Dwarven Holds are so OP the devs had to add like 5 different disasters just for serpentspine nations to balance it out (still super OP), they can go up to like hold level 10? i think, and can get something like -150% or -200% dev cost just from the hold, literally insane.
Are they realy? Sure you get super tall province but you could just as well conquer more provinces and end up with same effect without spending mountain of mana to dev it, and in the process take more trade nodes and have more trade income. Only adventage would be that holds dev up by themselves.
@@xzardas541Expanding also costs mana though. Coring is expensive in paper mana, Unjustified demands a lot of bird mana in the early game and fighting protracted war is expensive in sword mana. That's kind of the whole point; mana is what allows you to get stronger, either wide or tall.
@@garak55 and you will have to spend as much if not more for repairs, I swear AI just sieges them in 5 ticks despite me having over 100% defensivnes, hold gets blasted losing 2 of each dev, I have to siege damn place back, causing even more damage, its a pain! Not to mention sinking mountain of gold in the repairs, that I could spend on buildings and adcvisors. And even if they do not manage to siege it you still end up with bunch of devastation tanking your income, you would think serpentspine is easy to defend but nope, AI gets 100military acceses and runs around bloody continent jut to piss you off.
i feel obligated to say that as any nation that starts in the serpentspine you should do a few expeditions before settling somewhere for the huge boost in both money and mana. expeditions go significantly faster if you own less than two provinces. watching you take out loans in order to immediately settle caused me great spiritual pain
@@cogwheel5979 But dwarves get a massive admin efficiency hit if they settle and form a hold before getting gov reforms, so you really do want to od the expeditions. Also you get a lot of dwarven knowledge for either reform progress or hold dev, so you really shouldn't settle down too early. You can also finish the adventurer mission tree once you've settled down but before forming a hold for massive colonial buffs. I think it's optimal for adventurers with a journey(blackbeard for the marble hold is my most recent one) to go pretty fast and settle once you get there, then wait until your colonial missions are done to form a hold.
@@JaddarJexiszuir I have never had an issue hitting max adventurer reforms before adm tech 7 needed to reform into another tag. You don't need to hit the expeditions, although they do massively help. To me they help me power develop my hold more than anything else. I also do the Adventurer missions first for the permanent dig speed increase, which requires a level 4 or 5 Hold I do believe. Don't rush to reform, the basic Adventurer mission tree has some nice permanent buffs. And some temp ones to help super develop your capital.
@@TheStormfuryhow do you get all reforms before adm 7? Best I could do is forth reform with a guy that increases reform progress. Also lvl 5 hold before adm 7? That's impossible
Dwarven holds are op for a couple of reasons Dev cost as you said but the actual main reason is that they develop over time naturaly without your involvement. The reason for the Dam is that it massivly increases the holds natural development. And since you have the geothermal thing it is massivly cheaper for you to do. There is also another big thing with is to fix the farmland around the dwarven capital fixing all 4 areas will grant you a dev cost reduction. Other recomendations would be to demonstry erlier since it gives you the normal estates and so you can cast spells ( build cost and construction speed). Holds time is all about construction speed so having that momument aswell as the estate spell is a big boon for your nation. expeditions moral, supplies and manpower are things that dropp over time. organisation is the speeds they work at ( the base one is decided after your disipline) so on harder and longer ones ones you will likely have to boost it to succsed. Share of the adventures gold should be like 20-30% of the gold total that they are expected to make ( I take that to be safe). This drasticaly reduces the moral damage they take ( likely the main reasons why so many of them failed in you run). Labyritian you can often go pretty minimal investment ( except for the final level). They are very short and the costs are pretty minimal. their succses is more about the choices that you make if you read it.( sharing gold with the adventures is unnessicary on them)
3:26 - IIRC for most holds is 10, special holds like the Dwarven Capital and Birthplace of Orcs (near Harpylen Dam IIRC) can go to 12, and the Deep Dwarf Disaster automatically digs the hold they spawn in to 12 IIRC.
Anbennar is crazy, Dwarfs are OP (until they explode from greed AND from even deeper dwarfs), there is a country with a vampire court, Emerald Orcs going out of their woods to burn the entire world, harpies fighting desert elves (or was it humans?). Anbennar is the best and most developed mod for EU4, my only issue is having to rollback to another version of EU4 to be able to play it most of the time. The mod will shine the brightest ironically once EU4 development ends.
Hold can go all the way down to 10, and two holds in specific can even go to 11, those being Amhaldir and Grotsunad (might have spelled that wrong) aka the two Dwarven Capitals, Amhaldir being the capital of all dwarves, and Grotsunad being the so called "eastern" capital in the years after the fall of the empire.
Also, for expeditions, Party Share dictates natural decay of morale and org. Below a certain level you will actually lose an amount of both per tick. The ideal amount (i.e. to have no decay but no extra morale or org per tick) is ((max possible loot + min possible loot)/2)*0.3. In case of a 1k-2k expedition, we're talking a party share of at least 450 to have no malus.
13:49 - yeah this is something you learn eventually, but you want to give a party share of about 30% of the minimum estimated loot to stave off morale loss and hence attrition of the party members.
@@alecshockowitz8385 I mean with the increased difficulty of the expeditions after the last couple patches, you want to do both lmao. Organization plus morale plus party share go brrrrrrrr
Silverhold (the nation indicated toward the end) does indeed have a beefy mission tree. Its all about strip mining the land to such a degree it becomes undesirable to anyone except dwarves and their slaves, pimp-slappijg anyone who has ever done anything to offend them, and finishing their hold. Because they messed that up before you ever got there.
Dwarves are realy fun to play, there is 30ish holds and each can reach 120dev for reasonable price. But there is one very special hold, Verkal Gulan that has gold and modifier preventing it from depleting, ever. So now you have hold that can reach 60ish production, hold modifier that goes from 0.05 to 5 goods produced, hold specialisation artisan that you get after hold tier 4 with 1 goods produced and bunch of modifiers, that you can upgrade for more goods produced and monument that buffs production, aaaaand you get missions that give 4.5 goods produced. In the end I had like 200 income from that single province by 1580.
Anbennar is easily the best mod for the game going by the in-depth missions (on that note, thanks so much for leaving the mission tooltips open long enough for people to pause and read), lore, etc. Only other mod close in my opinion would be Ante Bellum.
Only problem i have with the mod is some of the mission trees that have requirements like needing a specific country as a subject or ally don't have backup requirements if said country doesn't exist anymore, making the mission trees unfinishable.
The maximum a hold can go is 10 except some that can go to 11 like Amldihr from being the Capital of the Dwarven Empire and Gronstunad from being the Eastern Capital and the reason why there so much mission tree is for the fact that a lot of Anbennar is kinda open there a public fork and if you want to add a country and a mission tree you can and if people love it can be added to the main mod if it does not go against already establishing stuff
Good video, but you should REALLY purge Orcs to get rid of them from Amldhir. You can't dig all that well with Orcs there, and your missing 4 easy holds that should be producing a solid 20 ducat income together by this stage for little investment. Also, important note, Holds get free dev from construction time and dev cost reduction. Construction cost also affects repairing and digging cash costs.
you know, it's funny. there are two Mission Trees that are competing for the 'longest mission tree in the game', iirc one's a tag in Yanshen (Fantasy china) and the other one is *a formable that is inaccessable until the 1600's*, Castanor.
Problem with mission trees is that some of them are a bit bloated. Kind of like if the Ottomans had to do 4 missions jumping through many hoops before finally getting a claim on Constantinaple.
I love playing in the Serpentspine. There are all of these new tags to check out but nothing is ever as fun as snaking through the mountain and getting all that cash money
Whenever I watch this mod from you, I get the urge to play it myself, but the vast amount of content is intimidating... It took me a while to learn how to play EU4 and this mod looks like a game of its own, I don't know whether I am patient enough to learn how to play it or not :/
Holds often get 100+ dev each, especially player ones. And you can go much deeper than just 6, just be careful not to dig too greedily or too deeply... Yeah, their is countless references in this mod. The Ogre's that live in the swamps near Quarbit's start? Filled with Shrek Jokes, like the mission "get out of my swamp!"
Listening to this before I leave for home from visiting my parents for this last weekend, and they wanted to know why you aren't doing voice over work for a living LOL
The Kheteratans did get generic trees, but they are pretty desent actually, specially the Aakhetist one, and that one has the plus of having to be set religión, i love Aakhet he is an annoying old fck i love him Also, of the new ones i also have to recommend Yinquan and Gemradcurt.
As a longtime dwarf player, it's canon that the dwarves WERE responsible for the hatred between goblins and dwarves. They used to be friends before the dwarven greed caused them betray that friendship. It was revealed to me in a dream, along with literally the entire race of dwarves and goblins via dream magic. Yes this happens (if you kill the command and form the hold of dreamers)
Yo Quarbit, Damestear might be amazing, but so is mithril. As long as you produce mithril you get ... some military bonus (I think it's either shock damage taken reduced or discipline). Dwarven knowledge doubles the next dev click in a hold
26:08 - a decent summary of the mission trees lol. You can tell which tags are meant to be the ones to facilitate world conquests (which is not easy in Anbennar compared to base game) or are just the autistic hyperfixation of a single devoted dev lmao.
Why do every time I watch someone play Anbennar, they play as goblins/orcs migrating through the mountains and settling in a dwarven hold? 😅 Not that I ever searched for Anbennar content specifically, but that's what happens every time I get a video recommended.
I will preface this by saying I love Anbennar, easily the best overhaul mod I've played. However, I really don't like how the mission trees push you so hard in a predetermined direction instead of things happening a bit more organically. I'd rather the mission be like big long term goals and you having to figure out how to do them instead of a step by step "get these provinces, finish this disaster, click button" like it is now. I mean, it's a problem in the base game also so I can't complain too much but still. In terms of implementation I think events, distasters etc... feel a lot better than me clicking a "get claim" button.
@@joaovictordesousa8283 Not quite. Anbennar is HEAVILY based on D&D but looking at its actual world it is its own wholly unique creation. You won't read anything on the Serpentspine, or any of its other areas, cultures, states & religions as well as important characters and historical dynamics in any work related to D&D. As it is not a world taken from D&D but one inspired by it. The best way to learn about anbennars lore is its well maintained wiki.
hi, ive been playing the bitbucket version for like a year now: The magetower does things for both specific tags, the escann necromancer tag gives it extra bonusses and uses it for missions for example, also it has some interactions with the mage estate and with the magisterium :)))
@@Quarbit Thank you! I was thinking about how to approach it and my earliest EU4 games were either Portugal or Spain so I was wondering about something like that. It's pretty crazy how much they've done with EU4, which is notoriously one of the hardest Paradox games to mod.
shitposting aside if you play anbennar again id recommend one of the adventurers that spawn in the 1500s, cestirmark and plumstead are 2 of my favorite missions and isobelin is also really good.
Goblins? More like goblin deez nu-
Do a pt2 and form Israel
How do you delete someone else’s comment
Please please please do a part 2!!! The goblin overclan has one of the most bombastic and crazy MTs I've ever seen in EU4, modded or otherwise!!!
Pls part 2!
Please do a part 2!
I fucking love Anbennar, no gaslighting this time
fr fr best mod
Dwarven Holds are so OP the devs had to add like 5 different disasters just for serpentspine nations to balance it out (still super OP), they can go up to like hold level 10? i think, and can get something like -150% or -200% dev cost just from the hold, literally insane.
Highest is level 11, for Amdlhir and Gronstunad only I think.
It caps out at 1650% dev cost reduction iirc, and requires 120 dev to dig it.
Are they realy? Sure you get super tall province but you could just as well conquer more provinces and end up with same effect without spending mountain of mana to dev it, and in the process take more trade nodes and have more trade income.
Only adventage would be that holds dev up by themselves.
@@xzardas541there’s only so much dev in roads and caverns. holds keep you alive until you get missions/ideas/tech/events for deving caves and roads
@@xzardas541Expanding also costs mana though. Coring is expensive in paper mana, Unjustified demands a lot of bird mana in the early game and fighting protracted war is expensive in sword mana.
That's kind of the whole point; mana is what allows you to get stronger, either wide or tall.
@@garak55 and you will have to spend as much if not more for repairs, I swear AI just sieges them in 5 ticks despite me having over 100% defensivnes, hold gets blasted losing 2 of each dev, I have to siege damn place back, causing even more damage, its a pain!
Not to mention sinking mountain of gold in the repairs, that I could spend on buildings and adcvisors.
And even if they do not manage to siege it you still end up with bunch of devastation tanking your income, you would think serpentspine is easy to defend but nope, AI gets 100military acceses and runs around bloody continent jut to piss you off.
i feel obligated to say that as any nation that starts in the serpentspine you should do a few expeditions before settling somewhere for the huge boost in both money and mana. expeditions go significantly faster if you own less than two provinces. watching you take out loans in order to immediately settle caused me great spiritual pain
We need to get him to see this.
On the other hand as a dwarf you can form a dwarf hold nation and get a head start on colonizing if you ignore expeditions.
@@cogwheel5979 But dwarves get a massive admin efficiency hit if they settle and form a hold before getting gov reforms, so you really do want to od the expeditions. Also you get a lot of dwarven knowledge for either reform progress or hold dev, so you really shouldn't settle down too early. You can also finish the adventurer mission tree once you've settled down but before forming a hold for massive colonial buffs. I think it's optimal for adventurers with a journey(blackbeard for the marble hold is my most recent one) to go pretty fast and settle once you get there, then wait until your colonial missions are done to form a hold.
@@JaddarJexiszuir I have never had an issue hitting max adventurer reforms before adm tech 7 needed to reform into another tag. You don't need to hit the expeditions, although they do massively help. To me they help me power develop my hold more than anything else.
I also do the Adventurer missions first for the permanent dig speed increase, which requires a level 4 or 5 Hold I do believe. Don't rush to reform, the basic Adventurer mission tree has some nice permanent buffs. And some temp ones to help super develop your capital.
@@TheStormfuryhow do you get all reforms before adm 7? Best I could do is forth reform with a guy that increases reform progress. Also lvl 5 hold before adm 7? That's impossible
Love the comet sighted event giving -2 stability whilst being inside a mountain lmao
Dwarven holds are op for a couple of reasons
Dev cost as you said but the actual main reason is that they develop over time naturaly without your involvement. The reason for the Dam is that it massivly increases the holds natural development. And since you have the geothermal thing it is massivly cheaper for you to do.
There is also another big thing with is to fix the farmland around the dwarven capital fixing all 4 areas will grant you a dev cost reduction.
Other recomendations would be to demonstry erlier since it gives you the normal estates and so you can cast spells ( build cost and construction speed).
Holds time is all about construction speed so having that momument aswell as the estate spell is a big boon for your nation.
expeditions
moral, supplies and manpower are things that dropp over time.
organisation is the speeds they work at ( the base one is decided after your disipline) so on harder and longer ones ones you will likely have to boost it to succsed.
Share of the adventures gold should be like 20-30% of the gold total that they are expected to make ( I take that to be safe). This drasticaly reduces the moral damage they take ( likely the main reasons why so many of them failed in you run).
Labyritian you can often go pretty minimal investment ( except for the final level). They are very short and the costs are pretty minimal. their succses is more about the choices that you make if you read it.( sharing gold with the adventures is unnessicary on them)
ur right but its some of the most boring game play around its just min max central . plus obsidian legion is so fucking annoying
wait building the damn in harpyland increases dig speed ? Or are you talking about centralising hold operations ?
3:26 - IIRC for most holds is 10, special holds like the Dwarven Capital and Birthplace of Orcs (near Harpylen Dam IIRC) can go to 12, and the Deep Dwarf Disaster automatically digs the hold they spawn in to 12 IIRC.
Anbennar is crazy, Dwarfs are OP (until they explode from greed AND from even deeper dwarfs), there is a country with a vampire court, Emerald Orcs going out of their woods to burn the entire world, harpies fighting desert elves (or was it humans?).
Anbennar is the best and most developed mod for EU4, my only issue is having to rollback to another version of EU4 to be able to play it most of the time. The mod will shine the brightest ironically once EU4 development ends.
Hold can go all the way down to 10, and two holds in specific can even go to 11, those being Amhaldir and Grotsunad (might have spelled that wrong) aka the two Dwarven Capitals, Amhaldir being the capital of all dwarves, and Grotsunad being the so called "eastern" capital in the years after the fall of the empire.
Please keep this run going, it’s so fun
ANBENNAR UPDATE LETS FUCKING GOOOOOOOO
Also, for expeditions, Party Share dictates natural decay of morale and org. Below a certain level you will actually lose an amount of both per tick. The ideal amount (i.e. to have no decay but no extra morale or org per tick) is ((max possible loot + min possible loot)/2)*0.3.
In case of a 1k-2k expedition, we're talking a party share of at least 450 to have no malus.
Mithril is actually the best trade good in Anbennar. Each province of it adds combat ability to your army. Pretty broken.
13:49 - yeah this is something you learn eventually, but you want to give a party share of about 30% of the minimum estimated loot to stave off morale loss and hence attrition of the party members.
Better off just paying more in organization
Manpower is cheap if you win, but mana is expensive. Loot eats up a percentage of your mana rewards too.
@@alecshockowitz8385 I mean with the increased difficulty of the expeditions after the last couple patches, you want to do both lmao. Organization plus morale plus party share go brrrrrrrr
Silverhold (the nation indicated toward the end) does indeed have a beefy mission tree. Its all about strip mining the land to such a degree it becomes undesirable to anyone except dwarves and their slaves, pimp-slappijg anyone who has ever done anything to offend them, and finishing their hold. Because they messed that up before you ever got there.
100+ dev dwarven hold province my beloved
7:46 - IIRC it’s just as simple as all the individual gem bonuses become doubled.
Always love to see some Anbennar content!
Dwarves are realy fun to play, there is 30ish holds and each can reach 120dev for reasonable price. But there is one very special hold, Verkal Gulan that has gold and modifier preventing it from depleting, ever.
So now you have hold that can reach 60ish production, hold modifier that goes from 0.05 to 5 goods produced, hold specialisation artisan that you get after hold tier 4 with 1 goods produced and bunch of modifiers, that you can upgrade for more goods produced and monument that buffs production, aaaaand you get missions that give 4.5 goods produced.
In the end I had like 200 income from that single province by 1580.
Anbennar is easily the best mod for the game going by the in-depth missions (on that note, thanks so much for leaving the mission tooltips open long enough for people to pause and read), lore, etc. Only other mod close in my opinion would be Ante Bellum.
Only problem i have with the mod is some of the mission trees that have requirements like needing a specific country as a subject or ally don't have backup requirements if said country doesn't exist anymore, making the mission trees unfinishable.
There's been a large push to avoid situations like that in the future.
seinthal 👀
YES! Love me some Anbennar content. This update in particular is absolutely massive.
FWI you can see hold digging progress by hovering over the decision.
The maximum a hold can go is 10 except some that can go to 11 like Amldihr from being the Capital of the Dwarven Empire and Gronstunad from being the Eastern Capital and the reason why there so much mission tree is for the fact that a lot of Anbennar is kinda open there a public fork and if you want to add a country and a mission tree you can and if people love it can be added to the main mod if it does not go against already establishing stuff
More please. I need more Anbennar in my veins.
Good video, but you should REALLY purge Orcs to get rid of them from Amldhir.
You can't dig all that well with Orcs there, and your missing 4 easy holds that should be producing a solid 20 ducat income together by this stage for little investment.
Also, important note, Holds get free dev from construction time and dev cost reduction. Construction cost also affects repairing and digging cash costs.
I did end up doing that, I was just hoping to get away with those crimes by not mentioning them ;)
you know, it's funny. there are two Mission Trees that are competing for the 'longest mission tree in the game', iirc one's a tag in Yanshen (Fantasy china) and the other one is *a formable that is inaccessable until the 1600's*, Castanor.
Problem with mission trees is that some of them are a bit bloated. Kind of like if the Ottomans had to do 4 missions jumping through many hoops before finally getting a claim on Constantinaple.
I would love to see you play more anbennar
You should try out the command and Azkare if you haven't already
I love playing in the Serpentspine. There are all of these new tags to check out but nothing is ever as fun as snaking through the mountain and getting all that cash money
Whenever I watch this mod from you, I get the urge to play it myself, but the vast amount of content is intimidating... It took me a while to learn how to play EU4 and this mod looks like a game of its own, I don't know whether I am patient enough to learn how to play it or not :/
its pretty much the same game the most important thing i so keep reading all the debuffs and buffs in all the tool tips
Holds often get 100+ dev each, especially player ones. And you can go much deeper than just 6, just be careful not to dig too greedily or too deeply...
Yeah, their is countless references in this mod. The Ogre's that live in the swamps near Quarbit's start? Filled with Shrek Jokes, like the mission "get out of my swamp!"
Only events you don't want to do while digging a hold is calcite layer, and the one with explosions.
Listening to this before I leave for home from visiting my parents for this last weekend, and they wanted to know why you aren't doing voice over work for a living LOL
if you think about it, I technically am 🤔
@@Quarbit I love the content, Anbennar specifically because that mod still isn't as popular as it deserves to be, but really I am here for the voice.
Ohh no never open the Marhold tunnel!
what happens?
@@QuarbitYou lose all your trade
@@Quarbit i understand that it changes the trade lanes and you lose your valuable end node.
@@JeffTaylor-tr7my I don't think trade lanes can be changed. I think they're hard coded into the map on startup
@@Quarbit actualy all non subterranean races get -10000 trade power in that node to simulate it
The Kheteratans did get generic trees, but they are pretty desent actually, specially the Aakhetist one, and that one has the plus of having to be set religión, i love Aakhet he is an annoying old fck i love him
Also, of the new ones i also have to recommend Yinquan and Gemradcurt.
As a longtime dwarf player, it's canon that the dwarves WERE responsible for the hatred between goblins and dwarves. They used to be friends before the dwarven greed caused them betray that friendship. It was revealed to me in a dream, along with literally the entire race of dwarves and goblins via dream magic. Yes this happens (if you kill the command and form the hold of dreamers)
Yo Quarbit, Damestear might be amazing, but so is mithril. As long as you produce mithril you get ... some military bonus (I think it's either shock damage taken reduced or discipline).
Dwarven knowledge doubles the next dev click in a hold
Got like 80 one time just to see how much was reasonably possible as an adventurer. Needless to say there was a lot of deving very quickly lol
you should continue to play and show us more of the goblins
Just want to say I am always happy to consume more Anbennar content
Party's share impacts morale loss in the expeditions. Usually a good idea to give them a minimum of 200 loot
TBH, I don't remember the last time I've played EU IV without this mod. It's the best mod ever
Anbennar is so good that if the guys who made it want a job in the industry they just need to point to this mod for their CV.
26:08 - a decent summary of the mission trees lol. You can tell which tags are meant to be the ones to facilitate world conquests (which is not easy in Anbennar compared to base game) or are just the autistic hyperfixation of a single devoted dev lmao.
Goblins? In the caverns? I can only hope there are no mind goblins.....
mind goblin deez n-
This is a petition for a part 2
Quarbit why did you have to remind me that I am stuck in Kansas for another year. I did not need that in my day
Just did a south dwarf game where I had 3 custom disasters happen all at once and was inv forever wars great mod
I just love Anbennar man!
LETS GOOOOO, ANBENNAR
Looks around.....yep....still in Kansas....save me please!
So pukebeards old addiage: "goblins arent good" is no longer true
Time to return to Anbennar !
Jaddair s and The commands misson trees are actually larger then some eu4 exspanstions
Quarbit confirmed Goblin King
hell yeah, would love you to continue this run and click all the happy buttons on the mission tree
Really wanna see more of this
My next campaign after YinQuan
Why do every time I watch someone play Anbennar, they play as goblins/orcs migrating through the mountains and settling in a dwarven hold? 😅
Not that I ever searched for Anbennar content specifically, but that's what happens every time I get a video recommended.
it's some of the most complete content in the mod
Gotta love Anbennar mod, recently finished roman campaign from new dlc so I will go back and try few new MT's starting with Urviksten
new mt is soo good just finished a campaign so much fun. i just hit the 1600s in my Eduz-Vacyn run new mechanics and mt might be better 🫣
more anbennar pls this is so fun
MOAR ANBENNAR GWAAAAH
Best EU4 mod hands down
10:50 lmao I almost pissed my pants
Thanks for the shout out 👽
As one of the 11 Kansas viewers I can tell you I know all other 10
GIVE US MORE OF THIS NATION THIS IS SO COOL!!!
This was my first pick for the new update, goblins are pretty cracked
Yes I got a personal shout out!! 🎉🎉🎉
Holds go to level 11 or 12 and you hit the core of the mantle. ......
Max u can dig is 10 or 11 in 2 Provinces
2nd video?
You made me like Anbennar
this is awesome
Great stuff. Now do Dhenijanraj into Harimraj. It'll be fun:)
love your videos, could we get some more anbennar content?
Is this basically Fall From Heaven II (CIV 4 mod?)
I will preface this by saying I love Anbennar, easily the best overhaul mod I've played.
However, I really don't like how the mission trees push you so hard in a predetermined direction instead of things happening a bit more organically.
I'd rather the mission be like big long term goals and you having to figure out how to do them instead of a step by step "get these provinces, finish this disaster, click button" like it is now.
I mean, it's a problem in the base game also so I can't complain too much but still. In terms of implementation I think events, distasters etc... feel a lot better than me clicking a "get claim" button.
Hey Quarbit, where is possible to learn about Anbennar Lore?
The "anbennar wiki" :)
@@sizanogreen9900 i mean, the lore of anbennar is the lore of D&D, isn't it? There isn't a better place to learn about D&D lore?
@@joaovictordesousa8283 Not quite. Anbennar is HEAVILY based on D&D but looking at its actual world it is its own wholly unique creation. You won't read anything on the Serpentspine, or any of its other areas, cultures, states & religions as well as important characters and historical dynamics in any work related to D&D. As it is not a world taken from D&D but one inspired by it.
The best way to learn about anbennars lore is its well maintained wiki.
@@sizanogreen9900 thanks for the info !!!
hi, ive been playing the bitbucket version for like a year now: The magetower does things for both specific tags, the escann necromancer tag gives it extra bonusses and uses it for missions for example, also it has some interactions with the mage estate and with the magisterium :)))
8000 natives? Mate you should have went native trading for the massive assimilation bonus which is based on the amount of natives present
early on, getting that settler increase up is super important
As a nation in the serpentspine you get -150% native assimilation
the gov reform has a major native assimilation debuff
Part 2 map boy chop chop ❤
More please
Keep going pls
is mountain shark to only tribe with that mission tree??
That specific tree? Yes. But I think all of the goblins in the West Serpentspine have their own unique trees
Can you play a Colonial game in this mod? I see they have smaller landmasses away from the big two.
Yes there are many colonial tags. Try Lorent for something easy or Venail to do an exodus with a crazy huge mission tree
@@Quarbit Thank you! I was thinking about how to approach it and my earliest EU4 games were either Portugal or Spain so I was wondering about something like that. It's pretty crazy how much they've done with EU4, which is notoriously one of the hardest Paradox games to mod.
@@Quarbit Wanted to thank you again for the video and the recs. Just finished a nice long game as Eborthil that was really fun.
Part 2?
lfg anbennar best mod pls more vids father
part 2?
I wish i new how this mod works, but i just dont understand anything.
please quarbit do the 2 part 😭😭
mayhaps I will
this mod is nice :)
Nice
why did you change the thumbnail to clash of clans goblin :skull:
I think they're funny
@@Quarbit as one might say, he he he ha
WE ARE NOT THE FIRST! WE ARE NOT THE ONLY!
which state has the most viewers?
I have no idea lol
GOD BLESS THE GOBTIDE
shitposting aside if you play anbennar again id recommend one of the adventurers that spawn in the 1500s, cestirmark and plumstead are 2 of my favorite missions and isobelin is also really good.
I can never play this mod, it's just too complex to enjoy
do more
😡 play dwarves
cringe dwarves, all my homies play goblins
Dam... we got male vtubers now? (I hate vtubers lol)
me too