Imperator: Rome

Imperator: Rome

Timeline Extension for Invictus
402 Comments
PolandNationalist 20 Jul @ 10:14am 
did they add chirstanity in this mod im trying to make a historical game that goes to 400 ad atleast
SAS 20 Jul @ 7:50am 
I too would like to know if this is working with the latest Invictus release please.
Riekopo 19 Jul @ 12:15pm 
update needed?
RAGE darky 15 Jul @ 1:23pm 
Please update.
SilentN4saken 2 Jul @ 3:59pm 
I read the description but I must have missed that part my apologies.
tinwiz  [author] 23 Jun @ 4:36pm 
No need to use this if you are using Terra Indomita, please see the mod description.
SilentN4saken 23 Jun @ 12:28pm 
Does this work with Terra-Indomita? Thinking of trying that mod so I was wondering, love this mod :legitimacy: .
tinwiz  [author] 31 May @ 4:15am 
@AfterlifeBarista if there is, I don't know how. It's how the game is coded.
AfterlifeBarista 30 May @ 2:24pm 
Wanted to use this wonderful mod for my current campaign, but already 150 years in I realized I forgot to turn it on :p. Is there really no way to manually load the scripts and triggers that normally are done at game start using the console or savegame modification?
tinwiz  [author] 8 May @ 4:37pm 
@MTO1 I think it should still work for 2.0.4 but it was updated for 2.0.5 and I have not tested it for backwards compatibility.

If that worries you, then you can get the previous version of this mod here https://github.com/TinWiz/Compatibility-Timeline-Extension-for-Invictus/releases and then run it manually from your mod directory(unsubscribe from this Steam mod first).
MTO1 8 May @ 3:14pm 
Excuse me, I don't really understand modding very well but does this not have backwards compatibility? I'm still on 2.0.4 for another mod that hasn't updated yet, but now the timeline extender says "made for 2.0.5" this has never been an issue before.
tinwiz  [author] 2 May @ 7:09am 
@Flemishh the point is to add more fun by adding more centuries to the end of the timeline. It doesn't go back in time or change the starting date. There was a mod called Classical Rework that did that, starting in 600 BC, but I don't think it works with Invictus.
Flemish 29 Apr @ 8:04am 
what is the point of this mod? I cant play as the roman kingdom
tinwiz  [author] 26 Apr @ 1:15am 
@LeFay yes
LeFay 26 Apr @ 12:32am 
Work for 2.0.5?
Biggus_Dickus 8 Apr @ 7:56am 
@Barbarossa, bruh
tinwiz  [author] 24 Mar @ 2:44pm 
@Flr3cr0tchassass1n it's intended to last for the rest of the game (until 1229 / 476), but it will end in 1353 / 600 if you keep playing that long past the extended end date.

@Barbarossa see above ! You should NOT use this mod with Terra Indomita , which has integrated its own timeline extension mod already
Flr3cr0tchassass1n 23 Mar @ 12:47pm 
How long does the late antiquity population decline last? Wondering if I need to downsize considering the cyprian plague is coming soon too lol
Barbarossa 22 Mar @ 2:08pm 
Does this work with terra indomita
tinwiz  [author] 20 Mar @ 3:19pm 
@Shaigadough the option to slaughter Christians should remove the early Christian community modifier for about 10 years, which will stop the events connected to it. If there are Christians in nearby provinces though, it can still spread. Afterwards there is a chance the community might reappear.
Shaigadough 18 Mar @ 8:38pm 
@tinwiz got ya, thanks appreciate the response. One more question about Christianity mechanics, how does the early christian community mechanic work with the settlement that has that buff applied? Does rooting the Christians out stop that settlement from converting people to Christianity?
wantedranger96 18 Mar @ 5:16pm 
Sorry then. This might be unrelated to the mod then, I had just assumed that it was. I just didn't want anyone else to fall the for same 'glitch' lol
tinwiz  [author] 18 Mar @ 3:36pm 
So far I haven't come across that problem but I can't troubleshoot for all the mods and combinations.
wantedranger96 18 Mar @ 7:52am 
@tinwiz sorry forgot to @ you
wantedranger96 18 Mar @ 7:51am 
Yes. Virtual Limes, Fix Scorch Earth, QOL Mods, and Crisis of the third century. The error log seemed to indicate that the game was attempting to spawn something, and it didn't have a place to spawn it. So I assumed it must of been this mod or crisis, though I might be mistaken
tinwiz  [author] 18 Mar @ 4:36am 
@wantedranger96 I've tested with v1.9.2 and ran through the whole timeline on observer mode. It shouldn't freeze. Are you running any other mods?
wantedranger96 17 Mar @ 7:19pm 
Time is frozen on my current play-through. Not sure the reason, but I think its due to this mod not being compatible with 1.9.2. Just leaving this as a warning to anyone else
tinwiz  [author] 16 Mar @ 10:20pm 
@Priest [SAC] to make it somewhat more challenging, given the much longer amount of time to gain traditions.
Priest [SAC] 16 Mar @ 8:59pm 
Why did timeline extender cause the cost of military traditions to go up from 80 to 120?
tinwiz  [author] 15 Mar @ 7:24am 
@Shaigadough the events are scripted to target pops randomly. There is no script that targets slaves, at least not intentionally.
Shaigadough 14 Mar @ 12:38pm 
How does the Christian religion interact with different pop types? When a city becomes Christian I attempt to counterbalance the christian pop by replacing all the christian slaves in said city with hellenic slaves, However I've noticed all my hellenic slaves seem to en mass convert to christianity. Are slaves more susceptible to convert to christianity?
tinwiz  [author] 7 Mar @ 10:25am 
@GeneralKerbalmaster911 the decision doesn't show up until 854 AUC / 101 CE. You could change that if you want by manually running the mod and editing the files. You'd need to edit the te_decisions.txt file by changing the potential = { trigger in the "convert_to_christian" decision, for example, by removing the "current_date >" line.
GeneralKerbalmaster911 2 Mar @ 7:29pm 
Hey so Uh, How does one convert to christianity once one spams the events to spread it in their territory? Im trying to do a super-early Christianity Thing So i can focus on spreading christianity alongside my own expansion. so knowing how to get the option to set state religion would be awesome
2V^|Dz1adek 27 Feb @ 11:37am 
Thanks.
tinwiz  [author] 27 Feb @ 12:39am 
@2V^|Dz1adek it is event based and the AI ruler can still convert but that should prevent the population from reaching the threshold for country conversion.
2V^|Dz1adek 26 Feb @ 4:35pm 
If I play with 1000% conversion and assimilation will this prevent Hellenic Rome convert to Christianity or is it event based?
tinwiz  [author] 24 Feb @ 5:08pm 
@Ebbson about 1030 AUC / 277 CE. A popup event announces it.
Ebbson 24 Feb @ 12:00pm 
Hi! So I was just wondering, around what time does Manichaeism start spreading?
SAS 23 Feb @ 8:11am 
sound good, great mod!
tinwiz  [author] 22 Feb @ 6:47pm 
@ThePeoplesLastChoice yes, it is. That happens because the default has to be changed for the Huns/Huna to show up at the end.
ThePeoplesLastChoice 22 Feb @ 11:41am 
so at the game start there are some barbarian locations with huunic and huna culture but they change culture and religion after about a year from start, is this normal?
tinwiz  [author] 22 Feb @ 9:00am 
@SAS Yes, I will have a look and test.
SAS 22 Feb @ 8:48am 
does it need to be updated?
Riekopo 16 Feb @ 4:00pm 
new Invictus update
tinwiz  [author] 9 Feb @ 6:09am 
@Logan314 if you're running Terra Indomita this mod should be disabled, since it's already included.
Logan314 8 Feb @ 1:53pm 
@snow ball im using both on terra indomita. Its roughly 50AD and running fine so give it a shot.
tinwiz  [author] 2 Feb @ 1:15pm 
@Snow Ball they are not compatible as far as I know. It's up to you, depending on whether you want an extra long campaign or not. If you do, then this mod extends the timeline to 1229 / 476.
tinwiz  [author] 2 Feb @ 1:13pm 
Historical Imperator Pack - Invictus do i use this or do i use your mod?

I dont see a lot of changes in your mod besides saints and barbs? nor do i see it being incompatible.

if they are compatible what mod order?

Thank you.
Scott_Axel 27 Jan @ 12:53am 
Love the mod! Is there anywhere to see all the changes it adds ? Me and my friend are doing a mega campaign, and would like to be able to see what the mod changes and adds to the game.