Imperator: Rome

Imperator: Rome

Vae Victis
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Update: 4 Apr, 2020 @ 11:00pm

Update: 4 Apr, 2020 @ 7:41am

Update: 18 Dec, 2019 @ 7:08pm

- Updated to new version

Additional Changes
- Manpower turnover mechanic more gradual
- Manpower turnover replacement period increased from 20-30 years to account for older retired soldiers being able to rejoin should manpower get very low. If soldier start at 18 this would mean that the mod expects they will retire at 48 years old. For balancing reasons it may be increased slightly but id be pretty hesitant to make it much more than 50. let me know what you think of the current balance.
-Ruler stats have greater impact
- Other manpower tweaks

Update: 3 Dec, 2019 @ 5:31pm

Update: 26 Sep, 2019 @ 1:12am

- updated for cicero
- text fixes for cohort manpower script
- added a number of other hellenic subcultures to use non-successor hellenic military buffs
- fixed bug i added which made a law give +1000% manpower. should now correctly give +10% again.
- land unit recruitment costs +20%
- uni maintenance now scales with number of recruited cohorts
- reduced manpower reduction scaling
- base manpower increased 20%
- recruit costs increases with country rank
- fixed vanilla laws starting xp 0.1% -> 10%
- updated for latest beta version and includes a bunch of tweak and edits that i was working on till then
- Fixes to manpower script
- Added seasonal effects for winter, hot summers and monsoon
- Fixed buildings requiring trade goods.
- Baby boomer script added
- A number of buildings now require trade goods
library - papyrus
granary - grain
foundry - iron
javascript:SaveChanges()

Update: 25 Sep, 2019 @ 11:42pm

Update: 3 Jul, 2019 @ 12:06pm

- udpated for minor hotfix changes in vnailla game

Update: 28 Jun, 2019 @ 3:17am

New Features

- Germanic military traditions added

Fixes
- Fixed bug with manpower script debuff adding twice
- Fixed bug with manpower script counting mercenaries as your own cohorts (now mercs arent counted)
- Fixed some syntax errors in terrain modifiers script

Balance

- Unrest and negative stability now reduce population growth
- Almost all invention bonuses reduced by about 75-80% (now gives 1% bonus instead of 5% for many effects)
- Armies do more damage in battle
- Maneuver values increased, larger overlapping flanks now have a greater impact.

Update: 25 Jun, 2019 @ 9:37am

Fixed build road time bug that made road building take litteraly forever

Update: 24 Jun, 2019 @ 11:03am

- updated to latest beta build
- add new manpower cost for having cohorts. The bigger the army, the less your manpower reserves will be
- increased manpower from other sources to account for the new manpower sink
- naval cost and upkeep rework (should be cheaper now)