Imperator: Rome

Imperator: Rome

Realistic growth and travel
78 Comments
PalaiogosTheGreat 1 May, 2024 @ 7:28am 
Does this work with 2.0.4
SilenceX 27 Apr, 2024 @ 8:05am 
the game now with the slow pops growth boring you can`t just dev your province and play long , you have to go to war always to have more pops . i hate this when i have a good supply so i should have more growth rate for pops that anyone else . i hope this mod make what i want
Regal Orangutan 1 Feb, 2024 @ 8:26am 
agreed with Ranger. A lot of this would work quite well if integrated into Full Mechanical Overhaul I feel
Ranger of Ithilien 26 Jan, 2024 @ 8:43am 
Ok this sounds super promising.
Best of Luck with your efforts. When done please contact Invictus and Indomita team!
3X multi purpose socket adapter 15 Oct, 2023 @ 9:35am 
\/yup
SilentN4saken 13 Jan, 2023 @ 2:49pm 
Mod sounds awesome I hope it gets updated and made compatible with Invictus
Pch91 11 Apr, 2022 @ 6:10am 
make compactibility with "invictus" please
thepoweredminers 14 Jan, 2022 @ 6:42pm 
this invictus compatible?
compman87 7 Jan, 2022 @ 3:11pm 
With just this mod enabled, every import I select gets accepted, then immediately canceled but doesn't free up the option to be selected from again either.

For context I was starting a new game with one of Caledonia settled tribes.
applejuice 27 Nov, 2021 @ 5:26am 
is this mod still supported?
Snake 30 Oct, 2021 @ 11:09am 
A MOD i'd love to see is Governors auto managing provinces, buildings, economy, managing unhappiness, building roads, trade routs, What the point recruiting these guys if I still need to do all the micro managing, it gets to big for micro managing and boring
Jeff.Mathis.24 24 May, 2021 @ 2:22pm 
the province modifiers this mod adds to the summary tab should be hidden as it severely clutters it. also the production, farming infrastructure and cutter modifiers in the summary tab are not showing the proper text it seems.
DOUBLEDROP 20 May, 2021 @ 5:00am 
great mod concept but sadly i found several bugs within a few minutes of my first boot with the mod installed. As Atropatene i started the Pearl of Media mission tree and the first three missions on the left side tree all automatically bypassed the day i selected the mission - meaning i couldnt get any rewards for these missions. Also noted a few text bugs in an event pop-up where the Gods name was displayed as <default_god_fertility> or something like that. just thought u should know, its a shame as this mod looks great and much needed to make IR even deeper
ThatDamnSalarian 16 May, 2021 @ 2:13pm 
Hi, just wanna say that this is an amazing concept for a mod and I hope you carry on with development! For me, the travel time mechanic and expanding that/tying that to loyalty of governors is sorely needed to make empire management more complex and difficult. Imo, it's too simple to manage province and character loyalty in vanilla.

On another note, when I use this mod the notification for starving pops comes up even when the provinces indicated in the notification have positive food and growing. I'm assuming this is a bug?
Goat 4 Apr, 2021 @ 5:36pm 
Just found a bug using this mod, starting as Heraclea Potinca, the initial event "Persian Heiress" happens twice when this mod is enable.
With the mod https://prnt.sc/114czmy .
Without the mod:https://prnt.sc/114d14p .
Idk if this is a general bug for countrys that has start-events or if is only with Heraclea.

Besides your mod, i also using: Hi-res Terrain MiniMap, Marius 2.0 Unit Reskins, Remove Governor Policy Influence Cost and Great Wonders Refined
Orangetotodile 24 Mar, 2021 @ 9:55pm 
There seems to be unintended consequences for countries that start without any nobility. Which, at the least includes several countries in India. I was getting an unlocalized -0.5 stability penalty, with a lot of unlocalized modifiers in several places I checked. It seemed to be some kind of administrative capacity thing, but I don't know what that is because the description of the mod doesn't mention it. I'm just guessing about what was actually going on.
NicolasCinoB 21 Mar, 2021 @ 11:54pm 
Hi Jake,
Thanks for the answers, I just tried the mod once more without anything else and it now seems to be working correctly. The decision that seemed to be affected before was Laconian food but it looks good now (again maybe the many mods was the issue).
Nvy 18 Mar, 2021 @ 12:48am 
Is this compatible with UI Improvement 2.0?
JakeOmega  [author] 17 Mar, 2021 @ 11:01am 
Oh, there are modifiers to give extra research, but they don't show up for about a month after unpausing, so maybe you are having issues with that? I'm not sure.
JakeOmega  [author] 17 Mar, 2021 @ 10:59am 
For the tech, I think there might be balance issues, but it shouldn't be that bad I think. I just started a game as Sparta and without building anything or anything, I have about 75% research efficiency. Maybe it's a conflict with another mod, or maybe a bug? Could you let me know what other mods you're using and maybe upload your save and send it to me?
JakeOmega  [author] 17 Mar, 2021 @ 10:59am 
Hi nicolascino! So currently the way it works is that provinces don't make food trade goods unless you build the "food export" building, which switches the trade good to food and costs an amount of food equal to the amount the food trade good give. So basically they don't give free food, they just let you move food from one place to another. That said, it's not the best system right now and I've been talking on the discord a bit about ways to replace it with something better. I thought I had fixed up the missions so they don't need farms, but I probably missed the ones you're talking about. Could you let me know which mission you are getting stuck on?
NicolasCinoB 17 Mar, 2021 @ 3:57am 
I did find something else now. Not sure if anyone else has this issue, but I cant get my research on reasonable levels. I even built the three buildings for nobles, plus plenty of libraries and cheated to techup research... no change the points are around 1.5 and eficiency 15%
NicolasCinoB 17 Mar, 2021 @ 1:09am 
Hi Jake, quick questions here. I really like your mode, but since I have it there are no mow food trade goods. This is on purpose or is it the combination of modes that I have making the mistake? The mode is working fine but its screwing up missions of sparta (and many others probably) as some of the require farms to be built.
viranto 14 Mar, 2021 @ 4:02pm 
It happend with every country and every trade partner and good. Not only with judea. It chancel instant, directly if i made an import, both screens open at the same time. So before unpause yes. After that the import route is gone forever. So i can't make this import a second time. I also try it with only this mod and no other and it still happend. And no, it still happend if i do something before it or not.

Solution: But after you say now, i should try to run the game for a month, the import works!
So i can't import anything in the first month, but after that. Thank you for this hint!
But i don't know what could be the reason for this
JakeOmega  [author] 14 Mar, 2021 @ 3:33pm 
Hmm, I am having trouble reproducing. I tried starting as Judea, importing furs from Egypt to the province of Judea, and it seems to work fine. I unpaused and it still didn't cancel. Can you tell me a little more about when/how it's happening? It cancels before you unpause? Does it still happen if you let the game run for a month and then try to import something? Does it happen as different countries or with different trade goods? Are you doing anything else before importing stuff?
viranto 14 Mar, 2021 @ 1:36pm 
Sadly directly a new problem (if it is a problem, maybe it should be like this).
I can't import anything with this mod. I have try it multiple times with different countries and different range of the trade partners. But as soon i import something, i get a success message and directly a import stop message. So its impossible to import anything. (Of course i test it only with this mod and no others)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2425039142
JakeOmega  [author] 14 Mar, 2021 @ 11:22am 
@viranto - Thanks for the feedback! That should be fixed in the latest version which I uploaded a few hours ago. If you see it again, let me know though!
viranto 14 Mar, 2021 @ 7:05am 
I had a small bug, sometimes the vanilla laws are gone and only your taxes are there. New start of the game help for this. But i'm not sure if the game works if it disappears, because i only see it sometimes in the laws
BorisTheSpider 8 Mar, 2021 @ 6:13am 
Cool mod
Craksus 24 Feb, 2021 @ 4:25pm 
Oh i can smell vic2 and meiou at this mod. waiting update :)
jackson 23 Feb, 2021 @ 6:51am 
no
linwajun 18 Feb, 2021 @ 11:18pm 
IS THIS WORK ON 2.0?
Davzilla 7 Feb, 2021 @ 8:08pm 

(me) Rome: 360 province, 8500 pops, max potential army 175k-185k, Economy exactly on par with Antigonids

Antigonids: 812 province, 15000 pops, Army Fully mobalized at 150k, Economy is same.

Now see the balance/unbalance?
This is a even fight, no if or but about it, the antigonids dont even have a man pool to recruit from, every available man is already in the army. Realistically the antigonids should eliminate rome, but because my investments and centralization of my pop i can out compete a much stronger enemy near over double my size. the problem is the AI arent investing their tons of coins into their lands.

This mod demands all nations to invest into themselves in order to even operate, an AI controled nation like sparta potentially could build a slave estate upon their iron province and would never have heavy infantry for the entire game
Davzilla 7 Feb, 2021 @ 7:40pm 
Quick question: Since the mod aims to force the government/player to invest in their own lands in order to draw the resources out of the land, it effectively nerfed slaves and their role, so my question is, Are slaves worth anything?
Dampfnudel 31 Jan, 2021 @ 7:20am 
If possible: AI should focus conquering provinces with a potential high communication efficiency, and ignore areas where only bad communication is possible. Areas with bad communication should be released as tribute states.
理科生田 28 Jan, 2021 @ 8:42pm 
非常好的构思:steamthumbsup:
jackson 17 Oct, 2020 @ 3:28pm 
right one last problem I have notice that the penalty seem very lax 60 day travel still no penalty on loyalty so Am guessing more then 120 days and the is a penalty of course on income suck but money really doesn't matter
jackson 17 Oct, 2020 @ 2:12pm 
aslo the seem too be a weird problem with the travel time of new land for ai in which it doesn't reload usually meiou fixed this by using events to reload travel time and thanks for the great work
jackson 17 Oct, 2020 @ 1:49pm 
something odd happen to the mod when I annex new land the trade goods don't show but am getting an absurd amount of commerce so clearly those trade goods exist is the a way to reload the events so the trade goods show up
EatSOYBrah 25 Sep, 2020 @ 5:27pm 
Do different pop types contribute to tax calculations differently? If so can you give an explanantions of the weight or at least whether or not slave pops are profitable to have?
Usagi 23 Sep, 2020 @ 10:41am 
@JakeOmega This mod has convinced me to give Imperator another try since I haven't played since release... Though I am having a hard time understanding a few changes to the economy & pops...

First of all, how is the Tax income calculated? I tried looking through the mod files but couldn't figure out how its being calculated since the Pops don't seem to produce tax.. This also has the issue that anything that increases pop output doesn't seem to affect anything.. For example setting heavy taxes only decreases research, but the slave output bonus does nothing.

Secondly, Since pops no longer have output, does the pop happiness even affect anything?

Seems like there's still alot of modifiers and things that use pop output, so it kinda breaks those features.. I hope this get balanced & fixed in the future.

Keep up the great work :)
Numahr 22 Sep, 2020 @ 2:20pm 
Is this mod compatible with the Strategic Resources mod, which gives strategic effects to the amount of strategic resources you effectively control?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2193772635
Coffeeman 18 Sep, 2020 @ 8:17pm 
This sounds beautiful. Going to give it a go. Thanks for all the hard work.
Pepega 18 Sep, 2020 @ 11:59am 
Its mods like these that make me want to come back to imperator. (Though Paradox is hyping up their next DLC so ill wait a bit longer)
dunka2 18 Sep, 2020 @ 7:52am 
@JakeOmega Oh I see. You could make a decision that brings up an event to trigger the changes. That's the way they do it in MEIOU at least.

Also, I noticed that turning settlements with precious metals into cities changes the trade good to food exports. Is this on purpose, because if so, I'm not sure it makes a great deal of sense.
JakeOmega  [author] 17 Sep, 2020 @ 8:53am 
@Destroyer 99 - Do they appear if you let the game run a little? They should all appear in the first few months of the game. If not, could you upload your save somewhere and send it to me?

@dunka2 - I haven't gotten the wealth mapmodes to work with the UI yet, but you can get them by running the game in debug mode and typing the following into the console while the game is paused: "event province_wealth.3" (for wealth per pop) or "event province_wealth.4" (for total wealth) and switching to the trade good map mode. You then need to run "event province_wealth.5" before unpausing and continuing your game. Sorry, I know it isn't the best system yet.
JakeOmega  [author] 17 Sep, 2020 @ 8:52am 
@Raid B @CharlySoldier - I did change around the production of goods some, which I forgot to document in that little dev diary thing. Sorry about that. Slaves don't automatically produce goods, but goods are instead produced by a combination of buildings and pops. The buildings should get placed by event in the first month, with more added as the game goes on. Unfortunately, that means that the first month will have some oddness. If there are still no trade goods after letting the game run a month or two, then it is bugged in some way. Let me know if that seems to be happening, I'll take a look. And if the change is annoying or confusing, I can revert to the old way for that aspect.
Charlineitor_TH 17 Sep, 2020 @ 4:07am 
What has happened to the production of goods? At first, I have goods being produced, but when I try to create a trade route, all goods go to zero.
dunka2 16 Sep, 2020 @ 6:21pm 
How do we access the wealth map mode you have in your screenshots?
Destroyer 99 14 Sep, 2020 @ 8:18am 
I cant see the modifiers (except the manpower modifier) in the Nation Overview menu