Europa Universalis IV

Europa Universalis IV

Alien Anbennar Estate Ideas
20 Comments
skoobeldoobel 26 Aug @ 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] 25 Aug @ 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 25 Aug @ 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] 18 Aug @ 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 18 Aug @ 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] 18 Aug @ 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 17 Aug @ 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 17 Aug @ 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] 17 Aug @ 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 17 Aug @ 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?
Solodon 19 Mar @ 1:56am 
i wonder if this is something assorted anbennar additions would be interested in including when they add idea groups, though this is definitely excellent standalone!
AlienFromBeyond  [author] 9 Mar @ 12:57pm 
Adventurers exist outside of Escann in both the Dwarovar and Aelantir. That said, Escann adventurers are still incentivized to take it with the Tribal Development Growth increase and Settle Cost reduction. Less than half of the idea set has colonial aspects to it, and every idea that does has a second modifier that still makes it useful even if there are no more colonies for you to take.

I am considering how I might change or buff the ideas though, I find myself taking it far less often than Magical and Artificery ideas but also generally don't like colonial gameplay besides as Dwarves who probably use it the worst.
cozy 9 Mar @ 11:41am 
good mod love Magical and Artificery ideas ,but is not adventurers ideas meant for adventurers, if so it gives to many colony making bonus and you dont colonise as Escann adventurer and you are so far from sea you probably wont colonise beyond sea ( sorry if a have bad grammar)
AlienFromBeyond  [author] 25 Feb @ 3:40pm 
I've shelved Vampiric Ideas for now, there are a lot of different parts to consider for something like that. Never say never though, perhaps in the future I will attempt to revisit it. Still no changes to the decision granted by finishing Magical Ideas, at this point I'm waiting for the great magic system rework to come out so I don't have to repeat my work twice.
Kroq-Gar 28 Dec, 2024 @ 4:24pm 
vampiric ideas sound awesome!
tho im also a bit concerned about a chain reaction of spreading vampirism which i may or may not be able to stop^^
AlienFromBeyond  [author] 25 Dec, 2024 @ 10:48am 
It absolutely works as it currently is, I just did it myself. That said, Paradox's RNG is total shit and I don't love having the decision be beholden to it, but being able to guarantee a Powerful Mage ruler seemed way too good even with increasing the cost to go with it especially as that kind of screws over more limited length of rule governments such as most republics.

I probably will change it to fire an event regardless for better feedback to the player letting them know it worked or not instead of just silently removing the decision.
Poppies For Nimrod 25 Dec, 2024 @ 1:01am 
I figured out the cause of the bug, it's pretty dumb, but the random scope was wrapped under the hidden effect trigger when it should be the other way around. My tag is nimrodofshinar on discord if you'd like functional code.
Poppies For Nimrod 25 Dec, 2024 @ 12:15am 
Found a bug where the mage testing decision doesn't function. Thought I was just unlucky but something about the random function doesn't work. I'm not the most knowledgeable about eu4 coding, but I think it'd be best to recode it so it runs a hidden event that has the 25% chance in it. Or at the very least this would be functional lol.
AlienFromBeyond  [author] 22 Dec, 2024 @ 3:16pm 
I'm glad to hear that! I am also looking at the possibility of adding Vampiric Ideas as well given their uniqueness and ability to spread an estate but I'm not totally sure on it yet. Need to play more with vampires to see whether the concept makes sense or not.
Poppies For Nimrod 21 Dec, 2024 @ 2:23am 
this absolutely rocks, fixes what issues I had with the other version of this mod