Anbennar – TEA Mod
Inheritors of Insyaa Update
This is a standalone mod that overhauls the entire Anbennar mod.
Optional mods I would encourage alongside the TEA Mod:
Xornes AI
This comprehensive mod is designed for players looking to experience Anbennar with new challenges, and deeper strategic choices. The TEA Mod brings a multitude of enhancements, rebalances, and unique features to the Anbennar universe. This mod aims to deepen game play by reworking mechanics, adjusting existing systems, and adding immersive flavor within the game. Whether you are commanding a monstrous nation, navigating the complex institution/technological challenges, or expanding your colonial empire, the TEA Mod offers something new and exciting for every play through.
If you seek a challenging campaign defined by conquest and ruthless ambition, Tluukt: and Gnollakaz: offer two distinct yet equally rewarding playstyles, each with grand goals to reshape the world in their image.
The Gnoll administration is now built around a plunder-driven economy, with higher production efficiency, increased trade good output, and reduced gold depletion ensuring steady resource gains, while inflation reduction helps offset the high inflation from their heavy reliance on gold; however, their severely reduced tax income forces them to sustain their economy through conquest and raiding rather than structured governance.
Militarily, they excel at fast, high-impact warfare, with increased shock damage, shock resistance, and manpower recovery making their armies relentless, while lower land maintenance and improved looting keep them supplied, but their vulnerability to fire damage and poor defensiveness mean they must stay on the offensive, as their strength fades when the momentum of war slows.
Nimscodd: Lead the Gnomes in their quest to retake their lands and to form the Gnomish Hierarchy. Colonize new lands and establish powerful trade routes connecting Cannor to Haless. Their unique position and naval strength make them ideal for players interested in exploring the full depth of the trade and colonization mechanics.
Moonhaven: As an established power with strong naval capabilities, Moonhaven is well-suited for players looking to expand across the seas. Their position in Cannor allows for strategic colonization and trade dominance into Haless.
Escann: A land rife with conflict and opportunity, Escann is perfect for players who enjoy intense warfare and rapid expansion. The region’s turbulent history and constant threat of monstrous invasions provide a challenging and rewarding experience.
Beepeck: A great "tall" nation nestled in the serene breadbasket of Cannor, offering a laid-back experience like no other. Play the giants against one another, and within the safety of the empire, reclaim your rightful homelands to form the Small Country. Set out to colonize and explore at your own pace, embracing the adventure that awaits.
Dwarovar: As Krakdhumvror, experience the new Vazhatun Tunad (dwarven tunnel) across the Northern Pass. Ideal for players who enjoy managing intricate underground networks and not wanting to go outside.
Trade Overhaul: The trade system has been significantly revamped to accommodate historical patterns, including the Gnomish Hierarchy’s / Moonhaven colonization and trade from Haless to Cannor. Additionally, the Cannor Trade Rework allows trade to gradually transition from Northern to Southern Cannor as colonization progresses, reflecting the evolving economic landscape.
Ebonsteel Rework: Additional Production buffs to account for their unique play style. Included additional nodes across Cannor and North Aelantir
Trade Winds: Tweaks to trade winds and other environmental factors affect how nations navigate the complex trade networks, introducing new opportunities and challenges.
Institution Rework: Institutions now tie directly into the institution progression, making the early to mid-game more engaging and challenging.
Technology Rework: Governing Capacity and Colonization Range Reduced. Reduced Starting tech across different areas.
Government Capacity: Government ranks influence governing capacity and technologies provides less bonuses. Those under government capacity gain buffs. Early game focus is to use the Estates for government capacity.
Historical Idea Picks for AI: AI-controlled nations are designed to choose historical ideas not purely based on optimization or to achieve victory, but to enhance the authenticity and flavor of the historical narrative. This approach ensures that nations develop in ways that reflect their unique identities and historical context, contributing to a richer and more immersive game play experience.
Adjusted National Ideas: Adjusted ideas for nations like Venail, and Moonhaven.
AI Expansion Priorities: Adjusted to follow for more historical expansions and ai rebel fighting.
Revised Disasters: The halfling revolt disaster has been revamped with new conditions and outcomes, making it a more significant event that requires careful management.
Reworked Monstrous Nations Modifier: Buffs and debuffs for monstrous nations, providing an additional challenge as these nations transition from powerful to more manageable entities.
Map Adjustments: Strategic adjustment to provinces in the Dwarovar region and manual edits to positions, enhance the geographical dynamics of the game.
Defines Overhaul: Extensive modifications to game defines, including changes to colonial growth, autonomy, nationalism, and more, bring a fresh strategic layer to game play. Military cost increased for tech. Cannot convert cultures not Stated.
Province Modifiers: Attrition, Culture, Non-terranean colonizing, and Economic.
Country Modifier: Monstrous Nation, Lucky Nations, and Historically Lucky nations modified. Monstrous Nations Modifier changes throughout the ages.
https://discordapp.com/channels/405480910562263040/1348777106129027174
Revisions:
Old revisions of this mod are available below. Click the link to download.