Stellaris

Stellaris

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Roma Invicta
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28 Jan, 2023 @ 12:16pm
18 Jun @ 12:29pm
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Roma Invicta

In 1 collection by Risker the 34th
Risker Made Mods
4 items
Description
Hail Citizens!

By order of his majesty the Emperor, the SPQR namelist shall be accompanied by origins befitting the glory of Rome!

Updated for 4.*!

Featuring three origins to capture the different stages of Romes history. From the Republic to the Militant late Imperial period you can chose which section of Roman history your empire comes from.

The Republic:
  • Cheaper election costs
  • Faster ship build speed
  • +3 Admiral & General level cap
  • +25% army morale and +100 starting xp
  • Unique Ruler, Specialist, and Soldier jobs
The Empire:
  • +3 General & Governor level cap
  • +100 army starting xp
  • -15% building & district cost
  • +15% megastructure build speed
  • +10 stability on all planets
  • Unique Ruler, Specialist, and Solder jobs
Late Imperial State:
  • +3 Admiral & General level cap
  • +1 Limitanei job per 30 pops
  • +25% ship fire rate
  • Big Ruler class political power
  • stability from soldier jobs +1
  • Unique Ruler, Specialist, and Soldier jobs


Amenities on your capital will be negative at the beginning of the game but a holotheater should be plenty to deal with it. What is Rome without bread and circus?
Popular Discussions View All (2)
5
16 May @ 11:29am
PINNED: Bug Bounty Bungalow
Risker the 34th
3
5 Oct, 2024 @ 5:33am
PINNED: Improvement Ideas
Risker the 34th
44 Comments
Janlitschka 12 Jun @ 1:20pm 
Will test it next week!
Risker the 34th  [author] 29 May @ 3:08pm 
@niccodigge @Janlitschka I spent the afternoon really digging into the cause of the issues and i believe that i've not only fixed them but have actually resolved several bugs and generally made the mod function better.

The only functional change was shifting limitanei per pop from 100 jobs per 30 pops to 100 jobs per roughly 1100 pops. I was trying to get that lower but at a certain point nothing i did impacted the number of jobs provided, i may look deeper into this in the future at some point. All custom jobs should now also have buildings and job icons instead of the ugly placeholders.
niccodigge 28 May @ 3:26pm 
godspeed
Risker the 34th  [author] 28 May @ 1:52pm 
@Janlitschka Yes, i am still unsure as to why that is the case. I have figured out how to fix that however, in doing so the unique jobs no longer spawn so i am currently trying to figure out how to resolve that part of this puzzle in between work.
Janlitschka 28 May @ 1:47am 
Love the mod but after an hour of testing I am confident to tell you that the mod disables the ability to upgrade your capitals on planets
Risker the 34th  [author] 25 May @ 5:45pm 
@Niccodigge so i can reproduce the bug, so there was something wrong with the mod. I was able to get ability to upgrade capital buildings back fairly quickly, however all of the unique jobs for the mod no longer work that way. Apparently that is a known issue with this update of jobs being much more fiddly, going to need more testing to find out how to get things back in order.
niccodigge 25 May @ 12:45pm 
ok thanks you, and thx for the mod, there's nothing else about ROme that it's updated so good job
Risker the 34th  [author] 10 May @ 5:19pm 
@niccodigge Amenities are impacted because of the replacement of default jobs. It shouldn't be catastrophic but is something that impacts you from the moment you spawn into a new game.

You shouldn't have Soldiers as each origin is intended to have a unique soldier replacement but yes, there is currently a bug that seems to be caused by a change PDX made in the update. Back in the day jobs had assigned icons in the code, now that is no longer case and having multiple jobs trying to use the same icon causes one of them to "win" and the others to use the fallback icon, while i am looking for a solution to this its unclear if one is possible without PDX providing a method for us to either share icons between jobs again or dictate to the game what custom icon to use.
niccodigge 10 May @ 2:40pm 
amenities in my capital is low but not negative, also soldiers job icons are the same as unemployeds, are this errors given by load order maybe?
Risker the 34th  [author] 7 May @ 8:01am 
@Janlitschka That heavily depends on what is being done in the origins. If it just some modifiers, then its probably ok. If it has anything custom, starting system, buildings, districts, etc... then it will likely require far more work to get functional and might not work unupdated.