Imperator: Rome

Imperator: Rome

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Lucky Nations
   
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11 Aug, 2023 @ 9:15am
9 Feb, 2024 @ 4:20pm
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Lucky Nations

Description
Adds a Lucky Nations setting like in EU4. It provides substantial advantages to a number of historically successful nations, or up to 30 random nations.

For Imperator 2.0.*.
Should be compatible with everything.

Non-Steam users can find my mods on my Github page[github.com].



Available settings:
  • Historical: A selection of the 10 most historically successful nations.
  • Random Historical: A selection of 15 nations picked randomly in a list of ~45 challengers.
  • Random: A random selection of 10, 20 or 30 nations.

Additional rules:
  • In observer mode, the setting is picked at random.
  • Only non-subject, AI-controlled nations are eligible.
  • If a Lucky Nation becomes a subject or is controlled by the player, it loses its advantages.

  • Historical setting: the advantages are recovered if the nation becomes eligible again.
  • Random or Random Historical settings: the number of Lucky Nations remains the same even if some Lucky Nations disappear.

Note: You can identify Lucky Nations by hovering over their civil war threshold.



Lucky Nations benefit from the following advantages:
  • Larger levies
  • Lower ship, fort and mercenary maintenance
  • A demographic boost upon being picked as Lucky
  • Lower unrest and aggressive expansion
  • More hawkishness overall
  • A better political stability overall
  • Various minor bonuses



Historical Lucky Nations
These are currently the 10 nations with the "Historical" setting:
Armenia, Antigonids, Baktria, Carthage, Chola, Epirus, Macedon, Massylia, Pontus, Seleukids.
Egypt is left out intentionally.

Historical Lucky Challengers
Examples of possible Lucky nations with the "Random Historical" setting:
Arvernia, Cheruscia, Boihaemia, Etruria, Judea, Massilia, Saba, Samnium, Sparta, Syracusae, ...

Uneligible nations
Rome, Maurya, Parnia, Parthia, Pissuria, Sakia, Zanthia



Special thanks:
· IronSlug - for giving me the most valuable feedback

My other mods:

Popular Discussions View All (1)
1
4 Dec, 2024 @ 10:53am
Thoughts
Riekopo
34 Comments
Zamensis  [author] 3 May @ 1:01am 
@schnupfi This mod or the Antagonist one aren't meant to be fired midgame. You can try "event lucky_nations.1" in the console but I haven't tested it.
schnupfi 2 May @ 9:42am 
can i fire the event in a savegame? any console command? the one in your antagonist mod isnt working
Zamensis  [author] 13 Dec, 2024 @ 8:37am 
@Zimad01 You can mod the "lucky historical" tags in (mod)\common\scripted_triggers\z_ln_triggers.txt
Zimad01 13 Dec, 2024 @ 6:12am 
Is there a way to add the lucky nations modifier to whichever nations you want to. Instead of having it be randomized?
Zamensis  [author] 9 Dec, 2024 @ 4:18pm 
@Kaisar Antagonists are more OP and more aggressive
Kaisar 9 Dec, 2024 @ 3:33pm 
Nvm, I was able to edit the save and add whichever ones I wanted. Though I do have a question, what is the difference between Lucky Nations and Antagonist nations?
Kaisar 9 Dec, 2024 @ 1:10pm 
Would it be possible to pick and choose which nations get the modifier? And also possibly adding it or revoking it from a nation mid game?
Zamensis  [author] 4 Dec, 2024 @ 10:51am 
@Zimad01 If you hover over the Civil War threshold of AI countries you'll see a Lucky modifier if they're among the lucky ones. If you're in Observer mode you can just observe a country a check their country modifiers. Otherwise you can use the console/explorer and search for variables but that's a bit more complicated. Unfortunately I can't mod in a way to see directly which countries are affected without breaking compatibility with important mods such as Invictus or Better UI.
Zimad01 4 Dec, 2024 @ 8:09am 
Can you see which nations get the lucky trait
Iskariota 28 Mar, 2024 @ 9:19am 
Another option could be adding different bonuses to different power levels, with more focus on military/conquest at the beginning, turning into population/economy focus at higher levels.