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Uni – Goddess of marriage and fertility, wife of Tinia; equivalent to Hera/Juno
Menrva – Goddess of wisdom, war, and art; equivalent to Athena/Minerva
Turan – Goddess of love and beauty; equivalent to Aphrodite/Venus
Laran – God of war; equivalent to Ares/Mars
Velchans – God of fire and the forge; associated with Hephaestus/Vulcan
Fufluns – God of wine, health, and vegetation; equivalent to Dionysus/Bacchus
Vanth – Winged spirit of death, often seen guiding souls to the underworld
Charun – Demon of death, often depicted with a hammer; guardian of the underworld
Nortia – Goddess of fate and destiny, associated with time and prophecy
Letham – Goddess of the dead or death itself
Selvans – God of forests and boundaries, similar to Roman Silvanus
Usil – Sun god; equivalent to Sol
Thesan – Goddess of the dawn and childbirth
Catha – Mysterious solar or lunar goddess, sometimes conflated with Thesan
Artume (Aritimi) – Goddess of the hunt and nature; equivalent to Artemis/Diana
Etruscans colonised northern Italy and the Alps before 500 BC, spreading their alphabet—derived from Greek.
Rhaetians, culturally linked to the Etruscans, used similar scripts in what is now Austria and Switzerland.
Germanic tribes near the Alps (e.g. Noricum, South Germany) likely had contact with these scripts via trade or migration.
Several rune shapes (like ᚠ, ᚱ, ᚹ) resemble letters in Etruscan and Rhaetian scripts.
The timing fits: Elder Futhark appears c. 2nd century AD, long after Etruscan script but near former Etruscan-Rhaetian zones.
Germanic runes were likely a modified adaptation of older Alpine-Italic scripts, filtered through contact zones rather than pure invention.
I accidentally uploaded a testing version with the last update that disables the reform requirements.
It's fixed now, but you'll have to start a new game / load a save from before turn 5 to have the reforms work correctly
Did you maybe hit the alternative requirements? They're imperium level 3 and turn 120 iirc
Firstly: For whatever reason, the Etrucan Marine Archers and the Etruscan Light Marines get mixed up whenever they're both in Etruscan fleets. The organization is totally scrambled, with archers and javelinmen not sticking to their own and mixing, causing a confusing and frustrating time every time you click a fleet and see its composition. I think the problem may have something to do with them sharing some sort of category that chooses where unit cards wind up?
Second is solely for multiplayer/custom battle, the two Etruscan Swordsmen are in between the Axemen, which is rather inconvenient, and the Etruscan Levy Spear's reform unit is right smack dab in between the light spear maniple unit cards. And lastly, I think the position of the Etruscan Slingers and Javelinmen should be switched.
The only issue I have is the mismatched shields on many units (Hoplon, Scutum, Thureos in the same formation), is there a way to make some units more uniform, maybe only after reforms as they become more professional?
do you have this mod on top of your load order? That usually happens because another mod is overwriting this one.
I did some streamlining of the reform system and broke the upgrade technology in the progress, thanks for pointing that out to me. Should be fixed now!
Firstly, when the reforms are activated, the Italic Aristocratic Cavalry is listed as a general's bodyguard unit.
And secondly, aside from the levies, the rest of the roster is unable to upgrade to their reform units.
Something I'd also like to suggest once you fix that is revamped unit descriptions, but I've come here to say again that this mod is AWESOME, and what makes it all the better is that you haven't abandoned it. Thanks for your work.
Thank you for the mod.
I think already in base Divide et Impera legendary gives the AI a lot of bonuses like upkeep reduction, more income, higher public order and lower banditry.
not sure what you're talking about. This mod doesn't change difficulty/AI-bonuses
AI have unlimited gold, and we cant even destroy one village
you likely have a mod conflict:
Either you don't have this mod higher than the DeI-parts in your load order
OR you have another mod active that changes the startpos.
And on top of this, the final tiers of the temples do not provide cultural conversion values that scale with Cultural Tension in the mod.
still not sure what the problem is haha
The units in this mod cost around the same as all other DeI units, like I said I'm using the DeI cost formula to balance it.
yes
what exactly do you mean?
Recruitment and upkeep costs use the standard DeI formula
I'm not aware of any issues.
If you find anything that's not working, let me know!
They just weren't used in the DeI timeframe anymore. They're really unique but I didn't want to drift too far from reality.
@Immortalhallur
to add them as an unplayable faction isn't too complicated, but adding a playable faction is a huge amount of work. At least there's DeI for RotR now :)
what exactly isn't working? I use RPFM for most things, but I can open the packfile and edit the tables with PFM too, just tried it out. I haven't updated PFM in a long while though so I'm on an older version I assume.
I think 1.3.3 included some quite extensive startpos changes and if I'm not wrong some changes to buildings are causing that issue. I'll have to see if the Devs release the startpos kit files again so I can rebuild my startpos and get that fixed.
italic culture will always appear in italy due to the regions having some italic influence as local traditions. You should see it as that in the cultural influence breakdown.