Imperator: Rome

Imperator: Rome

Improved Buildings 2.0
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Update: 26 Feb, 2021 @ 4:54pm

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Update: 3 Dec, 2019 @ 5:34am

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Update: 26 Nov, 2019 @ 4:47am

1.2 changelog

(pop ratio)

Global slaves ratio reverted to vanilla. Effective change is the same as previous version but mod compatibility is increased.

Building Changes

City Buildings

All City building costs has been increased to 70 from 50.

Tax Office
Tax 0.25 -> 0.2
Freemen output -0.15 -> -0.05
AI was using this a lot even in cities where they should be getting manpower instead, made less extreme overall.

Settlement Buildings

Slave Estate and Mine now give +50% desired slave ratio. New ratio will be 5% C 10% F 85% S. Farming Settlement doesn't give any ratio but slaves needed for surplus increased to -7 from -5.

Urban Development renamed to City Planning with a new (not very creative) description as well.
Now also has +25% citizen and freemen ratio. Ratio will now be 30% C 35% F 35% S which will prepare it even more to become a city.

NEW!

The Military and Religious State investments have been replaced/Improved

Military Investment (Provincial Procurators)
Supply limit +0.5
Supply limit +10%
Movement Cost -5%
Fort Defense +5%

This is supposed to act as an increased investment in military infrastructure and camps in the province. It will increase supply limit, army movement speed and fort defense. Good for your frontier provinces. (The base supply is more effective for low pop settlements but barely effective for high pop cities while the percentage is good for both)

Religious Investment (Cult of Mysteries)
State Religion Happiness +3% (unchanged)
Research Points +3%
Omen Power +1%

Never ever used this in vanilla so added some new effects to make it more appealing.

Update: 20 Oct, 2019 @ 4:12pm

1.1

-Reduced cost of all settlement buildings from 120 to 100
-added 10% supply limit modifier to granaries
-added 25% population capacity to Urban Development
-Increased montly civ gain from Urban Development from 0.01 to 0.02