Imperator: Rome

Imperator: Rome

OpesVia
20 Comments
DIDDY DROYD 9 Jan @ 6:41am 
give it a pop assimilation bonus like 1%, great mod
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 10 May, 2024 @ 7:00am 
does this still work?
Lekelokobs  [author] 21 Aug, 2023 @ 11:28am 
@Rizzle
it already works with the build better roads mod
Rizzle 21 Aug, 2023 @ 5:31am 
Any chance this could be combined with the Build Better Roads mod, and so allow us to, at a single stroke, build all the roads a province can have?
Lekelokobs  [author] 13 Aug, 2023 @ 4:13pm 
@kuro kenshi
Way beyond my modding capacity unfortunately. However we can all pray to the gods at pdx to update imperator
don't worry be happy 13 Aug, 2023 @ 2:56pm 
Great mod! The only thing which left in my opinion is make AI also build roads, so to balance all sides in game. Cause when only you can build them its too op
Lekelokobs  [author] 13 Jul, 2023 @ 12:48am 
@toe do
Thanks for clarifying, I'll have a look
toe do 12 Jul, 2023 @ 3:19pm 
@Lekelokobs
What he means is that ports allow migration to any other port in your empire, while non-port territories only allow migration to adjacent territories/territories in the same province.
Not a modder, so I have no idea if it's possible to let non-port territories migrate like port territories
Lekelokobs  [author] 9 Jul, 2023 @ 2:58pm 
@MobyDack
You don't need ports to do it, I believe. It's all about migration attraction. You can raise that with buildings and the like.
I could increase migration atraction with roads but that means that if you build roads everywhere you'll just increase migration atraction everywhere and it would still not work.
I could maybe modify granaries or some other obscure building to add like 5 migration atraction and that would do the trick.
MobyDack 8 Jul, 2023 @ 3:24pm 
Hey man, really nice mod of yours!

I have this suggestion I would make, if you would also find it interesting:
The way things work now port cities are kind of the best because you can move your pops around through migration and this way you can colonize a region faster.

Would it be possible to somehow add a city into the "port migration network" if the city is connected to another city by roads? So pops from Rome could migrate to a landlocked city somewhere in germany.
Lekelokobs  [author] 1 Jul, 2023 @ 3:56pm 
@Sethy Poo
Most of them are visible, yes.
The coding itself is very simple so I recommend you put it on the bottom of the loading list so it doesn't get overided.
Sethy Poo 30 Jun, 2023 @ 12:09pm 
Is there a way to view these modifiers in-game? I've been trying to play the mod but it doesn't seem like the roads are doing anything special.
Lekelokobs  [author] 26 Jun, 2023 @ 11:36am 
@GODOG
I agree, unfortunatly it is way past my expertise meddling with AI
GODOG 25 Jun, 2023 @ 7:20pm 
Too bad the AI can't build Roads or have decisions to build roads if they conquer a full region. As is feel like it would just make player nations feel too strong.
Lekelokobs  [author] 25 Jun, 2023 @ 7:41am 
@your moms BBC bull

No worries, lad!
Hope you like the mod
COMMANDER SLOPPY 24 Jun, 2023 @ 4:34pm 
i wasnt aware it already raised the civ level, nevermind! thank you
Lekelokobs  [author] 24 Jun, 2023 @ 1:05pm 
@your moms BBC bull

I don't get the question because they raise the civilization cap of a territory by 5% on every connection they have and also raise the monthly civilization by 0.01% per connection as well.
Meaning that if you have a territory with 4 road conections the civilization cap will be raised by 20%

Could you elaborate?
COMMANDER SLOPPY 24 Jun, 2023 @ 11:44am 
do you think they can give a civilization boost? barbarians are annoying, can be very minor since you build alot of them
Lekelokobs  [author] 24 Jun, 2023 @ 11:13am 
@Jiggy
All roads lead to rome brother.
Jiggy 24 Jun, 2023 @ 2:37am 
Good work. All roads lead to Rome.