Imperator: Rome

Imperator: Rome

Antiquitas
188 Comments
Reapmar  [author] 25 Apr @ 2:26am 
@Alpha2518 Yeah, don't worry if the mod doesn't get updates after months. I can't commit to modding full time so updates are slow. But I always respond if you send a message here. You can also check the github to see development patches.
Alpha2518 24 Apr @ 11:55pm 
Glad to see this is still being updated. I thought it was abandoned the last time I checked in.
Reapmar  [author] 24 Apr @ 9:02am 
@Gallemore Thank you for the reminder. I almost forgot to edit the description in change notes. To put it simply, the tags in Asia have been added as well as a few minor adjustments. At a later point I'll revisit the region again and revamp everything to be more accurate. Most of the tag additions in Asia were made in accordance with Miron's research which includes a bit of guesswork.
Gallemore 24 Apr @ 8:17am 
What was this update about?
Reapmar  [author] 11 Apr @ 11:31pm 
@thugnefarious Thank you for the feedback. I'll review the values again and make the necessary adjustments. I'll see what I can do concerning tribesmen, but in general, most of my edits to base game mechanics necessitate overhauls to other areas to operate as intended. This is something I'm a bit hesitant to proceed with until the global setup is mostly complete.
i hate periods 11 Apr @ 6:13am 
The building system aside, my main gripe with the civilization value change is the other features of the game that require it, for example you need 60 civilization value in your capital territory to change from a democratic republic to any other type, which is required to go down the dictatorship tree. The tribal default tribal reform mission also requires 40 civilization value in your capital territory iirc. Granted how long it takes to build up enough population for more buildings with how low the civilization value gain is from buildings it takes a very long time to reach 40, no less 60.

With the tribesman change, I'm typically the type to use levies up until I have a large enough nation to support more than one legion, and by that point you typically have more than enough manpower anyway so that's probably why I didn't notice much of a change on that end.
Reapmar  [author] 11 Apr @ 1:14am 
@thugnefarious There are currently no plans to create a separate version of this mod with default buildings. However, that doesn't mean the current building system is fixed. I'm still figuring out a good balance so everything is liable to change.

On the topic of civilization value, reaching a high civilization value is difficult on purpose. If you take into account all sources of civilization value in vanilla, it's quite easy to reach max civilization value on almost all of your provinces. That's why I had to reduce the base increase of civilization value for all buildings. In any case, I'll probably increase the base value by a bit since the value buildings give does seem a bit too low.

For tribesmen, how do you think I can make the difference more noticeable and meaningful? Their intended effect is to give manpower which will be ever so critical when you transition to standing armies.
i hate periods 10 Apr @ 12:45pm 
Hey, I'm assuming not but figured it couldn't hurt to ask. Will there ever be a version of this mod that doesn't mess with the buildings? I much prefer the default building system and the new system is and very difficult to reach high civilization value with which is a problem for anything that has a civilization value requirement. The difference with tribesmen hasn't been too noticeable in my play-through, though (for that reason if anything) I also feel like that change should be reverted.
Reapmar  [author] 7 Mar @ 9:31pm 
@awb I'm chugging along. You can check the github link for the edits I make on my dev branch. I send out updates in big batches so github updates aren't daily. So far, Korea is complete. The rest of China should be easier because I got help from Miron1999, the dev of Classical Rework.
awb 7 Mar @ 4:39pm 
the last comment asked if your working on east asia. How far are you into adding them in?
Reapmar  [author] 12 Feb @ 5:29am 
@termina Ah, yes, that's intended because I haven't added the nations in East Asia yet. I'm currently working on that update though.
bellscycle 12 Feb @ 4:59am 
i imagine this question has already been asked before but why is east asia empty ?
Reapmar  [author] 7 Feb @ 7:56pm 
@Gold Hi, thanks for the comment. As of now I can't invest a lot of time into modding, so I don't think I'll be able to make another version of this mod restricted to the Fertile Crescent. But you're free to create one yourself if you're able.
Gold 7 Feb @ 11:42am 
Can you make a version of this mode with only middle east + egypt + anatolia map, pls :tinder:
Reapmar  [author] 29 Dec, 2024 @ 7:07pm 
@truelove101992 Thanks, I'll see if I can make contact.
truelove101992 29 Dec, 2024 @ 2:21pm 
@Reapmar There's a discord for the converters. The head of the Imperator to Ck3 one goes by IHateTrains
Reapmar  [author] 28 Dec, 2024 @ 6:04am 
@cfan Hi thanks for bringing this to my attention. I'll see what I can do to resolve the bug.
cfan 28 Dec, 2024 @ 3:27am 
It seems to be linked to the terrain more than the RGO. For example, I can build it on livestock in Plains but not on Hills. Which make the mission impossible to finish.
cfan 28 Dec, 2024 @ 3:21am 
Hello, there are a few requirements for some buildings that prevent the completion of certain missions. For example, in the mission type "Growth of Region," there is a requirement to create farming settlements in areas that produce food. However, farming settlements cannot be built on livestock-producing settlements, making it impossible to complete this mission tree as it blocks the "Growth of City" mission. The mission states: " Province-Name is not farmland" . However, many other food RGO can support farming settlements even if they are not farmland. Additionally, whether or not there is a city in the province does not seem to affect the ability to build farming settlements.
Reapmar  [author] 27 Dec, 2024 @ 2:39am 
@truelove101992 Thanks for the update. I'll take note of the recent updates in Invictus. Interesting, I didn't know about that they made a baseline compatibility for my mod. Do you know where I could contact their team? I'd be interested in helping with the cultures.
truelove101992 26 Dec, 2024 @ 9:34pm 
Just a quick update related to the invictus mod that would proabably be relevent to this. It seemed to add a lot up things that would add to this, including the wonders such as the oracle of delphi and Asclepius Epidaurus, whcih obviously would exist in this timeframe. Also you might be interested that the imperator to ck3 converter team added baseline compatibility with this mod, but apparently might need help with the cultures you have in some areas for it.
Reapmar  [author] 19 Dec, 2024 @ 6:10pm 
@Gallemore Thanks for the update, yep I was notified about that as well. I'll see when I can integrate the beta changes, but I'll probably wait a bit to see if they edit more things to it.
Gallemore 19 Dec, 2024 @ 3:33pm 
They just updated the beta branch.
truelove101992 2 Nov, 2024 @ 12:05pm 
Bug report update: the trade goods that are never avaioable and have no way to get unlocked are Cloves and Nutmeg, also goods such as wootz steel, ebony, jade, lapis lazuli, tea, and the majority of trade goods that were part of the terra indomita have comparity very small availiability compared to the trade goods from vanilla and (I think) invictus.
truelove101992 27 Oct, 2024 @ 5:45pm 
Bug report update: After some testing, the traditions that cannot be unlocked, even after integrating the correct cultures are Austronesian, Di, Rong, and Yue, in part because you are unable to "study their ways of war", either because the game can't seem to recognize the cultures in sufficient numbers integrated as existing (even when they are), and/or because the decision itself doesn't exist for the specific culture groups. Tocharian traditions has the same issue, but it doesn't unlock even if you do "study the ways of war) for the culture.
truelove101992 22 Oct, 2024 @ 4:40pm 
Bug report update: The culture of the country of Fur in Upper Nubia is for some reason set as Latin (aka Roman)
truelove101992 20 Oct, 2024 @ 4:13pm 
Bug report update: Elamite culture countries do not have access to any traditions.
truelove101992 16 Oct, 2024 @ 2:29am 
Take your time, I'm just reporting bugs as I find them, no rush.
Reapmar  [author] 16 Oct, 2024 @ 2:26am 
@truelove101992 Thank you for the bug reports. I'll look into them next week because I'm pretty pressed on time right now.
truelove101992 16 Oct, 2024 @ 12:20am 
Bug report update (should probably consider adding a bug report forum): the nations of Scythia, Siracia, Sarmatia, Taphros, and Taurica. also doesn't have access to any traditions, including steppe or iranic related ones.
truelove101992 15 Oct, 2024 @ 1:48am 
Bug Report Update: Some of the nations in Crete (roughly half of them) don't have access to any traditions, including Greek ones.
truelove101992 14 Oct, 2024 @ 3:33am 
Similar situation for South Arabian Culture characters and such. I'll report other culture characters with this issue as I find them.
truelove101992 14 Oct, 2024 @ 3:31am 
Bug report: The elamite culture characters have broken localization of their names, instad all being called elam_malename (I assume an equivalent for female names, but I havn't been able to check for them yet).
Reapmar  [author] 7 Oct, 2024 @ 3:36am 
@Carhd I removed them because I combined settlement and city buildings into one. You can build the same buildings in cities and in settlements. It might be a controversial decision but I wanted to make constructing buildings more strategic. I find that most settlement buildings go unused by the average player and you end up spamming one or two types depending on the trade good. I've tried to remedy this in my mod by removing settlement buildings altogether, adding more settlement building slots, and making buildings give pop ratios.
Carhd 5 Oct, 2024 @ 10:44am 
How come the slave/production buildings removed? like mines
Reapmar  [author] 5 Oct, 2024 @ 5:57am 
@truelove101992 Yeah I opted to not integrate the eras mechanic because it was bit a buggy in how it works. That and I didn't think it was mechanically engaging enough to be integrated into Antiquitas. I'll have to see in future TI updates if they improve upon the mechanic but for now it's not in the mod.

For the buildings, most of them originate from the FMO mod. I tweaked some of them a bit and added some of my own to fit into the new buildings rework.
truelove101992 4 Oct, 2024 @ 4:33pm 
It seems the ost important parts missing form FMO are various buildings, eras/the eras mechanic and a the style of rule (I think it's called) mechanic.
Carhd 4 Oct, 2024 @ 10:21am 
i just wanted access to the extra trade flavour thats in it
Reapmar  [author] 4 Oct, 2024 @ 12:08am 
@Carhd As far as I know, the mod isn't compatible with FMO. The road building probably got overwritten by the buildings FMO added. Anyway, I don't think FMO is necessary because some of the features of FMO are already in Terra Invicta which are also in this mod. I wouldn't recommend using any submods with Antiquitas unless it's something very minor.
Carhd 3 Oct, 2024 @ 1:29pm 
i tried it with FMO but the road building is gone
Carhd 3 Oct, 2024 @ 1:08pm 
is this compatible with Full mechanical Overhaul?
truelove101992 3 Oct, 2024 @ 2:15am 
Alright, figured out the reason for the east asian religion/culture issue. The issue was a conflct with the INR invictus submod (which I hadn't used with Antiquitas until just before noticing the issue)
truelove101992 3 Oct, 2024 @ 1:42am 
Had to describe other than "patches" throughout east asia that are missing both religion and culture. I can check to see if there are any conflicting issues with other mods and report back.
Reapmar  [author] 2 Oct, 2024 @ 11:43pm 
@truelove101992 Interesting, I don't think I've seen that bug with the religions yet. Could you explain further the missing religions? Because I've been looking around East Asia but on my end I can't seem to find any place without a religion.

Btw for cloves and nutmeg bug, I did some digging and I think they are intentionally supposed to be unfinished. As far as I know, they were added in advance by a TI dev in preparation for when they add Indonesia.
truelove101992 29 Sep, 2024 @ 2:59pm 
Oh, also, not sure if it's a bug or not, but some places on the map (especially East Asia) have a lot of places missing religion entirely.
truelove101992 29 Sep, 2024 @ 12:59pm 
No problem, I'm happy to help. This is a great mod focusing on a criminally underrated point in history in addition to having a more fully developed map. Keep up the good work!
Reapmar  [author] 29 Sep, 2024 @ 5:58am 
@truelove101992 Ahh okay I see, thank you for clarifying. I'll see what I can do about the bugs.
truelove101992 27 Sep, 2024 @ 1:00pm 
Actually, the trade goods issue might exist within the vanilla map too, now that I think about it. It's a bit difficult to check every single city/settlment tile though. Also, no matter how much you develop them all, some "goods" decisions never unlock for use due to them for some reason not being recognized as such.
truelove101992 27 Sep, 2024 @ 12:30pm 
But yeah, both the trade goods and tradition issues seem to be based on something related to Terra Indomita, because they seem to exclusivly effect ones specific to that mod in general, if that helps narrow things down.
truelove101992 27 Sep, 2024 @ 12:29pm 
Well for traditions, I can't quite remember all of them (there were three or for groups I think), but I do rememeber one of them was the "Di" traditions was one of them. As for the trade foods: basically everything that tend to originate specifically in the extended map from terra indomitta, expecially Cloves and Nutmeg, though the others to a lesser degree as well (though not completely, as you *can* get goods like pearls, porcelain, pearls, tortoise shell, sugar, etc, but all far less than you otherwise should be able to). I checked via cheat colonizing all land, and by the looks of it, the trade goods (much like with missing traiditon pictures) just remain those that "three shapes" placeholder and never actually end up as a trade good of any sort;