Europa Universalis IV

Europa Universalis IV

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1.37 Doge's Anbennar - Goods & Buildings
   
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24.104 MB
4 May, 2022 @ 4:22pm
19 Aug @ 1:17pm
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1.37 Doge's Anbennar - Goods & Buildings

Description
Info
- This is a port of goods & buildings from my Shattered mod into Anbennar.
- This mod provides around 50 new trade goods, new buildings and changes to some mechanics related to them.
Main Mod
Doge Shattered Europa

Other Sub-Mods for Anbennar
Doge's Anbennar - Estate System
Doge's Anbennar - Ideas and Policies
207 Comments
ComradDoge  [author] 3 Sep @ 3:49am 
Just no data on where to properly put some of the things, If you have any ideas I can look into it
I don't really know the detailed lore
Boboiscool1 2 Sep @ 9:27pm 
Are certain trade goods that are listed in the strategic goods table meant not to spawn? I have never seen things like cinnamon, tar, gunpowder, llamas, beer (outside of Amlharaz), or indigo dye spawn naturally. Are the intentionally left out or is something wrong with my spawning?
ComradDoge  [author] 29 Aug @ 9:23am 
Vanilla version would be the original mod this is forked of "Trade Goods Expanded 1.37.1"
Although the balancing is vastly different.

Regarding strategic goods, they should be influenced by goods produced, primary way is just deving tho.

I'll tweak it to be less aggressive with wool.
smirkyshadow 28 Aug @ 4:03pm 
Wish there was a non abennar version :(
Yume 26 Aug @ 4:07pm 
Is there a desciption somewhere on to how is strategic good production calculated? Cause for example adding + good production modifiers doesn't seem to affect it. Is it based purely on dev?
Le Doctor Bones 13 Aug @ 6:14am 
Is there a version of this that only includes the trade goods, not the trade good change buildings?

Because while I really enjoy seeing new trade goods in my games, the end effect of the buildings is that there are almost no wool provinces by 1550 because they have all been changed to the much better cloth provinces.
JaimeTheLion 13 Aug @ 5:34am 
It seems that after building a specific factory (such as the leather factory), the provincial good doesn't change to be leather anymore.
Anbennar is so much better woth doge's stuff, keep up the good work.
ComradDoge  [author] 2 Aug @ 4:46am 
will look into it
Arexander 1 Aug @ 4:35am 
Repairing the Serpent Vale Irrigation doesn't work with this mod on. Base Anbennar seems to have made a host of changes to DiggyDiggyHoleEvents.txt, including a bunch of new events at the bottom of the file.

In addition, Hul-az-Krakazol missions seem to have a few needed changes, such as changing north and south_haless_superregion to gozengun and vimdatrong_superregion respectively, and krakazol_into_darkness having some additional triggers in base Anbennar, along with a change from cb_humiliate to cb_humiliate_triggered, though I'm not sure what the last one's effect is.

Krakdhumvror's missions also have some changes, most of which are in regards to changed provinces and areas for some missions triggers and effects, though I'm not sure if those are intentional changes on your end, but also referencing the irrigation changes already noted above and setting a different country flag in krak_great_mines.