Europa Universalis IV

Europa Universalis IV

Planes of Anbennar - Map Expansion
150 Comments
WARRABE 9 Oct @ 11:31pm 
thank u for still working on Insyaa version:steamthumbsup:
Ro  [author] 6 Oct @ 2:10pm 
I'm trying to add those beginner configuration options to Anbennar's own region disabling menu eventually. You could add the map segments above the wooden board, yes. If I get to the other planes I'd like to add, I can give that a try
Dh4mpyr 5 Oct @ 11:13pm 
So far I'm loving this mod addition. However i have a super dislike for start game menus. But that's on me, I would rather there of been a separate settings mod.
Two questions however. First why are the planes so close to each other and not spread out, Are you leaving room to add even more planes?
2nd, could you of placed the planes above the map board? As in above the wooden map border, That way every thing inside of the border would be the plane of anbennar. I know the VN mod adds extra wood board parts so in theory it should be possible
Lord Troutacus 5 Oct @ 3:41pm 
@Ro
You're awesome for that, buddy. Keep up the stellar work. >:D
Ro  [author] 5 Oct @ 11:14am 
If you're playing an experimental version of the game rather than the Steam version then it's going to break things. The Insyaa update changes a lot of files
somebodynobody10 5 Oct @ 8:07am 
@Ro
I had numerous monument mods active, as well as Alien Anbennar Estate Ideas and Anbennar Idea Slots+
It was the New-master from their Discord rather than steam version. The one that adds the continent of Insyaa as an active place.
Ro  [author] 4 Oct @ 12:35pm 
@somebodynobody10
Were you playing on the Steam branch of Anbennar? What submods did you have active?
somebodynobody10 4 Oct @ 9:11am 
When I had this mod installed a short while ago, it seemingly broke the racial majority/minority system. the different poptypes did not update when the main culture shifted to other pops, nor did it update to current owner's racial acceptance when conquered.
Ro  [author] 3 Oct @ 6:04pm 
@Kory
Thanks for the report! It's fixed now.

@Lord Troutacus
Oh right, I can get the mod's features custom-nation ready next update!
Kory 3 Oct @ 3:34pm 
Hi, Ro!

I mentioned that event constantly happening; it seems to be, according to debug mode, planar_general_events.2

I'll update if others show up.
Lord Troutacus 2 Oct @ 4:12pm 
This is such a cool addition so far, love the choice of cultures and races to see come to life! So far my run has been relatively bug-free - but I was wondering if you would allow some of your unique governments to be utilised by custom nations like the fomorian_domain. :D

Wouldn't be right if I didn't spread their ilk to places they shouldn't be. >:)
Ro  [author] 30 Sep @ 4:11pm 
They're already listed out, see the second line under the "Features" section.

Only three MTs at the moment (Fugue Demesne, Obsidian Empire, and Broken Rune), but I can definitely give MTs their own description section once the fourth is added.
Catowl 30 Sep @ 1:38pm 
Can there be a list here of the nations that were given unique MTs here for easy access? Would help new folks getting into the mod (like moi)
Ro  [author] 30 Sep @ 12:42pm 
Apparently if the AI builds a planar gateway first, you're not able to use it unless you control both sides of the portal. I just released a fix, but I'm not sure it'll work with your save. You might need to use the Shadow Citadel portal or console ownership of Sprigi Twani
HailStorm72 29 Sep @ 7:01am 
Hey, playing as the Fugue Demesne

i cant move from Rafflesialon to Sprigi Twani
i didnt build the monument, but Yezel Mora did on their end. they are able to move to my province but i can't move to their's. they do have a fort on the their province (though so do i), not sure what's causing the issue

I dont think it's an issue of me not having the monument built (not that i can, as global flag shadow_swamp_gateway_opened is true), and even Yezel can retreat from my province.
Any ideas on a fix?
Ro  [author] 28 Sep @ 9:09pm 
Fixed those three missions, thanks! That overrun mission doesn't use an event though, so that's a different problem. The next it it occurs could you type in "debug_mode" into the console and hover over the event option? Trying to figure out what event ID it has
Kory 28 Sep @ 9:00pm 
I believe I've figured out 'Avenge Zelenzorn,' as 'has_country_flag = XBD_Overrun_Army' is what's missing. I have an event that pops periodically with 'missing localization,' so it might be that there's an event meant to fire when I stackwipe Obsidian Dwarves that isn't, failing to set that flag.
Kory 28 Sep @ 8:52pm 
Three Broken Rune bugs and a bit of feedback for Fugue Demesne:

Broken Rune:
The trio of missions of Scavenge the Undercity, Weaponize the Hoard, and Avenge Zelenzorn don't seem completeable; they tracking for exploiting development, using rune government actions, and overrunning(stackwiping) don't seem to work.



Fugue Demesne:
Shouldn't they start with Spirit Military? They're made of up Shades. It would also make playing them even more unique, right?
Cap 28 Sep @ 8:25pm 
I guess you cant make Nirat a general, lost him in a month lol
elfic 28 Sep @ 7:29pm 
I was trying to figure out how do nations in the Shadow Plane get institutions eventually. Apparently they are getting one-sidedly discovered by the Gerudians who then offer them knowledge sharing
Ro  [author] 26 Sep @ 10:07pm 
@Scryptarch
Turn on the "Terrain in Uncolonized" graphics option
Ro  [author] 26 Sep @ 10:06pm 
@Hothammer
You can leave the planes by upgrading great projects. Upgrade the Umbrafflesia or Shadow Citadel to leave the Shadow Plane, the Feyqueen's Egress to leave the Feyrealm, and the Runemaw to leave the Serpentdepths.
Hothammer 26 Sep @ 1:16pm 
I’ll start by saying I haven’t played the mod much, but is there a way out of the planes if you start there? I know the intro tells you how to get in, but how do you get out? Are the entrances two way or do you have to wait for the AI to get in first?
Pklixian 25 Sep @ 7:58am 
@ro yes it was an event in game, just 'tech group split' I probably shouldve taken a pic of it tho (and joined the discord to share) didn't really give me much of an explanation. but since it also effected the obsidian legion (who was my only ally at the time) think it was quirky modded interactions with all the added races and the obsidian dwarves? I really don't know.

outside of being probably able to avoid it if I didn't forcibly move my capital into the tree of stone to do an dwarven empire formable meme.
Pklixian 25 Sep @ 7:54am 
@Ro I was still the obsidian empire, the tech group was to literally. no tech. I was at the time tech 16 in mil but basically any future ugrades wouldnt fix it. I tried poking around and it seemed so odd. Because even looking in base game I could not find what caused it and assumed that west/east serpentspine dwarves tech split reaching 1700.

@madpoet yeah I can see why, when I force triggered hoardcurse I literally facetanked it with 0 shits to give because I was ungodly powerful. Frankly a lot of it is due to needing an early game disaster or the deep goblins being able to fight back realistically. Because I did conquer the entire serpentdepths within like 80 years, and it wouldve been faster if I didnt give everything to the free deep goblin vassal you get lol
Scryptarch 25 Sep @ 4:48am 
Somewhat unrelated to this mod specifically, but in the main screenshot you have trees showing in provinces in the political map mode?
Do you know what mod does that because I'm really liking the look of that
madpoet 24 Sep @ 3:49pm 
@Pklixian I see your point about the lore being a problem, but for the immediate future, it would help with the the balance issues. I don't know if it would solve all of the issues, namely how strong they start out, but hopefully that could be resolved by a theoretical early game disaster that prevents snowballing in the same way the remnant stagnation/adventurer limitations do for the rest of the dwarves.
Ro  [author] 24 Sep @ 12:48pm 
@Pklixian
What tech group were you transfered to and what nation were you playing? Did it happen through an event?
Pklixian 24 Sep @ 10:15am 
Though I did experience a strange problem which sometime around 1650 I think a 'tech group split' happened and I suddenly lost my tech. this also happened to the obsidian legion.
Granted, I already conquered all I wanted by then. and taking the rest was incredibly easy.
But it was weird, I only had this mod and anbennar and even then I did digging to try and find the source and got very confused. probbably an anbennar issue tho and not this mod.
Pklixian 24 Sep @ 10:14am 
Funnily enough in response to what @madpoet been saying, the Obsidian dwarves can and will hit every dang dwarf disaster possible if you choose to deliberately move your capital into the serpentspine
(which I did because I wanted to form the dwarven empire formable as my last thing.)

But I do believe they should be hit with a disaster and suffer similar problems like other dwarves, perhaps not a hoardcurse since their entire thing is the strong rule the weak. So being poor in their eyes is just "ur weak lol" but possibly something similarly society shaking.

Another thing is I hope the 2 expeditions are expanded upon to be interesting, I know mechanically you cant really push the map further south without problems but what about just east & west? plenty of empty space. Or even just adding in singular provinces of the 2 respective expedition holds and make them colonial nations. Just lose ideas

I do look forward to the coming update tho
madpoet 23 Sep @ 1:15pm 
Yeah NP, this mod has so much potential and I'm glad to offer my """expertise""" with the dwarves lol
Ro  [author] 23 Sep @ 1:04pm 
Thanks for the feedback! The OE definitely does need an early-game disaster, and I have one in mind. The Broke Rune update will be out in the next few days, and they should be a good mid-game counterbalance at least. I can look into getting that disaster added after wards. I'll also be enabling the Hoardcurse for them as well.
Agraza 23 Sep @ 12:11pm 
i do think the OE should play in a desperate need for exploitation. they should be spread thin overseeing their slaves and/or serving the will of the runefather. like the goblintide should be both external and internal to their empire at all times. they live in a constant state of goblins could rise up or invade, but if they kill all of the ones they control they couldn't produce enough to fight off the ones outside their control.

likewise the runefather (who in my head is like the inverted god emperor and/or ultra sith) should be demanding things he needs to return to face the betrayer dwarves. in a sense he would be pushing the dwarves to dig not down, but up. maybe he even knows that the orcs wiped out the aul-dwarov and perhaps he assisted in that somehow.
madpoet 20 Sep @ 1:21pm 
To add one more thing; I think there's a reason no dwarves spawn with more than a couple of provinces and one hold. They scale so quickly once they get going that (without adding other factors) you have to start them off small. I've played a frankly ridiculous amount of time as dwarves, so I've come to appreciate how important all of the disasters are. Or maybe I'm just a masochist :p
madpoet 20 Sep @ 1:17pm 
That would be good, thanks. If it would be possible, I'd actually recommend adding a new early game disaster to the OE. Specifically, something that slows or even halts their expansion for a time, to prevent early snowballing when they're just so much stronger than anyone around them. Maybe have a turbulent political situation as the various clans are fighting for supremacy after the sudden death of a previous leader? Maybe it could involve choosing a clan/leader, and then having to subdue the other clans?

IDK if this is genius or just unhinged rambling, I'm kind of stoned and the whole idea is playing out in my head really well. Feel free to take all or none of my advice XD
Ro  [author] 19 Sep @ 8:58pm 
@Suspicious Entity
Interesting, I'll try asking!

@NoobLord
It requires a patch, yes. They're not compatible atm

@madpoet
Good point. I'm enabling hold operations for the OE next update, I can look into that as well
Suspicious Entity 18 Sep @ 4:41am 
@Proventus Avenicci You could probably do what the other guy who imported the sprites from the Warcraft Universalies mod did (fantastic mod btw) and just ask to import sprites from them since both mods (ESO and Warcraft) have some good sprites done.

That to say of course, never import anything from another mod without asking and giving credit!
NoobLord 18 Sep @ 1:11am 
Does this require a compatch for anbennar content expanded (ACE)?
madpoet 17 Sep @ 5:47pm 
The OL should probably have dwarven disasters, right? I'm not getting the hoardcurse, and dwarves are STUPIDLY strong when they don't have the hoardcurse. I basically just snowballed right to #1 GP so quickly that no other country had a chance even with higher difficulty settings, and I'm not a particularly skilled or aggressive player. It doesn't help that they don't seem to really do too much, so they just get picked apart.
Proventus Avenicci 13 Sep @ 4:04am 
I know its likely asking a lot but are there or will there be any unit models for the new races?
Ro  [author] 9 Sep @ 8:22am 
@vvblackmagic
Fixed. Thanks!

@Túrin
Glad you're enjoying it!
vvblackmagic 7 Sep @ 10:57am 
The Obsidian Dwarfs factions get removed every time a government reform is chosen.
Túrin 6 Sep @ 4:04pm 
Adds so much depth to an already deep world <3
Túrin 6 Sep @ 4:03pm 
LOVE IT
Lopovos 5 Sep @ 7:16pm 
I like the mod but it seems to crash my graphics card when quitting the game. no clue what is causing it but probably worth looking into
Ro  [author] 5 Sep @ 11:35am 
@haito3200
Cheers, Haito. I've added it to the description

@Agraza
Totally agree with making these things more visible to the player, I'll get those notifications in around the next content update. As for the dock construction, I've been looking into new province buttons which could emulate that sort of system.
Agraza 2 Sep @ 3:50pm 
is it possible to enable dock construction without enabling shipbuilding? seems like a lot of abstracted content for the lava sea could be received and sent raids powered by a fleet, which the AI absolutely shouldn't be able to build.
madpoet 2 Sep @ 2:23pm 
Goddamn legend
haito3200 2 Sep @ 1:11pm 
I made a patch for Dwarven Knowledge experimental and Planes of Anbennar, Enjoy!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3561015288
Agraza 2 Sep @ 1:00pm 
Would love to see relationship between obsidian/all depths and dwarven knowledge.

Could go hard on making truly epic hardware in the hands of dwarven rivals, especially goblins

On a smaller note, it can be challenging to know where each tunnel goes to/from. Putting some province modifier on the province ones it's open mentioning it's destination would be a bit helpful.

Also if you can invest in modifiers to improve movement speed that would be useful. But they should be friendly and hostile modifiers as the AI really loses its mind to long movement times.

Likewise apparently some tunnels were opened TO me from either the surface or the depths, but I didn't know. It seems like an event should play for the receiver even if it's not explicit. Like you can invest into understanding the change that occurred and eventually you get reciprocal discovery on the point that opened to you.

P.S. your terrain changing art and province modifiers are *chef's kiss*.