Europa Universalis IV

Europa Universalis IV

Planes of Anbennar - Map Expansion
89 Comments
OrkHorda 2 hours ago 
Thank you very much for the answers Agraza and Ro! Very much appreciated!
Ro  [author] 12 hours ago 
@OrkHorda
Definitely Public Fork, but the other mods are likely to cause issues as well. 18 Ideas Ahead might mess with units.

@the sniper warrior 117
Probably not, unfortunately. It's not worth the decrease in performance from increasing the map height. But the regions are referenced in the Obsidian Empire's missions
the sniper warrior 117 14 hours ago 
i didnt see this question asked so
will you add the rest of the primeval serpentepth we know on the wiki ? (corridor of flames and decaying remains)

if not is it because you can't expand the map more than you alreédy did to put it under where you put it?(i know it is one of the possible reason why)
Agraza 22 hours ago 
first, dont run public fork and main mod together. they're 99% the same thing, and if one changes the defines or some other base file in a major way it's going to create issues.

two, the building slots mods is likely affecting the UI in ways that aren't compatible with this. something as simple as a missing tooltip can cause a CTD in EU4.

I'd disable publicfork, building slots, and 18 ideas then re-launch. if it's stable, try turning idea slots back on. if it's not stable, turn off ages and splendor next.
OrkHorda 28 Aug @ 7:30am 
I get a CTD 2 days after start.
I am running the following mods beyond this one:
- Anbennar main mod
- Anbennar PublicFork
- Dwarven/Haless/Cannor monuments
- Anbennar ages and splendor expanded
- Anbennar building slots 22 24
- Anbennar 18 ideas ahead mil

Could any one of those conflict with this one perhaps?
Thanks!
Ro  [author] 27 Aug @ 4:37pm 
@Cathulion
Agradent would definitely be on my list once the three planes are fleshed out

@alexanderyou
Added, thank you!
Ro  [author] 27 Aug @ 4:37pm 
Goblin pops have been regoblinized! Not sure if this would impact save games retroactively though.
Cathulion 27 Aug @ 1:17pm 
kinda hope to one day see planets done the same way
tho it'd probably need to be either this or that due to map size
DizzyWaddleDoo 26 Aug @ 5:37pm 
Seems all goblin provinces are getting human majority, not just deep goblins
alexanderyou 26 Aug @ 3:27pm 
One suggestion, this mod depends on Anbennar but does not say so on here. I figured it was one of the total conversions that included their own copy of anbennar but that is not the case lmao
Common 26 Aug @ 7:21am 
Deep Goblins culture spawns human majority instead of goblin.
Gaven 26 Aug @ 3:26am 
This sounds very interesting!
Ro  [author] 25 Aug @ 9:02am 
Definitely going to prioritize Doge and DK! Not compatible with the Github forks yet, unfortunately, also on the patch list
ᛣ Munin ᛉ 25 Aug @ 12:35am 
also does this work with anbennar fork?
ᛣ Munin ᛉ 25 Aug @ 12:08am 
Yes doges anbennar mods and dwarven knowledge
Most important submod ( or expansion ) is dwarven knowledge and doge's anbennar mods
Ro  [author] 24 Aug @ 2:58pm 
@Альфа 1918
It's possible up until the map reaches a certain file size. But the minimap will be even more warped
Ro  [author] 24 Aug @ 2:57pm 
Unlikely, since a lot of vanilla monuments needed to be edited. I'm going to start getting some patches for the big submods eventually
Reaper Tyson 24 Aug @ 1:59pm 
Question, and sorry if it's been asked before, but is this compatible with the sub-mods adding more monuments? I'm thinking Anbennar-Haless/Cannorian/etc etc. Monuments
Альфа 1918 24 Aug @ 7:48am 
Can you expand the map northwards?
rifandi12345 24 Aug @ 6:17am 
peakk
Tjerk 24 Aug @ 3:47am 
IT'S FINALLY HERE AND IT LOOKS FIRE
Dabbedsauce109 23 Aug @ 7:16pm 
@ro yeah that did the trick thanks
Emmelive 23 Aug @ 4:57pm 
Saw possibly only coal provinces were missing if I could nudge that feedback in (was in spectator mode looking around, mainly to see where the entrances were). :tobdog:
Ro  [author] 23 Aug @ 4:44pm 
@Dabbedsauce109
Are you using another submod? One that modifies buildings, maybe?
Ro  [author] 23 Aug @ 4:44pm 
Fixed the issue with Insyaa's new terrain, I think that's put a definitive fix to any remaining CTDs
Dabbedsauce109 23 Aug @ 3:45pm 
None of the added countries can spawn units in my game for some reason
Ro  [author] 22 Aug @ 9:34pm 
@schlonk
I would plan on connecting the Crumbling City to Castonath directly when the Castan update comes around
Ro  [author] 22 Aug @ 9:33pm 
@Söcks
They're in now, just added them!
Eru 22 Aug @ 8:06pm 
Not sure if there's more to it, but I feel the Ashentree Pact would make more sense to hold the burned part of the Fey. That said, I do look forward to more Treant focused stuff. Either way, please keep up the amazing work!
Söcks 22 Aug @ 2:58pm 
No CoT in the planes?
schlonk 22 Aug @ 1:47pm 
If you'd consider a beastbane returning to escann path, I'd suggest making it easier for the second legion to get there. I've had to go through the cheshosh portal and no cb my way into gerudia and the white reach. Maybe they could open a portal from castonath to crumbling city, or maybe they could get from the shadow plane to the feyrealm and emerge in the deepwoods. If you get to escann early enough beastbane ought to be able to start a revival of castanorian culture before the wars of consolidation considering that he and his legion date back to the empire's earliest days. It'd be interesting to see how they'd interact with the Castonath patricians.
Ro  [author] 22 Aug @ 1:16pm 
Just a few missions dedicated to Castanor stuff, but mostly because I don't have too much planned for that part. If you have any mission suggestions, feel free to share them!
schlonk 22 Aug @ 12:58pm 
Do your plans for beastbane involve a reconquest of castanor or would you prefer to keep him focused on the shadow plane?
Ro  [author] 22 Aug @ 12:37pm 
Along with the Changeling Court, the Second Legion will be the next to receive major content!
schlonk 22 Aug @ 12:26pm 
Been playing a game as beastbane and trying to get back to escann, its been pretty fun so far. Are there any plans for second legion content in the future?
Ro  [author] 22 Aug @ 12:09pm 
Anton
Thanks! Looking at the Lake issue, but those mission triggers are fixed and those monuments are restored.
Ro  [author] 22 Aug @ 12:08pm 
@Brisk Berd
If you click on the game while the main menu first loads and shows the map, it does that sometimes. Try not clicking and the it loads in after the stutter
Ro  [author] 22 Aug @ 12:08pm 
@TIBERIUS EQUITIUS GRACCHUS
They need to be a Skill 3 advisor. The tooltip was innacurate. Fixed now!

@Bauschi
Already fixed, might need to redownload the mod unfortunately. You can use the console command "planar_general_events.2" to remove the Fugue Demesne's debuffs if it doesn't work on earlier saves
Bauschi 22 Aug @ 8:36am 
For me playing as Fugue Demesne i cant complete the mission "Unite the crumbling city" even though i concluded both government mechanics...both mechanics show unfullfiled for me.
TIBERIUS EQUITIUS GRACCHUS 22 Aug @ 7:50am 
For the Fugue Demesne, their mission "Redeem the Milcori Exodus" can't be complete because for some reason hiring a exodus culture advisor doesn't work. I even hired 3 at the same time and nothing.
Brisk Berd 22 Aug @ 7:45am 
would love to give this mod a go, but i crash on startup with this and anbennar active, any advice on how to fix this?
Anton 22 Aug @ 4:35am 
2.
The lake right next to Shalazar (1656) is essentially overflowing and covering a bunch of the provinces around it Khusadza has basically become atlantis. A tiny lake in the shadowswamp (1654) is also weird, basically it became a square.

3.
A very minor complaint, but if you conquer provinces in reapers coast and the rest of noruin if your capital isn't connected to your conquests by land you will get colonial nations. I don't think it can be changed but it is something to keep in mind.
Anton 22 Aug @ 4:35am 
I did notice that some things had changed on the regular map, I had enabled the mod in a Rayaz campaign since going to the other planes sounded fitting. Obviously the areas are empty this way but I thought it fitted well considering the special subjects you get. The planes "feel" more like what they are simulating and the fact that you run out of places to colonise pre 1600 helped.

Exposition out of the way, I noticed that:

1.

3 monuments are gone.

The monument in the province Rayaz (5921)

The monument in Shalazar (5650)

The monument in Mubfadoja (6032)
Anton 22 Aug @ 3:20am 
3. @Tdkknox is correct, the mission "restore the whit walls" (XXA_Mission_17) now requires a fort in each of the 5 provinces. Yesterday when I played the mission worked as intended only requiring a single fort in Liganuro (prov: 10121). You might be able to use previous code here.

Rasenlor, Liganuro, Kasnarbaisar, Arboranuro and Umbral root are the provinces needing a fort atm, in the same order prov: 10122, 10121, 10117, 10098 and 10097.

With that I think the mission tree is basically perfect. If a little short
Anton 22 Aug @ 3:20am 
Everything from last time works now, gj.

1. The mission "Mend the Enervation" (XXA_Mission_5) specifies that the province "Ana'asrisu" (I can't make the special s) the one with the shadowtempel "has used the Mend Grey Flux province interaction".

The problem is that this province isn't a valid target for that interaction/the button doesn't show up.

I think because it is primeval forest terrain instead of fluxwastes, I could only use the province interaction on fluxwaste provinces.

2. Rafflesialón causes the same problem since it is also not a fluxwaste province, but a shadowswamp province.

In this case blocking the mission "Poison the Umbrafflesia" (XXA_Mission_6)
Mortal 22 Aug @ 12:30am 
Are we somehow able to rebuild Gor Durgheled?
This looks great, hope for it to be integrated into the main mod
Suspicious Entity 21 Aug @ 7:57pm 
@ro
Thanks!
Ro  [author] 21 Aug @ 7:57pm 
@Suspicious Entity
For sure! I'll get it in the next major update.