Imperator: Rome

Imperator: Rome

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Gameplay Rebalance
   
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19 Nov, 2023 @ 6:33am
20 Feb @ 1:44pm
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Gameplay Rebalance

Description
Tired of abusing the game and don't even care about half of the mechanics?
Tired of going max tyranny and max war exhaustion for meta opening without any counterplay?
Tired of doing a yoyo with your stability and thinking "Nah it's not a problem, a civil war is coming"?

Then this mod is for you!


This mod is a gameplay improvement, improving the effect of Core mechanics such as stability, tyranny, or aggressive Expansion.
But also improving diplomacy stances, the loyalty of subjects, some ideas, military Experience, and many other stuff!

This mod doesn't have the goal to make things harder for free but rebalance values to make things more fair and prevent easy exploitation where the AI couldn't do it.

Here is the complete modification given by this mod

Stability

Stability is already a pretty well-balanced mechanic, However in the late game if you stack a buff of happiness and religious bonuses, Having bad stability doesn't impact you anymore. So I added different bonuses and maluses to reward (or punish) players who take care of Stability

added and value at 0 stability (others values are vanilla) :
  • Monthly corruption = +0.05
  • Political influence = -35%

added and value at 100 stability (others values are vanilla) :
  • Monthly corruption = -0.05
  • Political influence = +25%

Agressive Expansion

Aggressive Expansion was very hard at the early stage of the game because the stability drop was very high even before 50 AE. But after 50 we don't feel much difference except the stability drop becomes just insane and hides any other maluses.

So now the AE becomes way more soft early but increases more after 50. But globally it is a bit less impactful.

Values at 50 AE :

  • monthly stability change = -0.20
  • subject loyalty = -12.5 (vanilla)
  • fabricate claim speed = - 1 (vanilla)

Values at 100 AE :
  • monthly stability change = -0.70
  • subject_loyalty = -25 (vanilla)
  • aggressive expansion impact = -75%
  • stability cost modifier = +75% (vanilla)
  • Political influence modifier

Tyranny

Tyranny is a mechanic destined to be neither good nor bad. But right now the good effect is way higher than the bad effect. To rebalance things. I added new maluses so you can still go tyrannical for max AE reduction and slave output. But your country should suffer more in the long run.

Values at 100 of tyranny
  • Character loyalty = -15
  • Civil war starting = -8%
  • Slaves output = +50% (vanilla)
  • Price imprison = -100% (vanilia)
  • Price of execution = -100% (vanilla)
  • Cohort loyalty = +20% (vanilla)
  • Aggressive expansion monthly = -0.30
  • Monthly character corruption = +0.1
  • Happyness of citizen = -10%
  • Happyness of freemen = -10%
  • Assasination cost = -50%
  • Foreign Assassination cost = -33%

War Exhaustion
Imperator Rome is probably the only PDX game where you want war exhaustion because it is giving military experience and the downside is almost non-existent.
In this mod, war exhaustion finds again his role and gives maluses a bit similar to other PDX games (EU4, CK2) without being too crazy.

Values at 20 points :
  • Global population happiness = -15%
  • Ruler popularity gain = -0.20 (vanilla)
  • Monthly experience modifier = +50% (vanilla)
  • Land morale modifier = -10%
  • Naval morale modifier = -10%
  • Siege ability = -20%
  • Stability Monthly change = -0.10

Diplomatic stances

Are you team Mercantilism or warmongering Stances?
Well, it is time to shine the 3 other stances.
I am sure most of you forget the appeasing stance.
  • Neutral stance now gives Monthly political power instead of just number of relation. Give a bit of character loyalty for everyone
  • Appeasing stance gives diplomatic reputation, and relation and increases a bit global happiness.
  • Mercantilism stance also gives a trade route to your capital
  • Warmongering stance no longer reduces Aggressive expansion but helps you more with claims or to declaring your independence. increase loyalty of general. Impact more your relation with your neightbours
  • Dominating stance increases the integration speed and give governor loyalty

AI will adopt more one of these stances according to their situations (and not choose warmongering or trade in almost all situations)

Loyalty of subjects

Loyalty to subjects is very hard to manage when small but extremely easy when large.
To make it a bit more challenging for the big but easier for the small, small adjustment has been made :

  • the base loyalty of subjects is now 15 (from 10 vanilla)
  • Major power reduces by 10 the subject loyalty
  • great power reduces by 25 the subject loyalty
  • Warmongering stance for subjects decreases their loyalty

Rest of changes
  • Military experience has been buffed (adding naval morale and a bit of siege ability), keep your points have more interest.
  • Mercenary martial bonuses are now 3 instead of 5. Prevent having mercenary with too many Martial
  • Couple will try to have 3 children instead of 2. Finally families will stop adopting everyone and will do children
  • Monthly power maluses for corruption and consort disloyal have been reduced as negative stability reduces it too.
  • Raw technologies level give a bit more bonuses. Time to read a book!
  • Call for peace also increases a bit your tyranny. Did you think keeping a war for too long isn't tyrannical? little bandit.
  • Call devotion to reduce War exhaustion is stronger but costs more after each call is active.
  • Levies give a bit less of War exhaustion.
  • Exile unit loses only 40% of morale instead of 70%. They will stop being stack wipe when entering conflicts!
  • Some ideas were modified according to the change in values made.
  • Civil war increased Province loyalty by 30 instead of 50. Bye-bye Civil war to save the country from rebellion.
  • Experience decay is 3.5 % instead of 4.5% Time to train a little bit.
  • Having high/low senate approval increase/decrease your ruler popularity.
  • Penality on Military experience for using high number of mercenary up to 25 % (from 15%).

Compatibility

Compatible with vanilia 2.0.3 and 2.04
Compatible with Invictus
Compatible with FMO
Compatible with Terra Indomita
Compatible with most mods as long they don't touch to things described here (you can ask me i will check for you).

You should load my mod at the end after all major Mods (Invictus, FMO, Terra indomita ....). Else some modification could not apply (if both mods impact the same things especially for diplomatic stances)

Update

1.01 :

Fixed a crash with ideas.

Improved the AI decision choice for diplomatic stances.

Warmongering stance give more claim speed

1.02 :

Update from Invictus 1.91


Don't hesitate to give your feedback on anything. i will reply as soon as possible.

You can try my other mod Tribesmen Revival to improve your experience with the tribesmen class.


Thanks for downloading my mod, and let's jump into a new campaign !
21 Comments
Supermash  [author] 19 Jul @ 10:13pm 
No need. It is still working with Invictus. But if you want i can update just so you stop having the 2.05 warning (because the mod is still in 2.04)
Ugly B4st4rd 19 Jul @ 5:44pm 
I'm guessing an update is needed to play with the most recent Invictus update, right?
Supermash  [author] 30 Mar @ 2:24am 
Thanks for your appreciation Darkweave.
To be honest i won't touch food system because Invictus and most conversion mod already change it. So it would overwright to much mods.
Don't hesitate to share and rate my mod or to try my other one :)
Darkweave 30 Mar @ 1:55am 
This is fantastic! Lots of great mods but nothing else has made me care as much about so many game mechanics, bravo! I'd love to see a slight increase in food consumption. Currently I don't ever think about food for provinces, would be cool if it mattered. Could be a player only food nerf if it screws up the AI too much.

Thank you for the mod <3
The Grimwar 23 Jan @ 1:16am 
Ah, very good, thank you!
Supermash  [author] 23 Jan @ 12:14am 
1 : it would be more complicated to make in place. Also it is your job to keep war exhaustion low by using less levies or call devotio more often.

2 : if you get call for peace as defender this mean you are already in a very good spot like if you were aggressing him. And it is not possible to tell specifically on defending side what will be maluses.

3 : if it is adding new ideas slot space it is changing government functioning so not my domain of change. So yes it will work
The Grimwar 22 Jan @ 7:39pm 
Two suggestions and one question.

1: Is it unreasonable to have the Army and naval morale malus to only appear after 10 war exhaustion, otherwise I think this would weaken every nation's ability to wage war too much.

2: "Call for Peace" modifier that increases tyranny would be lessened when you're fighting a defensive war, just as it would buff your military experience.

3: Is this compatible with mods that increase the number of idea slots?
Supermash  [author] 22 Jan @ 9:04am 
I am busy with my actual work and the modding i contribute to Invictus. But i promise i will do it before April I hope
Regal Orangutan 22 Jan @ 6:09am 
a mod for events with consequences for low stability, high tyranny and high war exhaustion would go hard... hopefully you find the time! cheers sir

love this mod too
The Grimwar 25 Oct, 2024 @ 12:34am 
Thank you thank you.