Imperator: Rome

Imperator: Rome

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TE : Crisis of the third century BetterBlobs Submod
   
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5 Jun, 2024 @ 8:35pm
5 Apr @ 4:43pm
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TE : Crisis of the third century BetterBlobs Submod

In 1 collection by Hunkulous
Hunkulous Megacampaign Mod Collection
7 items
Description
What This Mod Does
This is a vanilla-friendly, compatible-friendly submod of Diskiant's 'TE : Crisis of the third century' meant to more smoothly transition to a 361 AD Fallen Eagle CK3 conversion from Imperator Rome in a Megacampaign.

It causes tribes to collapse more on monarch death, and on low stability/centralization from crisis event pulse (player tribes have a choice to possibly collapse or chose a malus as in the 'TE : Crisis of the third century' mod) Introduces a new collapsing mechanic that depends on the government type of the tribe, steppe hordes don't always collapse every province, but barbarians do. The event for a tribal collapse can occur on ruler death when the conditions are met, which involve not having high centralization (90+) or having below 30 stability while the ruler dies.

It also makes it just as hard for the AI to settle as the player. The mod itself does not significantly contribute to lag--with pretty thorough testing--I will be uploading a comparison timelapse with and without this mod.

Land that is frigid, alpine, or arid can no longer be permanently colonized/border fort created by a non-tribal nation if there are 38% tribesmen or more. This is mainly to counteract the AI which adheres to very few rules in regards to what it cannot colonize. I will make this adjustment for the player in the next major update so they cannot colonize a province that will have it's population transfered back. (Prevent the player from pressing the button in unvalid provinces will be the next update within 1 week of June 6th 2024) Also I have seen localization is broken (but everything still functions) with Crisis of the Third Century in one of the events, so I will fix that before this next update.

Lastly, this mod causes the campaign to end in November 17, 361 AD (Gregorian) which is the starting date for the first bookmark in the Fallen Eagle Crusader Kings III mod. (You can continue farther in an Imperator Rome campaign after selecting the 'continue' option on the end game popup)

Required Mods
"TE : Crisis of the third century" is required for this mod to work! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2858320715&searchtext=Crisis+of+the+Third+century

(Invictus Highly Recommended, Compatible)

"Simple i:R Timeline Extender" or "Timeline Extender for Invictus" (Invictus is recommended) required : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2729500336
Invictus compatible 1.7 (with the correct TE corresponding version : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2845446001).


TE : Crisis of the third century Information
Forum thread : https://forum.paradoxplaza.com/forum/threads/mod-crisis-of-the-third-century.1565527/

Should be compatible with the 2.0.4 Maintenance patch


This mod was made to be an interesting addition to the Timeline Extender, and a nicely addition to any Megacampaign.

During your continued gameplay in the years from 750 to 1229, you will notice that many of the mechanics have become trivial due to the accumulation of bonuses and technologies. As the Imperator : Rome original experience is made for a short span of time, from 450 to 750, many new mechanics have to be implemented to keep the game entertaining 500 more years !
Do you want to witness the decline of antiquity, and get internal turmoils, distracting you from the upcoming barbarians ? Are you bored on witnessing large blobs growing larger over time ? This mod aims to offer interesting challenges and to emulate some of the great empires tearing apart, simulating the great crises of the third century and beyond by adding new mechannics, new devastating events and more content to the late antiquity era.

Duly note that this is not an overhaul : this will not prevent you from continuing to make your empire prosper under the blows of crises and other invasions, if you manage efficiently. There will just be more opportunities to see your creation shattered. The very vision of this mod is to make things harder the larger you grow, while keeping the initial fun for everyone wanting to play small and chill, in order to prepare the conversion to Crusader King
Features :

- A new Monetary Crisis system inspired by the historical one will bring challenges to Great powers :
* Through time, the needs of your citizens will demand more and more wealth from your empire, putting it at risk of running out of steam. Every pop of an integrated culture is considered a "consumer" while unintegrated are "exploited", the larger your main culture will grow, the more you will need to find new sources of wealth... or maybe, reform your monetary system ?
* Several events, decisions and a new set of laws and mission have been added to manage this new mechanic.
* Around 700, new inventions are unlocked in the civic tree around monetary crisis.
- From ~800 and beyong, civil war will trigger an stability decrease modifier and take a bunch of your stability
- From around the third century timing :
* A modifier will trigger to every empires and powerful nations, applying a series of modifiers to counterbalance the various bonuses due to the technologies/inventions
* In the third century, generals and governors are more likely to befriend/rival each others
* Republics will begin to face political instability, leading eventually to their reform in monarchies. Oppose it, or accompagny the reform.
* Generals will start to challenge your authority and will try to impose their diplomatic and political views.
*Tribes face collapse on a ruler's death, but if high enough centralization has multiple options to sacrifice political influence, or stability to avoid the risk of collapse.
* Monarchies are subjected to a risk of Military anarchy, leading to generals crowning themselves emperors... or worse
----> Dozen of events added to manage any consequences of the Anarchy
* Low stability will trigger an internal collapse, forcing your country to slowly lose control over your governorates.
- Additions to the Simple Timeline Extender barbarians invasions :
* Provinces occupied by barbarians will trigger internal turmoils


This mod will surely get more adjustments there and here.

Major Update #1 (COMPLETE)
The next major update is out and adjusts AI colonization, so they must follow the same rules as the player. As well as reducing AI and player use of Roman Border forts depending on climate. This will drastically improve historicity, especially into CK3. This is now in the mod!

Major Update #2 (COMPLETE)
The next major update is out and adds an end date, in the date that the 'Fallen Eagle' CKIII mod begins. (For timelapses) in 361 AD. Also, this mod makes city-rank provinces independent countries in the tribal collapse event that creates subjects out of states and cities. Also fixed a bug where provinces not owned by a tribe would be annexed by the newly created state-sized nations.
-The mod now has excellent historicity in a dynamic way. A previous work in progress is now integrated. Provinces in areas with mostly frigid or arid climate (as well as arctic such as tibet) when conquered or transfered ownership to a non tribe--become controlled by migratory tribes which are tribal vassals of the conquering nation, bar any 'settled' provinces with a low portion (less than 1/3) of tribesmen.

Major Update #3 (April 2025)
-Essentially improved everything about the mod. Difficult to summarize; past changenotes updated. Fixed crashes, improved tribal succession. AI now takes advantage of Imperial Challenge CB. Less rampant tribal reforming for AI (On par with a player now-) Much more historicity, even some minor adjustments for formable nations that convert from tribal to settled (Parthia)
-2.0.5 compatibility.

CREDIT TO DISKIANT FOR 'TE : Crisis of the third century'
37 Comments
Hunkulous  [author] 8 Jul @ 5:19pm 
@Aoife, The Vampire Queen @ronnieraso2005

When any non-tribal nation conquers provinces that have the cold, arctic or arid climate that has a population of 33% or more tribesmen in the province, the land is released as a tribal vassal, simulating foreign lands that were difficult to settle in this period. This also applies to formables that change government from tribal to monarchy.

This mechanic is responsible for having more historicity, such that rugged regions with weaker tribal nations (which now often split) are not conquered by the end of the game-

Eventually the tribes will reform and then they can be taken directly-
Aoife, The Vampire Queen 8 Jul @ 12:22am 
I think this mod makes it pretty much impossible to take land off of tribal countries, like they are just re-released as vassals. I cant seem to fix this.
ronnieraso2005 29 May @ 1:46pm 
As Dacia using invictus. I just reformed into a monarchy and very shortly after, a massive amount of my territory becomes a tribal vassal and no matter what I do when I take it back it immediately becomes a tribal vassal again, any advice?
Hunkulous  [author] 5 Apr @ 4:46pm 
Major update, generally improved all systems addressed or added by this mod comprehensively. I'm very proud of the state this mod is in, but I will be updating further in the future.
Hunkulous  [author] 27 Oct, 2024 @ 6:39pm 
@Barry Fasif yes, good job. I can add a command for a global flag that can be typed in the console to turn that off. Good idea-
Barry Fasif 22 Oct, 2024 @ 2:01am 
solved my own issue - I added is_ai = true to the trigger for tribal_flavour_events.451
Barry Fasif 22 Oct, 2024 @ 1:53am 
love the mod, but any clue how i would change the mod so that tribal vassals arent created when the player takes land? the border gore around bactria is dreadful
Hunkulous  [author] 17 Oct, 2024 @ 9:00pm 
@Artic thanks! I appreciate it.
Artic 17 Oct, 2024 @ 10:47am 
@Hunkulous Anytime! and thanks for the quick update.I recently started a mega campaign with a friend and noticed it during the game, love the mod and it will always be in my modlist o7.:steamthumbsup:
Hunkulous  [author] 16 Oct, 2024 @ 8:09pm 
@Artic this case happened in the variant event & I believe was introduced also in the last update. Apologies, has been fixed in the update today. Thanks for letting me know!