Imperator: Rome

Imperator: Rome

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Antiquitas
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4.918 GB
20 Jun, 2023 @ 11:46pm
24 Apr @ 12:56am
10 Change Notes ( view )

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Antiquitas

Description
~~ Important ~~
BEFORE PLAYING THE MOD, YOU DO NOT NEED TO ENABLE INVICTUS IN THE PLAYLIST. Invictus is on the list of required mods because of accreditation reasons.

This mod combines the features of the mods Classical Rework and Terra Indomita and, by extension, Invictus. It is essentially a port, but I have plans to make it its own thing. Similar to how Terra Indomita is to Invictus.

As of now, I would consider this mod in beta. You may or may not encounter some bugs while playing. I had to remove some content and features to make the port possible. I will eventually get around to adding them back.


~~ Major Features ~~
600 BC Timeline - Enjoy conquering the world 154 years after the alleged founding of Rome.

Expanded Map (Same as Terra Indomita) - Stretching from Europe to Asia, the world is your oyster.

Increased Relevance of Tribesmen - Unlike vanilla, tribesmen in this mod can be seen dotted across any nation. They do not represent uncivilized and barbaric folk, but rather the rural population. Building cities and certain buildings may reduce or completely remove them in pop ratios.

Reworked Buildings - Settlement and city exclusive buildings are no more. Almost all buildings are accessible to any territory rank.

Removal of Roads - A controversial decision that some may dislike. Roads have been replaced by a building to make it easier for both the AI and player to construct. It is unfortunate, however, this is the only solution I could think of that won't create unnecessary complexity.

Reworked Subjects - Feudatories have been removed in favor of the classic EU4 subject, the vassal. A new culture specific vassal has been added, the Greek League Member (work-in-progress, ai might not use it as intended). More of these subject types will come, most notably the Roman Socii. Client states have also been edited. They serve as administrative vassals and will not join their overlord's wars. Vassal play will be more encouraged as balance modifiers start to be introduced in future updates.


~~ What to expect in the next update ~~
- Integration of Latest Terra Indomita Update


~~ Disclaimer ~~
You might notice that some features and mechanics of the mod resemble those of the EU4 mod Imperium Universalis. This is intentional as some of my research comes from that mod, in particular, population numbers. Although you might think this mod is a carbon copy of Imperium Universalis, it is not. There may be similarities between the two mods, but EU4 and Imperator Rome are two different games with their own mechanics and systems.


~~ Credits ~~
Patch, creator of Classical Rework - For allowing me to use the code from Classical Rework.
Snowlet & Invictus/TI Teams - For allowing me to use the content and flavor from their mods.
Miron1999 - For granting me invaluable advice and permission to integrate his mod, Classical Rework, into Antiquitas.


~~ Links ~~
Github: https://github.com/Imperiat/Antiquitas
188 Comments
Reapmar  [author] 25 Apr @ 2:26am 
@Alpha2518 Yeah, don't worry if the mod doesn't get updates after months. I can't commit to modding full time so updates are slow. But I always respond if you send a message here. You can also check the github to see development patches.
Alpha2518 24 Apr @ 11:55pm 
Glad to see this is still being updated. I thought it was abandoned the last time I checked in.
Reapmar  [author] 24 Apr @ 9:02am 
@Gallemore Thank you for the reminder. I almost forgot to edit the description in change notes. To put it simply, the tags in Asia have been added as well as a few minor adjustments. At a later point I'll revisit the region again and revamp everything to be more accurate. Most of the tag additions in Asia were made in accordance with Miron's research which includes a bit of guesswork.
Gallemore 24 Apr @ 8:17am 
What was this update about?
Reapmar  [author] 11 Apr @ 11:31pm 
@thugnefarious Thank you for the feedback. I'll review the values again and make the necessary adjustments. I'll see what I can do concerning tribesmen, but in general, most of my edits to base game mechanics necessitate overhauls to other areas to operate as intended. This is something I'm a bit hesitant to proceed with until the global setup is mostly complete.
i hate periods 11 Apr @ 6:13am 
The building system aside, my main gripe with the civilization value change is the other features of the game that require it, for example you need 60 civilization value in your capital territory to change from a democratic republic to any other type, which is required to go down the dictatorship tree. The tribal default tribal reform mission also requires 40 civilization value in your capital territory iirc. Granted how long it takes to build up enough population for more buildings with how low the civilization value gain is from buildings it takes a very long time to reach 40, no less 60.

With the tribesman change, I'm typically the type to use levies up until I have a large enough nation to support more than one legion, and by that point you typically have more than enough manpower anyway so that's probably why I didn't notice much of a change on that end.
Reapmar  [author] 11 Apr @ 1:14am 
@thugnefarious There are currently no plans to create a separate version of this mod with default buildings. However, that doesn't mean the current building system is fixed. I'm still figuring out a good balance so everything is liable to change.

On the topic of civilization value, reaching a high civilization value is difficult on purpose. If you take into account all sources of civilization value in vanilla, it's quite easy to reach max civilization value on almost all of your provinces. That's why I had to reduce the base increase of civilization value for all buildings. In any case, I'll probably increase the base value by a bit since the value buildings give does seem a bit too low.

For tribesmen, how do you think I can make the difference more noticeable and meaningful? Their intended effect is to give manpower which will be ever so critical when you transition to standing armies.
i hate periods 10 Apr @ 12:45pm 
Hey, I'm assuming not but figured it couldn't hurt to ask. Will there ever be a version of this mod that doesn't mess with the buildings? I much prefer the default building system and the new system is and very difficult to reach high civilization value with which is a problem for anything that has a civilization value requirement. The difference with tribesmen hasn't been too noticeable in my play-through, though (for that reason if anything) I also feel like that change should be reverted.
Reapmar  [author] 7 Mar @ 9:31pm 
@awb I'm chugging along. You can check the github link for the edits I make on my dev branch. I send out updates in big batches so github updates aren't daily. So far, Korea is complete. The rest of China should be easier because I got help from Miron1999, the dev of Classical Rework.
awb 7 Mar @ 4:39pm 
the last comment asked if your working on east asia. How far are you into adding them in?