CoT
Changelog Wreath of Stars Anbennar Version 0.1 "Cannorwake"
Anbennar changes (Based of Anbennar Bitbucket fork from the 30th March 2024)
– Completely reworked how nations are concepted across all of Cannor continent
– Nations now have Tiers:
– At tier 1 a nation is a minor duchy with limited holdings (Examples: Madelaire/Eilisin/Rubenaire at the start of the game)
– At tier 2 a nation is a kingdom with regional significance (Examples: Deranne at the start of the game)
– At tier 3 a nation is an empire rank nation, one of the biggest and most important countries in the world (Examples: Lorent, Gawed)
– Some nation and their idea sets may be limited to some tiers (Examples: Deranne (Tier 2 and 3), Lorent (Tier 3)
– Completely reworked ALL national ideas for every single nation on the Cannor continent
– Every national idea set now is made up of two parts:
– The culturally shared ideas (Tradition 1 and 2, Idea slots 2,4 and 6)
– The unique national ideas (Idea slots 1, 3, 5, 7 and Ambition)
– The national ideas of a nation can be affected by it’s current tier. (Examples: "Minaran Temple" with Tier 1, 2 and 3)
– At tier 1, the first national idea increases the Manpower Recovery Speed by 10%
– At tier 2, the first national idea increases the Manpower Recovery Speed by 15%
– At tier 3, the first national idea increases the Manpower Recovery Speed by 20%
– Some national ideas may be unaffected by an increases of tier, due to balance considerations
– 30+ new formable nations exist across Cannor, utilizing this new idea system and allowing a balanced
– Many of these are decisions to reform nations that already existed in the previous Anbennar lore, with their new and reimagined idea sets (Wex, Wesdam, Verne, Roilsard, etc.)
– Forming a new nation allows you to chose between upgrading your previous set of ideas or adopting a new set of ideas
– Completley reworked the the starting situations across multiple regions of Cannor
– The Lilac Wars have devastated large parts of Cannor and new events have been added to give more depth to this
– Lencenor:
– All wine-lords in Lencenor now start as Appanages of Lorent
– Escann:
– All provinces in Escann were settled and the countries were formed
– Native mechanics and gameplay have been completley removed from Escann
– Development and trade goods were rebalanced and are no longer random in Escann
– Added 20+ new provinces across Cannor continent
– Notable: Darawan’s Folly, Damesear areas, Deepwoods
– Added 20+ new tags (Escanni remnants and Adventurers, Flamemarked Gnolls, Lencori minors)
– Notable:
– Camdrean Company Vampire Adenvturers in Escann
– Flamemarked Gnolls Playable Gnolls in Darawans Folly
– Renamed 20+ nations to better represent their cultures and claims, for example "Wesdam" -> "Aleceria"
– Reworked Culture Groups across Cannor, to more accurately represent their lore and emphasize cultural differences
– Nations with their starting capital in Escann subcontinent are now unable to join the Empire of Anbennar until 50 ingame years have passed since the beginning of the game
– Reworked the general reforms and the later Decentralization/Centralization branches of the Empire of Anbennar
– Removed Naval Engagement Width and +1 Diceroll off of owned coast across all ideasets #TODO
– A variety of minor changes or additions affecting:
– Trade goods
– Trade zones
– Cultures & Culture Groups (Tretunics are now human)
– Terrain
– Government reforms across Cannor (Free Cities, Escann)
– Mission Trees (Wex, Pearlsedge)
General Changes:
– New WoS designed Idea groups
– New WoS designed Policies
– A custom and expanded generic MT, available to all nations and balanced for MP #TODO
– You can now chose to keep your country name and country or take the new name and color, when forming a nation
– Recruiting Generals no longer gives 1% Army Professionalism
– Reworked the scaling bonuses from Army Professionalism to now scale from:
– At 0% Army Professionalism
– +15% National Manpower Modifier
– +33% Manpower Recovery Speed
– +15% Land Forcelimit Modifier
– -5% Discipline
– At 100% Army Professionalism
– -50% National Manpower Modifier
– -33% Manpower Recovery Speed
– -33% Land Forcelimit Modifier
– +10% Discipline
– +33% Siege Ability
– Possible Condottieri +100%
– +33% Land Fire Damage
– +33% Land Shock Damage
– General Cost -50%
– +50% Reduced Morale Damage Taken By Reserves
– Army Drill Gain Modifier +100%
– Regiment Drill Loss -50%
– Reworked Estate Priviliges that previously gave monthly mana, across all estates. Now there is a single exclusive +1 ADM/DIP/MIL ruler skill privilige you can have active at any one time.
– Reworked scaling bonuses from Absolutism, at 100 Absolutism the bonuses have changed as follows:
– Admininistrative Efficiency from 30% to 25%
– Discipline from 5% to 10%
– Global Tax Modifier from 0% to 50%
– Being over Forcelimit means you pay x4 times as much upkeep per unit, up from previously x3 times as much
– You can now be up to -999 mana in debt for ADM and MIL mana, as previously this was only possible for DIP mana
– Alliances are now possible regardless of relations between countries
– Enforced 1/1/1 idea ratio between adm/dip/mil idea groups
– Minimum maintenance for land and naval units was doubled
– There are now a total of 15 great powers, instead of 8
– Changed the UI to accommodate for this
– Military leaders and rulers turned to leader should live significantly longer now
– Changed a state edict from -10% local development cost to -10% local construction cost
– Completely reworked the vanilla generic MT to make it viable and fun in multiplayer
– Made the WoS generic MT compatible across all currently implemented generic mission trees
– Players now have the choice to pick between a nations MT or the new generic WoS MT when they first select a nation
– Halved all sources of All Power Cost Reduction across vanilla and Anbennar, with the exception of Golden Era and Innovativeness
– Halved all general sources of Advisor Cost Reduction and specific Advisor Cost Reductions. Individual 25/50/75% Advisor Cost Reduction has been preserved.
– Partially Rebalanced Artificer inventions to be more in line with WoS-idea power levels, completion pending
– Edited the national ideas of numerous player nations, with the purpose of balancing them for multiplayer
– Discounted Advisors have been made more expensive (50% -> 25, 66% -> 30%, 75% -> 35%) #TODO
– Forcelimit buildings now give Forcelimit variably on development #TODO
Cannorwake specific changes:
– Disabled the mage estate & estate magic
– Disabled ruler magic
– Removed all starting war wizards
– Enabled the artificer event to pop up within the first three months of chosing a nation, including monsterous tags. Tags that do not have estates continue to not have artificers until they become available. Monstrous nations with estate also gain the Artificer estate.
Revisions:
Old revisions of this mod are available below. Click the link to download.