Europa Universalis IV

Europa Universalis IV

120 ratings
1.37 Doge's Anbennar - Ideas & Policies
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
28.491 MB
31 Jan, 2022 @ 3:14pm
6 Jul @ 7:48am
77 Change Notes ( view )

Subscribe to download
1.37 Doge's Anbennar - Ideas & Policies

Description
Info
- The mod contains around 40 idea groups to choose from (with 16 idea slots). With policy count going from vanilla 203 to mine 491, albeit not all unique policies due to scope. Completely reworked policy system from the ground up that can be checked in a spreadsheet in a browser or using both old and new UI in-game.
- This is a standalone version of Ideas and Policies from my main mod which is basically EU4+ at this point.
Main Mod
Doge Shattered Europa

Other Sub-Mods for Anbennar
Doge's Anbennar - Estate System
Doge's Anbennar - Goods & Buildings
Policy Spreadsheet
The policy list is in a spreadsheet [eu4.paradoxwikis.com] on the wiki.
336 Comments
Pr0bablySauc3 15 Aug @ 3:04am 
I know, I just thought it best to let other people using the gitlab version know
Tylk'ot 13 Aug @ 12:36am 
Submods are generally not made to wok with gitlab/early access mods, it will be worked on when the actual update comes out
Pr0bablySauc3 12 Aug @ 2:55am 
This mod is currently broken with the git lab new master version of Anbennar, due to the magic rework UI
lovely mod, i like that ideas are about doing one thing (most of the time) however,
why is there no "mercenaries can drill" anywhere? (it is in mercenary ideas in anbennar), drill is very important
why is the "influence" idea all over the place?
you need to get random ideas like development/health to get an increase to Vassal income. Influence idea was idea for Vassal runs, now it is just a bit of everything and a lot of nothing.
You have idea specially for colonies, why no idea for vassals?

thank you for making a great mod (sorry if i have missed something)
ComradDoge  [author] 3 Aug @ 6:05am 
there is a on_startup effect that only applies to before 1445 to clear countries initial idea groups so that they rely on internal logic instead of the historical ones set by anbennar

just an unfortunate side effect of how the on action works
PenBar18 2 Aug @ 10:51am 
Howdy friend, I noticed an odd bug. If you start a game and select your first idea group, then save and reload the game the idea group completely resets (I started a game last night, got distracted and didn't play then loaded it up today and found the issue.) However i let the game run a few years in observe before tagging in and saving and reloading and the idea group did not reset that time. So it seems maybe this won't really impact playing but I figured I'd give it a mention to you so you can take a look.
Jack McScott 1 Aug @ 11:21am 
one minor thing i just noticed is that this mod removes infrastructure ideas. in the giberd missiontree you can rebuild the Silverhold. When doing that you get a decrease in cost if you enabled and compleated infrastructure ideas, which is not present in this mod. I know its only a minor problem but just so you know
ComradDoge  [author] 22 Jul @ 9:58am 
I think it shows up as part of the tactics or something like that
Акварель 22 Jul @ 4:59am 
Should extra discipline for mercenaries be showcased during battles? In the battle full merc stack showed only 105% discipline(from advisor), but no additional discipline for mercenary ideas, but casualties felt like it was more than 105%.
Tyyx_4u 8 Jul @ 10:29am 
W update:steamthumbsup: