Imperator: Rome

Imperator: Rome

Ultimus
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Update: 10 May @ 7:39pm

Ultimus 0.22.2

#buildings

• Fixes and improvements to building icons

#ideas

• Updated idea modifiers to make them more useful to AI
• Improved AI instructions for most ideas
• Improved some of the tool-tip descriptions
• Changed allocation of Ideas for each tier level to 4-3-2 to create more options in the early game

#militiary_traditions

• Steppe culture group no longer starts with access to Sarmatian Traditions
• Improvements to Iranian Traditions
• Made Rural Traditions unlock available to all tribes including City States
• Tribal City States now require a relevant Heritage for level one Rural Traditions

Update: 28 Apr @ 6:40am

Ultimus v0.22.1

#buildings
• Fixed issue with modifiers for the Basilica
#ideas
• Civic Virtue now grants Citizen Happiness instead of Citizen Output 2025-04-27
• Divine Right now granted Civil War Threshold
• Royal Lineage now gives Ruler Popularity and no longer requires Monarchy
• Ascetic Wisdom now gives less Omen Power (removed nobles desired city ratio)
• Renamed Hidden Reserves to Strategic Reserves and make it available to both tribe and monarchy
#inventions
• Removed happiness effect from Urban Congregation
#modifiers
• Reduced happiness effect for Colonia modifiers
#religions
• Fixed issue with monotheistic trigger for Christian
#technology
• Removed happiness modifier from Religious tech level
• Adjustments to Religious Tree modifiers
#trade_goods
• Reduced local pop happiness effect by half across all relevant goods
• Fixed issue with duplicate modifiers making trade goods very powerful
• Reduced some of the modifiers that had reverted to default settings

Update: 25 Apr @ 8:21pm

Ultimus v0.22.0


#balance
• Reduce the number of great families for the higher country ranks by one
• Rebalance inventions to reduce cumulative bonuses
• Tribal Vassal subjects now receive lower Civilisation Value
• Tribal Vassal subjects now receive a small amount a military experience
• Decentralisation now increases army movement speed
#buildings
• Rework of religious buildings (Monastery, Fire Temple, Stupa and Mithraeum)
• Updated text and icon for the Fortified Pass
#coat_of_arms
• Minor rework of logic for generating coat of arms
#cultures
• Rework cultures in Egypt
#deities
• Added Christian deities/saints
#events
• Decrease the centralisation effects from the migration start-up event
• Make Gallic Rome playable
#gfx
• Change the lighting on the map to create longer shadows and regional variation across the map
• New art for Coat of Arms symbols
• New art for Military Traditions
• New art for National Ideas
• Reverted some UI icons back to vanilla I:R
#governments
• Rename Protected Monarchy to Regent Monarchy
• Reduce the base civilisation for Regent Monarch and Sacral Monarchy
#heritages
• Added Roman Auxiliary heritage
• Added Persian heritage
#ideas
• Minor rework of National Ideas
#inventions
• Rework of the religious invention tree
#militiary_traditions
• Rework of all military traditions
#mission
• Tribal Migration mission cooldown should now be applied correctly
• Reduce the AI chance to start the Tribal Migration mission
• Migration Hordes resulting from mission tree now receive cultural names e.g. Burgundian Horde
#modifiers
• Add province modifiers for historical Roman Colonia (Stable, Rising, Declining and Independent) - WIP
#offices
• Make the Martial office provide reduced fort maintenance instead of mercenary costs
#religions
• Christian religion is now one religion type
• Remove Roman Pagan religion type from the mod (unused)
#setup
• Minor rework to starting countries in Mauretania
• Remove the duplicate province modifier for Hadrian's wall
• Rework dominant pops culture and religion across the WRE - WIP
• Rework the setup of prominent cities across the WRE
• Fixed an issue with the Alemanni starting with Hellenic pops and deities
#trade_goods
• Rework the trade goods to focus on rare and valuable commodities
• Add a bulk good to balance the trade goods surplus in large provinces


addendum

- Salian Franks will now sometime join Gallic Rome in war with Western Rome
- City states added to Arabian peninsula (Yathrib, Makkah, Ta'if and Najran)

Update: 10 Sep, 2024 @ 9:10pm

Preview 21

Added

- The Tribal Migration mission can be unlocked via a new ‘Mass Migration’ Decision (requires Migratory Tribe government and a border with Rome).
- War goal: Demand Resettlement is a Show Superiority war goal with very high conquest cost for the defender (must be declared by a neighbouring tribe against Roman Empire)
- Army Unit Models by @xangelo7 and others (see Credits) have been integrated with several culture groups, cultures and country tags.
- Added option to switch to Gallic Rome when the event fires
- Culture: Added some culture specific unit names for the Latin group (found in the Ledger)
- Setup: Added the Amali family in Visigoths
- Setup: Merged the Vandal tribes and added families for the Hasdingi and Silingi
- New opening music track by Miguel Johnson (see Credits)
- Rebalanced unit supply consumption
- Trade: Added/removed traded goods and reworked the categories
- Music: Added a new opening track / removed others
- Technology: Added some innovations and improved the Military and Religious tree structure
- Character Interaction: Recruit to Faction is available to any Head of Family with a faction trait (current factions are Blue, Green or Migration)

Changed

- Units: Rebalanced stats for most land units
- Culture: Merged East and West Germanic into one Germanic group
- Culture: Changed North Germanic to Nordic
- Levy: Rework of levy templates across the board
- Setup: Moved Sarus from Rome to the Visigoths
- Setup: Minor rework of Roman’s starting legions (generally smaller)
- Setup: Roman Legion commanders now start with gold and a random selection of loyal cohorts
- Setup: Minor rework on Gallic Rome’s setup
- Setup: Change Huna pops to Altaic culture
- Setup: Minor rework of the Huns setup (more decentralised, changed to Migratory Tribe, no technology levels).
- Event: Reworked the Roman Army introduction event
- Event: Made Gallic Rome’s setup a little stronger
- Forced March unit ability now requires the Military Step invention and a Commander with Martial 6+
- Technology: Reduced modifiers to Divine Sacrifice Cost coming from inventions
- Heritage: Updated Roman Heritage
- Appointing a Corrector to a Governor will now grant local output all territories in the province
- Setup: Himjar religion changed to Jewish
- Setup: Samata religion changed to Buddhism
- Buildings: Tribes can no longer build the Provincial Legation
- Updated Roman Female name format
- Tradition: Removed Military Science from Italic Traditions
- GUI: Military Tradition windows now scrolls

Fixed

- Restored missing Slaves trade goods icon
- Pontic culture is now part of Greek culture group (instead of Hellenistic)
- Abolish Coin reduce political influence removed (pay price still applies)
- Fixed some localisation errors and typos
- Fire Temple building now properly required Fire Worship invention

Update: 23 Apr, 2024 @ 10:17pm

Preview 20.3

Added

• Setup: Innovations are now unlocked at startup for tech level 3+ (depending on the technology level and country tag)

Changed

• Technology: reduced number of starting innovations and tech levels for account for unlocked innovations
• GUI: Made Innovation unlocked not popup by default
• Events: Added some variations to border raids based on Governor personality
• Map: Improvements to regions through Germania, Illyricum and Dacia
• Heritage: Frankish Heritage now provides 10% Heavy Infantry Discipline instead of Offensive
• Heritage: Gothic Heritage now provides 10% Global Manpower instead of Manpower Recovery
• Tradition: Fulcum now gives 10% discipline to Spear Infantry only (replaces 5% discipline)
• Tech: Martial Tech tree update (more multiple-choice options to unlock the left ‘Military theory’ tree and some balancing changes)
• Mountains now generate a small amount of province disloyalty

Fixed

• Traditions: Italic Traditions now unlocked for WRE at startup
• Localisation: Transcaucasian group name
• Tradition: Sarmatian culture group now start with Persian Rural traditions
• Multiple other scripting errors

Removed

• Remove Bastarnae tribe from setup

Update: 17 Apr, 2024 @ 12:45am

Preview 20.2

Added

• Sea Raid event
• Culture: Added Ligurian (Latin group)

Changed

• Map: Updates to pop culture distribution
• Fixed the ‘Lead the Migration’ decision (allows Migrant Horde rule to command an army)

Fixed

• Saxon Heritage now has the correct number of modifiers
• Border Raid event will now fire correctly again (issue introduced in the last update)

Update: 14 Apr, 2024 @ 7:53am

Preview 20.1

Added

• Visitgothi and Ostrogothi tribes
• Culture: Tuscan (Latin), Visigothic and Ostrogothic (East Germanic)
• Traits: Balthi (dynastic)

Changed

• Made Turcilingia a clan of the Sciri
• Technology: Removed free inventions except for some ‘Roman’ technologies (Roman Concrete, Hushing etc.)
• Tactics: Made Shock Cavalry stronger for certain stratagems
• Localisation: ‘Dux’ ruler title for Latin Autocratic Monarchy
• Culture: More variation in Sarmatian culture group (names, levy templates)
• Setup: Alans culture spread across historical migration path
• Heritage: Updated Alan heritage
• Trade Goods: multiple capital surplus modifiers change back to vanilla I:R levels
• Events: Updated startup events to reference Gothic tribes
• Setup: Moved some Hun territory to other Steppe tribes
• Map: Minor changes to WRE regions/provinces around Pannonia
• Culture: Minor rework of East Germanic group (names and levy templates)
• Coat of Arms: updates for Germanic tribes

Fixed

• Chola no longer starts as satrapy of the Sassanids
• Localisation for some missing descriptions
• Removed Ossetian culture

Removed

• Events: Removed Alaric’s rebellion event chain

Update: 6 Apr, 2024 @ 11:44pm

Update: 6 Apr, 2024 @ 11:38pm

Preview 20

Added

- A Currency system for managing the quality/value of Gold and Silver coinage that can be found in Economy window (this system is currently unlocked with an innovation or automatically unlocked at startup for Civic Level 3+)
- A border raiding system: Raiding events can now occur without war being declared. Countries with neighbouring tribes can mitigate against raids by building forts, improving their opinion with the tribe, establishing diplomatic a relationship (alliance, truce, vassalage etc.) or taking the 'Borderlands' policy.
- Roman Laws: Added the ‘Rule of Four’ and 'Edict on Maximum Prices'
- Decisions: Requisition ships from occupied ports during a civil war
- Buildings: Bath Complex and Fortified Pass
- Trade Goods: Sugar and Pitch
- Ideas: Minor rework with some ideas replaced and others rebalanced
- GFX: New art for Ideas and Deities
- Additional content: Heritages, trade goods, deities, holy sites and levy templates
- Setup: Three Tamil kingdoms added with coat of arms
- GUI: Expanded the War Overview window and replaced overlapping units view with fixed rows
- Localisation: Added a lot of missing descriptions throughout
- Government: Protected Monarchy is a form of government with a coruler (regent), it can be automatically adopted when a child ruler takes the throne or abolished when they become an adult
- Decisions: Abolish Regent and Depose Regent can be used to leave Protected Monarchy under certain conditions
- Additional music tracks

Changed

- Culture: Indian cultures moved to new culture groups
- Culture: Re-added Lusitanian culture to Hispania (reducing Celtiberian pops significantly)
- Innovations: Removed Leather Work and Iron Work
- Adjusted AI plans, economy budgets, plus innovation and idea selection
- Events: During Consul Election event, choosing the senate candidate is now guaranteed to provide ruler a popularity boost (instead of a random chance)
- Sassanid Persian and Gupta now start with the Royal Guard military reform instead of unlimited legions (boosting levy multiplier while still permitting legions)
- Setup: The province loyalty randomiser no longer applies to the AI (AI now starts with 100%)
- Setup: Roman Empire will start with more buildings in its Cities (improve economy and province loyalty)
- Setup: The two Roman rulers will start with the capital as a holding (other holdings will generally be in adjacent provinces)
- Setup: Removed Political Chaos modifier for Roman Empire
- Setup: Roman rulers now start with more gold (bribe money)
- Setup: Reduce the cap for starting number of ships from 100 to 50
- Setup: Added script that randomly creates some buildings at start up
- Setup: Added Legion name and history for some of the starting armies
- Setup: Removed Roman and Greek Tribesman starting pops
- Mercenaries: significantly reduced stack size and initial cost
- Mercenaries: increased number of stacks per region 3 -> 4
- Balance: Added/changed modifiers and AI instructions to assist with managing tyranny
- Balance: Updated the Imperial College innovation and various modifiers relating to legitimacy
- Unit abilities: Lowered the ship requirements for Slave Raid
- Several non-state Christian religions merged into Gnostic
- Spread Nestorianism
- Increased build cost (and upkeep) of standing armies by approx. 20%
- Reworked Trade Good categories
- Made University building dependant on a innovation
- Adjusted several innovation modifiers for balance
- Map: Britannia province rework (now follows historical dioceses)
- Setup: Updated territories along the border of Roman and Persia
- Removed Regent trait
- Building: Changed the Church to Basilica

Fixed

- Localisation fixes
- Building requirements for Theatre, Mine, Quarry and Garum Factory
- Mutually exclusive techs not working properly
- Removed inflation country modifiers for Roman Empire
- Spear Infantry and Shock Cavalry will now be displayed in combat tooltips
- Some free Roman Empire innovations incorrectly applying to anyone

Update: 11 Dec, 2023 @ 5:50am

Changed:

- Law: Added activation tooltip for Pagan Concessions