Imperator: Rome

Imperator: Rome

Simple I:R Timeline Extender
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Update: 12 Feb, 2022 @ 11:33am

Changelog v0.9.5

*changed file name of integrated_culture_decisions to integrated_culture_decisions_te and included only city_self_rule decisions changes so it doesn't overwrite the entire base game file
-better compatibility with Invictus and Cultural Conflation mods

*copied new tags to countries.txt for compatibility with new version (1.3) of Invictus released February 10, 2022

*Added country modifier late_antiquity_pop_decline_occident that decreases population growth by -0.44%
-this will empty provinces faster and should open up more land for migrating tribes to move into western Europe
*Added country modifier late_antiquity_pop_decline_orient that decreases population by -0.22%
-should slow population growth without creating empty pockets that move tribes farther east
*Edited te_plagues.3[0] and te_plagues.31 to replace late_antiquity_pop_decline[_central] modifier with late_antiquity_pop_decline_occident around 1128 AUC / 375 CE
*Added te_plagues.32–35 hidden events that adds late_antiquity_pop_decline_occident and late_antiquity_pop_decline_orient to countries depending if they have provinces in_pars_occidentalis_trigger = yes/no
-this should replace the -0.33% late_antiquity_pop_decline[_central] modifier with the more severe -0.44% late_antiquity_pop_decline_occident modifier in western Europe late in the timeline

*Adjusted trigger for te_christianity.71 to check current_ruler is_adult = yes

Update: 6 Feb, 2022 @ 6:33pm

Changelog v0.9.4

*Re-named \setup\countries countries.txt file to te_countries.txt and included only the additional IRCK3 tags for WRE and ERE
*Copied tags for Barbaricum and Invictus into countries.txt
-this should avoid overwriting issues in load order for compatibility

*Allowed decision to split Roman dictatorship if it owns at least 1200 cities (twice as many as required for an imperium (600))
-can "skip" empire requirement to be popular (90)

*AI Rome should not move its capital to Byzantium if it is currently at war (checks for war = no)

*Adjusted IRCK3 split empire decision to check for technology level in other half of empire
-for Invictus, was adding technology even though the new country had the same tech level
-changed tech addition to 5000 for ERE and 3000 for WRE
*Edited scripted IRCK3 trigger is_in_pars_occidentalis_trigger to try to exclude Invictus' macedonia_region and galatia_region
-Invictus reworked the map and these regions were sometimes alternately added to WRE in the IRCK3 decision to split the Roman Empire
*Corrected path to setup/countries folder for ERE and WRE in countries.txt file
*Added condition for at least 100 eastern provinces to allow the decision

*Edited triggers for te_christianity.97 and 98 to check if the dominant_province_religion = christianity and the date is less than 1066.2.2 to slow the pop conversions somewhat

*Increased late_antiquity_pop_decline modifier slightly to -0.33%
*Edited trigger for te_plagues.3 and te_plagues.31 to remove late_antiquity_pop_decline modifier from the Eastern Roman Empire (if its capital is Byzantium)
*Adjusted triggers for te_plagues.3 and te_plagues.31 so that after 1148 AUC / 395 CE they do not add the modifier to, and remove the modifier from, countries that are neither in_pars_occidentalis_trigger = yes nor an AI of empire size (num_of_cities >= 600) with its capital_scope in province_id = 4440 (Pataliputra)

*Added is_alive = yes checks to te_rel_flavor events for random_character loyalty
*Added exists = scope:xian_character check for te_rel_flavor.1 option to clean up tooltip
*Edited character traits added and removed for te_rel_flavor events
-characters that have the tolerant trait already and choose to leave Christians alone will not see the events to destroy christian communities again
*Added alternate descriptions to te_rel_flavor events for Judea, Samaria or countries with religion = judaism
-should reflect their different views on religion
*Adjusted trigger for te_rel_flavor events so they do not fire for countries with religion = manichaeism

*Added trigger checks for any_pops_in_province that have neither christianity nor judaism for te_judaism.3 and te_judaism.4 events
-event should not fire if it doesn't convert any pops

*Added ISR tag to te_judaism.2 and te_rel_flavor event triggers
-for better Invictus compatibility

*Added imperial_cult government type to IRCK3 decision to split the Roman Empire

*te_christianity events that add churches to provinces now remove the early_christian_community modifier after adding early_christian_church

Update: 23 Jan, 2022 @ 10:41am

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