fresh content into the mod, and currently I am just in maintenance mode. Interesting idea though so I'll write it down
Impy Hans Dec 13, 2024 @ 6:19pm 
Cool, thanks for your reply! I'm not especially invested in the idea of tag-specific buffs, I just read the conversation from before and had a thought as to how it might be possible is all. Cheers again, and good luck with everything you're working on.
PhoiniX Dec 24, 2024 @ 5:24am 
Great mod. I was checking to see if there had been any suggestion regarding how Orcs could use the monuments, and saw the previous post with move monument.
An easier way could adding another possible requirement. The current 2 being Dig level, or development. The possible "alternative" being Trophy pile at level 10. You would be able to upgrade all monuments to max. if TP level 3, only first level available.
Or even a variable. if Trophy pile 2. Able to upgrade 2 monument not capital. If trophy pile 10 able to upgrade 10. That way even if you have 20 hold, you would need to prioritise.
Maybe you could add a New Monument called Argrâstun Cathedral in Ovdal-az-Ân it is mentioned in Granite Ideas
< >
Showing 1-10 of 10 comments
Per page: 1530 50