Imperator: Rome

Imperator: Rome

Ultimus
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Update: 11 Dec, 2023 @ 5:15am

Preview 19.1 Hotfix 1

Changed

- Innovation: Revived Syncretism can be adopted from Dualism
- Polytheistic religion trigger: added Pagan Concessions law (any deity where holy site is owned can now be selected)

Fixed

- Innovation: Revealed Syncretism no longer being blocked by state religion

Update: 9 Dec, 2023 @ 11:53pm

Preview 19.1

Added

- Fire Temple building
- Various tooltip descriptions for innovations
- Elagabal deity with a holy site and relic in Emesa (requires polytheism)

Changed

- Mine and Quarry buildings now require Civic Advances 4
- Several innovations modifiers
- AI budget levels
- Huns no longer start with the Gothic culture as integrated
- Bulgaria now starts as a vassal of the Huns

Fixed

- Innovation requirement for Water Mill and Officinae buildings
- Duplicate Great Temple building type
- Wording for several innovations (Fire Worship, Parchmenter etc)

Update: 8 Dec, 2023 @ 11:31pm

Preview 19.0
- Reworked tech trees
- Consolidated cultures groups
- Updates to levies types and heritages
- Added culturally specific character backgrounds, holy sites and diplomatic view
- Added the Pastoral Lands building
- Balancing changes to tech level modifiers
- Removed Chariots from levies (still available in legions)
- Split the Franks into Salian and Ripuarian tribes
- Added more unique coat of arms
- Added more formable country decisions
- Added Shock Cavalry unit (high damage, also high attrition, cost and supply usage)
- Minor rework of Hunnic setup
- Minor rework of Burgundian setup
- Excluded Steppe culture group from the tribal crisis event (AI event that factures large tribes)
- Added scripted characters modifiers for various backgrounds, education, and other character experience (background/education/experience modifiers typically provide a stat bonus)
- Added new music tracks
- Changed start date and end date (1 Jan 401 and 1 Jan 793)
- Updated Roman Laws
- Balancing changes to Country Rank modifiers
- Added start up events for several countries

Update: 9 Sep, 2023 @ 8:32pm

Preview 18.1

- Updated WRE historical event chain; Britannia provinces now only lose 30 loyalty after Constantine’s revolt (reduced from 100), other minor improvements.
- Added some historical characters to WRE
- Flavii dynasty renamed to Theodosian (retains the nomen Flavius/Flavia)
- Minor change to WRE-ERE border in North Africa
- Added minor event for when the Consul dies

Update: 5 Sep, 2023 @ 10:35pm

Preview 18.0

Laws

- Minor rework of Roman laws (WRE and ERE only)

Trade

- Added several new trade goods (includes Cheese, Beer, Mead, Ivory, Parchment, Granite, Tallow, Slaves and Tools).
- Changed name of Garum trade good to ‘Fish Sauce’, updated map distribution and trade icon

Buildings

- Added several buildings (includes the Stud Farm, Border Forts, Garum Factory, Water Works, Water Mill, Mint, Quarry, Slave Market, University, Royal Palace and Warehouse)
- Added several unique buildings that can only be built/rebuilt in set locations (includes the Colosseum, Petra, Walls of Constantinople, Tower of Hercules, Walls of Lugo, Hadrian's Wall and the Aurelian Walls) *this is very WIP and may be changed/removed
- Updated the ‘Construct Border Fort’ unit ability to now construct the new ‘Border Forts’ building (instead of a Fortress) and made the military tradition requirement ‘Burgus’
- Changed some buildings requirements to be hidden if requirements are not met (e.g. Earth Works will appear after at least one fortress is built)
- Fixed an issue that was preventing the Great Temple building
- Theatre building now requires a non-monotheistic state religion instead of an innovation

Technology

- Added several tech innovations (primarily for new laws)
- Added several new character modifiers (includes Divine Spark and Porphyrogenitus that will trigger under certain conditions)
- All countries now begin with a random amount of research progress to each technology type
- Rebalanced the starting tech levels (generally higher across all countries)
- Halved the number of innovations received at startup

Ideas

- Increased tech level required for tier 2 and tier 3 ideas
- Added Moral Education idea
- Removed Cataphract idea
- Moved State Industry idea from Civic to Military category

Setup

- Added two new counties bordering Eastern Rome; Gothia on the Danube River and the Blemmyae along the coast of the Red Sea
- Added the Pushyamitras tribe in between the Guptas and Vakatakas
- Moved the capital of Francia to Noviomagus and made it a city
- Restored many of the vanilla I:R treasures to holy sites and countries (and added a few new ones)
- Made Tzannia a tribe (instead of monarchy) with its own primary culture

Map

- Updated the size of many Roman provinces (there are now less very small or very large provinces)
- Remove Islands province completely and incorporated territories into other provinces
- Made previously uninhabitable territories inhabitable and added to Hephthalite starting setup

Decisions

- Added a decision for WRE to move capital to Rome which bypasses the usual religious requirements for ‘Relocate Capital’
- Fixed issue with the vanilla I:R religious conversion decisions
- Changed requirements for ERE’s culture reform (blocked unless WRE has less than 100 territories)

GUI

- Modified the province Possible Buildings tab to support scrolling
- Modified the import Trade Goods window to support scrolling
- Modified the Characters window to make Families listed in fixed rows
- Added script to randomly distribute new trade goods
- Adjusted music track weighting
- Minor updates to flags and country colours
- Fixed various scripting errors relating to vanilla culture groups and traditions
- Changed Christian modifier to increase Oratory tech investment

Other

- Support for I:R version 2.0.4
- Minor changes to AI plans that increases migration and aggression
- Improvements and balancing pass over Ideas and Innovations
- Updated the ‘Cura Annonae’ local province modifier
- Fixed various missing and incorrect text
- Fixed issue with some duplicate historical characters at setup
- Fixed issue with the ‘prove legitimacy’ scheme
- Added the deity Saint Quirinus of Siscia
- Removed some province modifiers that represented the new unique buildings
- Added the ‘Make Phylarch’ character interaction (ERE can grant this honorific trait to an Arabian ruler or pretender)

Update: 16 Jun, 2023 @ 4:17am

Preview 17.1

- Updated modifiers for several National Ideas and Innovations
- Updated modifiers for Silver trade good
- Characters with Consecrated Life or Clergyman traits can no longer be recruited to faction

Update: 13 Jun, 2023 @ 7:13am

Preview 17

- I:R National Ideas replaced
- Major rework of the Oratory tech tree (minor updates to other tech trees)
- Added Roman road network through Africa
- Updates to user interface icons
- Revert to original load screen art with some modifications
- Additional music tracks
- Minor balancing and bug fixes

Update: 22 Apr, 2023 @ 9:33pm

Preview 16.1

- Added historical naming conventions for late Roman armies (Comitatenses and Limitanei)
- Rework of the Theodosian dynasty and familial connections
- Steppe Empire government now has a Religion idea slot instead of Civic
- Minor bug fixes

Update: 4 Apr, 2023 @ 6:58pm

Preview 16.0

New
- Historical province and region updates for Persia
- Added Gupta dynasty and previous rulers
- New coat of arms for Gupta Empire
- Added a decision for ERE to reform the Roman culture (adopts a new coat of arms)
- Added three new trade goods; Cotton, Garum and Armaments
- Added a new font to the map

Updated
- Divided Pictland into Verturionia and Dicalydonia
- Setup Padishkhwargar (a Sassanid client state along the Caspian sea)
- Setup Samatata (a Gupta client state in the far east)
- Minor updates to the innovation trees
- Replaced icons for most the custom traits added by the mod
- Replaced icons for some vanilla UI elements
- Replaced some of the load screen art
- Historical placement of Garum factories and Armaments (fabricae) for Roman Empire
- Scripted placement of new trade goods for countries non-Roman countries
- Update the trade window to accommodate additional trade goods
- Territory updates as needed (city ranks, names etc)

Fixed
- Fixed some historical Roman legions for spawning at the start of the game
- Fixed an GUI issue that prevented law window from scrolling properly
- Fixed for minor localisation errors
- Fixed minor scripting and event errors

Update: 4 Mar, 2023 @ 5:37am

Preview 15

Culture

- Reworked the character naming format to include bynames and patronyms for the Gaelic, Britanni and Arabian groups
- Minor starting characters with no recorded parents will be granted a random patronym
- Arabian cultures moved to a new culture group (same name) to detach them from vanilla I:R scripting and events

Decisions

Added several T1 formable countries in Britannia (intended for AI use):
- Elmet
- Deira
- North Rheged
- South Rheged

Graphics

- Changed the Roman mercenary unit model from the Italic to Celtic model (similar to the current Roman levies) - workaround for the vanilla unit models
- Portraits: minor tweaks to add/remove various clothing options across multiple cultures

Map

- Added the Khorasan region

Setup

- Added previous rulers for Sassanid Persia (family tree, ledger, and regnal numbers)
- Gold and Silver trades goods added to the map (with some scripted variation)
- Road improvements inside the Roman Empire
- Scotti raiders have taken a Roman priest hostage
- The natural fortress at Alt Clut is now recognised as such
- Settlements promoted to Cities as needed

Technology

- Added Chaturanga and Hnefatafl oratory innovations, initially available to Indian and North Germanic cultures respectively (before spreading to neighbours)
- Added the High Cross religious innovation, available to Gaelic and Britanni
- Added Welsh poetry innovation
- Martial innovation: ‘Strategy Games’ removed
- Various improvement to innovations

Trade

- Gold and Silver trade goods (replaces Precious Metals)
- Modified trade good colours to make way for Gold and Silver

User Interface

- Modified the Trade window to accommodate more trade goods under Permitted/Denied
- Added mod version to the main view