Anbennar Estate Ideas
Compatible with the Steam and BitBucket versions of Anbennar (for now, please comment if it breaks).
Small mod to add Idea Groups for each of the common Anbennar Estates, Mages, Adventurers and Artificers.
All Idea groups and their policies are complete, some might be kinda unbalanced, please comment if you think so.
Takes code and graphics from a no longer updated mod "Anbennar Unleashed – Idea Groups".
(Administrative)
- War Wizards: Land Leader Shock +1
- Mage Bloodlines: Ruler lifespan +25% / More likely Powerful Mage Heirs and Election Candidates (25% chance)
- Hydromancy: Naval Leader Shock +1 / Fleet Movement Speed +0.5
- Realm of Magic: All Power Costs -2.5% / Mages Estate Spell costs -50%
- Arcane Library: Possible Administrative Policies +1 / Magic Study Requires -20% Experience (not working, will change it to higher initial Magic Schools learnt upon new Powerful Mage ruler)
- Training in Siege Spells: Artillery Barrage costs -25%
- Council of Mages: Monthly Administrative Power +1 / Mages Estate Spells casted at one lever higher
Bonus: Shock Damage +15% / Mages Loyalty +10%
(Diplomatic) (not current, balanced it down, please check in-game instead)
- Tinkerers: Innovativeness Gain +20% / Artificery Capacity +10
- Officer Advisors: Advisor Cost -5% / Artificery Capacity +15%
- Artificer Society: Development Cost -5% / Technology Cost -5%
- Elite Core: Special Unit Forcelimit +15%
- Alternative Materials: Production Efficiency +5% / +0.5 Artificery Capacity from each province producing Glass/Gold/Mithril/Gems/Porcelain
- Superior Weaponry: Fire Damage +5% / Heavy Ship Power +10%
- Engineer Kits: Artillery Quality +5% / Artillery levels vs. Fort +1
Bonus: Infantry Fire +0.5 / Artificers Loyalty +10%
(Some ideas names don’t make much sense for legacy reasons, they’ll be changed)
(Military)
- Homesteader Grants: Development Cost -5% / Global Monthly Devastation -0.25% / tribal_development_growth = 0.05
- Adventurer Outposts: Colonists +1 / settle_cost = -0.3
- Defend the New Homeland: Hostile Attrition +1 / Garrison size +10%
- Adventuring Into The Unknown: Allows Recruitment of Explorers and Conquistadors / +1 of each Development type when a colony finishes / colony_cost_modifier = -0.25
- Questing Companies: Possible Military Policies +1 / Mercenary Manpower +25%
- Meritocratic Hires: Leader Cost -25% / Advisors get a new skill that scales with each level they are
- Integrate Adventurers: Mercenary Maintenance -25% / Mercenary Discipline +2.5%
Bonus: Free Military Policies +1 / Adventurers Loyalty +10%
Each Policy enabled by this idea group unlocks a local strong mercenary company that costs no Army Professionalism.
Please be aware that I took one colonist off the Expansion Idea Group and replaced it with governing capacity, which also fits the Expansion theme. This was done for balance purposes as colonization in Anbennar already happens very very fast, but I’ll revert this change if people end up hating it.
As always, feel free to comment any suggestions, critiques or issues you have with the mod.
Revisions:
Old revisions of this mod are available below. Click the link to download.