Imperator: Rome

Imperator: Rome

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sub mod for Realm Divide 401
   
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796.011 MB
7 Nov, 2023 @ 10:45am
8 Nov, 2023 @ 6:21am
3 Change Notes ( view )

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sub mod for Realm Divide 401

In 1 collection by kiorobbo
KIOS MODS!!!!!!!!!!!!!
37 items
Description
had to re upload lost old files

load order

better ui
401
this mod

with the changes below makes stability and war exhaustion more important the prices for better stability gives alot of negative effects see below stability_investment same for war exhaustion see we_reducing


tyranny = {
character_loyalty = -0.24
civil_war_threshold = -0.0015
global_slaves_output = 0.005
price_imprison_cost_modifier = -0.01
price_execute_cost_modifier = -0.01
loyalty_gain_chance_modifier = 0.002
agressive_expansion_monthly_change = -0.0024
global_tax_modifier = -0.012
happiness_for_wrong_culture_group_modifier = -0.02


}

aggressive_expansion = {
stability_monthly_change = -0.0075
subject_loyalty = -0.25
fabricate_claim_speed = -0.02
happiness_for_wrong_culture_group_modifier = -0.005
subject_opinions = -1
stability_monthly_change = -0.001
}

high_aggressive_expansion = {
monthly_political_influence_modifier = -0.001
happiness_for_same_culture_modifier = -0.003
agressive_expansion_impact = -0.01
stability_cost_modifier = 0.015
global_unrest = 0.1
}

war_exhaustion = {
global_population_happiness = -0.005
ruler_popularity_gain = -0.01
monthly_military_experience_modifier = 0.025
land_morale_modifier = -0.005
happiness_for_wrong_culture_group_modifier = -0.05
global_unrest = 0.6
subject_loyalty = -2
integrate_speed = -0.2
subject_opinions = -8
stability_monthly_change = -0.04
}

we_reducing = {
war_exhaustion = -0.06
inspire_devotio_cost_modifier = 0.5
global_tax_modifier = -0.15
global_unrest = -1
monthly_tyranny = 0.02


}

stability_investment = {
stability_monthly_change = 0.23
global_tax_modifier = -0.15
monthly_political_influence = -0.2
global_commerce_modifier = -0.15
monthly_tyranny = -0.08

}

positive_stability = {
research_points_modifier = 0.005
monthly_legitimacy = 0.003
global_population_happiness = 0.002
global_population_growth = 0.002
civil_war_threshold = 0.005
integrate_speed = 0.08
character_loyalty = 0.5


}

negative_stability = {
monthly_legitimacy = -0.01
global_population_happiness = -0.01
stability_monthly_decay = -0.0001
civil_war_threshold = -0.005
loyalty_to_overlord = -2
integrate_speed = -0.2
subject_opinions = -8

}

1update
integrating cultures while integrating cost tax and unrest if you set civ right to slave give boost to slave output but negative happiness for each integrated culture you get
culture_happiness_modifier = -0.08
global_tax_modifier = -0.25
global_unrest = 1
i have made assimilation a lot slower so picking who to integrate is a lot more important and the none dominate culture and religion are a lot harder

BUILDINGS

building are the main feature of the mod i will make a tutorial for buildings

the buildings are based on trade offs every building has good and bad traits most bad traits are unrest food and tax
you can fight the bad traits with over buildings example like you have high unrest then build a temple but the temple has a large bad tax and food then make sure you can pay the upkeep

UNREST
generates negative food tax output and pop growth most buildings have a positive or negative unrest balancing unrest is key

FOOD
settlements generate a lot more food combined with slaves that generate food with settlement buildings that bust output for slaves so the more slaves the bigger the food output buildings cost food so you have to balances what to build also trade food is key too

TRADE
pops don t generate trade all the trade resource have been reworked trade is generate by buildings and state investment for example
grain
gold = 1
province = { local_monthly_food = 360
local_slaves_output = 0.2
local_population_growth = 0.01 }
country = {
global_monthly_food_modifier = 0.2
}

POPULATION

slaves generate tax unrest pop growth and food you have to think were to put your slaves in a city were you can make pop growth and tax or in settlements to make food

freemen generate a lot of manpower some tax pop growth and local defensive simple the main use is manpower but if you want a strong fort you should have a big freemen numbers

citizen generate some research build cost population happiness and good unrest the big trait tax modifier that effects all tax citizen oversee all over pops so the more citizens a lot more tax and positive boosts to unrest and happiness

nobles generate massive research pop promotion and output modifier for all pops so the more nobles better output for all which is very power full

TECHNOLOGY TABLES

technology tables give big boosts but inventions cost two points for example

military_tech
land_morale = 0.075
naval_morale = 0.075
siege_ability = 0.01
global_manpower_modifier = 0.01
global_freemen_output = 0.006
war_exhaustion = -0.004
army_maintenance_cost = 0.025
navy_maintenance_cost = 0.025

TYRANNY

tyranny agressive expansion is given a boost gives negative tax and higher chances of civil wars so bigger risk but bigger rewards

PROVINCE RANKS

the reason for the for the price one to make city s more important and i have given a buffs to city and more to metropolis but the main boost is below these stats help push the player to not just put all pops into one big city
settlements give massive food boost settlements now have three building slots
local_manpower = 0.5
tax_income = 0.8
research_points = 0.5

price_found_city = {
political_influence = 200
gold = 7500
}

price_found_metropolis = {
political_influence = 250
gold = 10000
}

STATE INVESTMENT

sate investments are very powerful but are limited 10 per area the price is very high example below
state_improvement_oratory = {
local_state_trade_routes = 0.5
state_commerce_modifier = 0.7
local_monthly_food_modifier = 0.3
local_population_growth = 0.07


AGGRESSIVE EXPANSION

aggressive expansion generates unrest and the high aggressive expansion is now 50 i have war score cost = -1
so you can take more proves but you generate more aggressive expansion

STATE CAPITAL

state capital and nation capital are given massive buffs but if you build on the capital you take a big food cost so you have to chooses build in minor city s with better area food or in the capital for the buffs


GOVERNOR POLICIES

governor policies have all been reworked the the best way to keep the areas in line use this
harsh_treatment = {
province = {
local_monthly_state_loyalty = 0.85
local_output_modifier = -0.4
local_population_happiness = -0.1
local_tax_modifier = -0.3
state_commerce_modifier = -0.3

MANY TWEAKS AND BALANCES FROM AI TO ECONOMY
2 Comments
kiorobbo  [author] 29 Dec, 2023 @ 5:28am 
kiorobbo  [author] 30 Nov, 2023 @ 7:36am 
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