Imperator: Rome

Imperator: Rome

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Vae Victis
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3.620 MB
19 Jun, 2019 @ 3:04pm
8 Jun, 2021 @ 4:08am
24 Change Notes ( view )

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Vae Victis

Description
Vae Victis adds greater depth, realism and historical accuracy as well as more of a challenge.

The basis for the historical accuracy for this mod is based on 5 years of great resaerch done by many team members on the Vae Victis mod for Rome 2.

What does the mod do?

New Mechanics:

Cultural unit modifiers - Legionaries and Phalanx do not fight the same

Terrain influences combat - Terrain has a larger impact on the outcome of battles on a unit level, lighter units thrive in rougher terrain and heavy ones excel out in the open as one example.

Seasonal Supply Modifiers - Provinces wont be able to support as many troops during winter months and summer in the desert will also see supply limits reduced thus resulting in more attrition.

Winter in the mountains - speed in mountains during winter is significantly slower.

New Tactics System - Specialised/Normal/Flexible tactics allow for high risk/reward or low risk/reward options.


Other Changes
Longer sieges - lower maximum % but more breaches are possible

More losses in battle

Battles contribute more to warscore

More realistic (faster) unit speeds

XP cap on drilling legions. Training will only take you so far, to become truly elite you will need to actually fight battles

Road building + Forced march give morale penalties

Adjusted Roman levy ratio template

Reduced mercenary size scaling to population size from 7.5% to 2.5%

Increased Base mercenary size from 2 -> 4

Civilisation now reduces defensiveness (ie increases time to capture a territory)

Increased Fort Defensiveness bonus from 5% to 20% to counteract the civ defensiveness changes.

Increased base days to capture fortless

Reduced size of mercenary armies

Generals martial stat increases morale and movement speed per level

Follow Mod Development Here:
https://discord.gg/k2qTpHa

Other Mods Included:
- (not currently included) Harvest Season (modified version) (PresidentStorm)
Popular Discussions View All (3)
21
30 Apr, 2020 @ 12:39am
Suggestions & Feedback
Magnar
8
19 May, 2020 @ 9:19am
Known Issues & Bug Reports
Magnar
4
3 Feb, 2020 @ 1:41pm
Minor Mod Additions
Magnar
172 Comments
Magnar  [author] 27 Nov, 2021 @ 3:56pm 
so that battles are finished faster to account for increased movement speed.
applejuice 27 Nov, 2021 @ 11:21am 
why increase losses?
[20R] DerekGuerrero 27 Oct, 2021 @ 7:06am 
Thank you, ill guess Ill have to use this by itself.
Magnar  [author] 27 Oct, 2021 @ 1:37am 
Harvest seasons used to be included in VV by default until this issue was discovered.
Magnar  [author] 27 Oct, 2021 @ 1:37am 
In concluding, yes it would be possible to create a hybrid version of these mods but the fact that harvest seasons is included in Invictus means that when used with VV it will create bugs later in games so even a combined mod would not be advised unless harvest seasons is disabled.
Magnar  [author] 27 Oct, 2021 @ 1:37am 
VV and invictus are not compatible.

Major Issues
1) The significant problem is they both overwrite the on_game_initialised function to start up scripts.
2) they include the harvest season which when used with other script heavy mods will stop working later in games. The reason it stops working is that the harvest season function calls the next version of itself so if it skips even once then it will stop all together.
3) Both mod events and decisions. VV mods them to add unit modifiers when new countries are created and change existing ones when country cultures change. Using invictus' versiosn would mean that new countries would be unaffected by terrain and cultural unit modifiers and changing a culture would not change your unit / terrain modifiers.

Minor Issues
1) Both mods edit buildings so once version will overwrite the other versions edits.
2) Both edit road building unit ability but this is minor so not an issue really.
[20R] DerekGuerrero 26 Oct, 2021 @ 7:22pm 
Is the mod compatible with invictus?
Magnar  [author] 18 Jul, 2021 @ 11:43pm 
cant increase garrison size as it screws with the early game smaller nations especially up north. Defensiveness is already increased by base 20% and additionally in a sense that its linked to civilisation value. Low civ forts take a lot longer to capture than higer civ forts. Also the max siege % is also lower overall to make them harder to capture and attrition is higher meaning their impact on enemy is greater. As for non defensive buffs, they also dont reduce manpower as they do in vanilla.

As for cultural modifiers that is something i can definitely do. Let me know which cultures specifically and ill take a stab at adding them. Actually suggest it on my discord as i check there more often than here.
United States of Autism 18 Jul, 2021 @ 4:57pm 
Slight increase in garrision size, and a slight increase in defensiveness would be great IMO, or just a buff to the economy fort slider and an increase to AI likeliness to pay it fully if 'enough' money is available. And maybe some small non-defense buff.

And any chance for more cultural modifiers to be added? I love the differences between country militaries. I am playing around 70% in MP tho.
Magnar  [author] 18 Jul, 2021 @ 11:58am 
atm i dont really have any more goals for the mod. its more about what sticks out to me during my play throughs. Forts last i played were already in a good place. harder to take and a good strategic tool. how do you see their balance currently vs optimally?