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[Anbennar] Dev Diary #17: Upcoming Changes to Cannor pt II
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Nopani is in Anbennar
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Hello all, and welcome to a new Anbennar dev diary! Last time we took a look at Cannor, and today we’re gonna continue since there’s still much see.

Let’s start off strongly, by looking at ORCS! That’s right, orc units finally got the proper visuals, thanks to u/0-Stefan-0

For all cultures, and tech levels may I add.

Not only he made orc unit models, he made orc-ified advisor portraits as well.

Still on orcs, the Ozarm'Chadash trial (which can happen to any orc ruler below 5 MIL) can now happen to your heir too.

And now back to civilization. West and east Damerian nations now start with a new Damerian Monarchy government type.

Calling back to their origins of the ancient Damerian Republic, which is akin to the Roman Republic of our world, it uses parliament mechanics.

Parliamentary monarchy is not good enough for you? Then let’s proceed to the trade league of Wineport.

MT by WishPig, mission descriptions by Kingston.

Impressive in its length. There are several missions in this tree that give you a permanent 1% trade efficiency and 1% global trade power (each stacking on the previous), simulating you putting a tighter and tighter stranglehold on global wine trade.

Eventually you’ll unlock a new \"Wineport Republic\" government too.

Also, a fun aside: the Excellent and Poor Vintage events have an amplified effect if you have the Wine Lord or Wineport Republic government reform.

Wineporters are not the only plutocracy taking to the seas this patch. The island kingdom of Eborthíl received a proper, complete mission tree by Runehawk (in place of the WIP stub it had before)

Goals include: helping your junior partner Deshak fight off the gnolls, seizing all islands across the Divenhal, building an armada. And new world colonization too, mostly about seizing strategic Aelantir locations.

Speaking of Eborthíl and their neighbours in general, Anbennarian and Businori nations on the Divenhal have been given Iberian ships models should you possess the Golden Century DLC. They have also been given Mediterraean city models from the Mesogeios mod. :)

Gnolls and Akani received berber ships instead, from the same pack.

A map change: the Khenak Mountain Range between Verne and Busilar has been redrawn to have a mountain pass in its interior; this also changes the map borders of the Hill Gnolls who infest it.

Moving to Anbenncóst, the city of the world’s desire received several flavour events dealing with the immigration of fantasy races from across the planet. Half-orcs, Goblins, Ruinborn… even ogres.

Back to mission trees, Vertesk blows everybody out of the water:

63 missions. Is this a new Aelnar?

They are certainly on the ominous side of countries. Rebuilding a giant evil tower that was used to oppress people during the War of the Sorcerer King, participating in the orc slave trade, eventually leaving the Empire and reforming the Vertesk Dominion, potentially becoming a military dictatorship.

This massive mission tree was designed by Alectron and the mission descriptions were written by Eranel.

On a lighter note, the Venáil Island Rights chain!

You have an island and you want to colonize a continent. So what do you do? You sell the island, of course. In exchange you’ll get 200 ducats and a good colonization bonus but...

Should you take too long to migrate, Sorncóst (or Lorent, if they’ve annexed Sorncóst) will come and take the island by force (After 1535 if you're a Venáil player, later for the AI)

End result:

Gone are the days of Venáil being split between three different colonizers once its elves migrate away. Instead it normally goes to Lorent now.

For the end of this dev diary we're going to the chilly land of Gerudia:

See anything new here?

If you have a keen eye you’ll have noticed new provinces were added, allowing you to colonize deeper into Gerudia. They were added by Oxtroo.

This said, now the north of the map has the arctic modifier so they will be much costlier to develop.

Gerudian units! Ard Dradh Jhorgas coded and wrote the text for several new Gerudian units.

Let me draw the description of another one:

Adderic Rifles
"The ancient house of Adshaw once ruled the Reach, but while their vassals have dwindled their influence has still grown. With the vast timber reserve of the Adderwood, and their central position between the Alen and the Giant's Grave Sea, the Adshaw became trade magnates rivaling that of the old Reachmen cities. Once the personal guard of the house, the Adderic Rifles have been expanded to encompass the majority of their mounted corps. Armed with superior carbines, plentiful ammo, and a trusty sabre, the Adderic Riflemen remind all why money and mobility is key."

And, with this, I close off this dev diary. This is NOT everything that's been done for Cannor either, there's gonna be a part three in fact. Who was it that said that some Paradox mods run as efficiently as game companies? I remember reading a comment about it a few days ago.

Seeyou next time!

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