Anbennar – Cannorian Monuments
This is a submod for Anbennar: A Fantasy Total Conversion that adds new monuments for the continent of Cannor, as well as a few monuments beyond (mostly in Northern Salahad).
These mods are in maintenance mode: I do not plan any significant content updates, but still intend to fix any bugs and keep the mods up to date with the main Anbennar mod.
The vast majority of the monuments are inspired by actual built (or planned to be built) wonders, temples, monuments, projects, and buildings from the lore, idea descriptions, and mission trees of the nations within Anbennar.
I have generally decided that the best way to allow the monuments to be build and their effects to be received is to have them be restricted based on a culture or accepted culture basis. I find this to be a good balance between extremely strict restrictions (such as requiring it to be a certain year, or a certain mission in a tree to be completed) and extremely light restrictions, aka nothing, which makes getting the effects of monuments alien to your own culture and religion too easy in my opinion.
This way, while it is still possible to gain the effects of around 80-90% of the monuments in game (some specific religious monuments are locked to certain religions), it comes at a cost of requiring the culture to be accepted, and the vast majority of empires will run out of accepted culture slots before they run out of monuments, therefore giving the player a (potentially difficult) choice of if they want to accept an otherwise low development culture for a specific monument, vs accepting a bigger culture that has a less desirable monument, and so on.
Monuments (in general, not just the ones from this mod) require a new game to be started for them to appear in their respective provinces.
MONUMENTS REQUIRE A NEW GAME. YOU CANNOT ADD THEM TO AN EXISTING SAVE.
The monuments tend to make the game *easier* for the player, as it adds more overall possible buffs. How significant the buff depends on the region and nation. I have tried to balance the monuments so that they are approximately as powerful as vanilla eu4 monuments. It is recommended (but by no means required) to either turn Great/Mythical conquerors on in the Anbennar setup, or to play on a harder difficulty.
I do actually write changelogs, so do check there at the top of the page for updates on what’s changed in the mod between versions.
If you have more specific or longform questions or comments about the mod, I am in the Anbennar discord as sorge_, feel free to message me personally or in the submodding channel.
The list of monuments is below. The name in parenthesis is the nation that owns the province the respective monument is in at the 1444 start date. It is not an actual part of the monument’s name. The list of monument effects is too long to fit in steam’s mod description, but a link to it is here: https://textuploader.com/t1pe4 (this list is slightly outdated as of June 21st, so don’t take it as gospel. Its about 90% accurate though still.)
Mustering Grounds of Freecestir (Arbaran)
Castle Gaweton (Gawed)
Bayvic, Grandest City of the Reach
Icewind Palace of Commerce (Celmaldor)
Toref Citadel (Eborthil)
Staple Port of Konungrhavn (Bjarnrik)
Beepeck, The Largest Small City
Grand Exchange of Damescrown
Temple of Ara (Ara Temple)
Nathalaire, City of Pirates
Portroy Merchants Guild (Portnamm)
The Guild of Trapsmiths (Bluescale)
The Dragonhoard (Bluescale)
Imperial Palace of Anbenncóst
Port Munas, The Little Anbenncóst (Moonhaven)
Silver Spires of the Silver Moon (Silvelar)
The Hall of the Gallant (Menibór)
The Moonmount Library (Damish Temple)
Temple of the Highest Moon (Damish Temple)
Giberd Academy of Engineering
Temple of Ryala (Ryalan Temple)
Seinathil Institute of Song
The Imperial Archives (Konwell)
Vanbury Steel Foundry (Telgeir)
Temple of Munas (Ibevar)
The Ebonsteel Armory (Urviksten)
Hammerhome Artificers Guild
Mage Academy of Lorentainé (Lorent)
New Adea Naval School (Lorent)
Westport, Gateway to Aelantir (Deranne)
The Temple of Minara (Minaran Temple)
Grain Port of Koroshesh (Elizna)
Zornarakel Naval Shipyard (Elizna)
Great Library of Aquatbar (Marblehead)
Temple of the Elements (Deshak)
Ekha Harbor (Ekha)
Dasmati Halls of Reverence (Dasmatus)
The Feather Academy (Marrhold)
Esthíli Academy of Magic
Deepwater Harbor of Sorncell (Celliande)
Escanni Academy of War
Longlance Knights Academy
The Imperial Dockyard (Neckcliffe)
Manual google drive download for GOG/Epic users: https://drive.google.com/file/d/1c-XVWwk0Hdld-MdzEMysZ7tr-tjGz19D/view?usp=sharing
place in C:Users(Your Username)DocumentsParadox InteractiveEuropa Universalis IVmod. While I try to make sure the manual download is the same version as the steam download, sometimes I forget, so forgive me if it’s a version behind.
Feel free to make compatibility patches, translations, or to add this mod to a mod collection freely without my explicit permission. For more direct uses and/or integration into existing mods, please contact me directly to discuss further.
Required DLC:
These DLC should be installed in order to use this item.
Europa Universalis IV: Leviathan
Required items:
Click the title to search on this site.
Anbennar: A Fantasy Total Conversion — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.