Imperator: Rome

Imperator: Rome

Lucky Nations
34 Comments
Zamensis  [author] 3 May @ 1:01am 
@schnupfi This mod or the Antagonist one aren't meant to be fired midgame. You can try "event lucky_nations.1" in the console but I haven't tested it.
schnupfi 2 May @ 9:42am 
can i fire the event in a savegame? any console command? the one in your antagonist mod isnt working
Zamensis  [author] 13 Dec, 2024 @ 8:37am 
@Zimad01 You can mod the "lucky historical" tags in (mod)\common\scripted_triggers\z_ln_triggers.txt
Zimad01 13 Dec, 2024 @ 6:12am 
Is there a way to add the lucky nations modifier to whichever nations you want to. Instead of having it be randomized?
Zamensis  [author] 9 Dec, 2024 @ 4:18pm 
@Kaisar Antagonists are more OP and more aggressive
Kaisar 9 Dec, 2024 @ 3:33pm 
Nvm, I was able to edit the save and add whichever ones I wanted. Though I do have a question, what is the difference between Lucky Nations and Antagonist nations?
Kaisar 9 Dec, 2024 @ 1:10pm 
Would it be possible to pick and choose which nations get the modifier? And also possibly adding it or revoking it from a nation mid game?
Zamensis  [author] 4 Dec, 2024 @ 10:51am 
@Zimad01 If you hover over the Civil War threshold of AI countries you'll see a Lucky modifier if they're among the lucky ones. If you're in Observer mode you can just observe a country a check their country modifiers. Otherwise you can use the console/explorer and search for variables but that's a bit more complicated. Unfortunately I can't mod in a way to see directly which countries are affected without breaking compatibility with important mods such as Invictus or Better UI.
Zimad01 4 Dec, 2024 @ 8:09am 
Can you see which nations get the lucky trait
Iskariota 28 Mar, 2024 @ 9:19am 
Another option could be adding different bonuses to different power levels, with more focus on military/conquest at the beginning, turning into population/economy focus at higher levels.
Iskariota 27 Mar, 2024 @ 10:08am 
@Zamensis -0.75, the same as one fortress.
Zamensis  [author] 27 Mar, 2024 @ 9:41am 
@Iskariota Oh I didn't thought of that. The next update will include that change as well. What value did you settle for?
Iskariota 27 Mar, 2024 @ 8:47am 
Great mod. I tweaked it a bit and toned down the -2.5 global unrest modifier, as it made the "support rebels" diplomacy option pointless.
Zamensis  [author] 18 Mar, 2024 @ 11:13am 
@capnmunch Woohoo you're welcome sir!
capnmunch 17 Mar, 2024 @ 9:25pm 
Still trying out my first run, but I suspect this is going in my "essential for any playthrough" box right alongside Invictus from now on. I'd been using Invictus' option to enable aggressive AI, but that just leads to mass blobbing; anointing ten or thirty randoms as the "OPM Cleanup Crew" seems much more organic, from what I've seen.
Wodan 9 Mar, 2024 @ 1:49pm 
thank you.
Zamensis  [author] 9 Mar, 2024 @ 1:26pm 
@Isidor_von_Edelsburg Not currently, but a max year is a good idea, I may consider it. As for your example, combining it with Virtual Limes would achieve that.
Wodan 9 Mar, 2024 @ 8:55am 
Will the Lucky modifier disappear after a certain date, like in EU4? For example, the Ottomans have the lucky modifier from the start of the game until 1760 or so and then no more. is this also the case with your mod? Example: Carthage would keep the modifier until the date. Where the historical Carthage had its biggest expansion?
Zamensis  [author] 9 Mar, 2024 @ 6:19am 
@Ariex (As for Increased Diff, I don't have enough experience with it to comment.)
Zamensis  [author] 9 Mar, 2024 @ 6:09am 
@Ariex Gladly! I'm using it with Virtual Limes but I believe it would be the same on Vanilla. The balance of powers may or may not be affected, depending on the setting you choose, who you play as and, well, sheer luck.
- Usually, "historical" or "historical random" settings guarantee that Rome has a couple serious contenders in Iberia, Africa and/or the Balkans. As the player as Rome, it makes for a much needed additional challenge. When playing another nation, it may or may not be frustrating to see AI Rome struggle in those areas, depending on your expectations.
- The "random" setting is usually more beneficial to smaller nations and allows for new regional powers to emerge, but it's less impactful in the grand scheme of things, and AI Rome has an easier time following its historical path of conquest, as per Virtual Limes.
Ariex 9 Mar, 2024 @ 2:02am 
This is an interesting concept. I wonder how it works out together with mods that change AI behaviors such as Virtual Limes and Increased Difficulty. Can you comment on that?
🙏BASED SURAEL🙏 22 Nov, 2023 @ 2:03pm 
Honestly Armenia seems to fit in just fine among the other lucky nations. They managed perfectly fine themselves, albeit under constant subjugation by neighboring major powers.
The only other contender that I potentially see as another possible lucky nation would be Arvernia, where Gaul was loosely confederated under Vercingetorix for a brief period. Though in comparison Arvernia would probably be one of the "unluckiest" on the list, because how short lived and circumstantial their "luck" was. Though similar argument can be made for Armenia's subjugation under Rome and Parthia, Epirus, Massylia, Pontus, etc.
Riekopo 20 Nov, 2023 @ 6:02pm 
Not possible to make custom lucky nations?
Fakey 18 Oct, 2023 @ 1:11pm 
Could be pretty epic if you were to add an option where only your nation becomes a lucky nation or player controlled ones are lucky nations during multi
Zamensis  [author] 16 Oct, 2023 @ 12:46pm 
@1000-7 я умер, прости I partly agree. But what defines a "historically lucky" nation, to begin with? Who would you see in their place?
roco's basilisk 13 Oct, 2023 @ 9:14pm 
Is Armenia really historically lucky? I mean it's mpressive that they kept their name and culture till today, but I don't think they should be powerful in the same way as Rome and Carthage
Zamensis  [author] 8 Sep, 2023 @ 6:47pm 
@GODOG Done. Countries have a better chance of being selected if they have either 15+ territories, or just one. (I still want lucky city-states.) You should see a difference. Thanks for the suggestion, that brings us closer to my initial intention indeed.
GODOG 8 Sep, 2023 @ 5:55pm 
Cool idea, although I wish there was a way to select a nation and designate them a Lucky Nation or have a specific threshold of pops for them to have for the buff to have more impact. Since there's like 9000 small shitty tribal tags it usually just chooses one of them and that does nothing to help them from getting full annexed in like the first 5 years. I chose the 30 nations options and I think it just chose a bunch of small tribes that instantly died because I've only been able to find 3 nations with the buff: Kalinga is the only one who was of any size but then they died to Maurya.
Maria Renard(/x/) 15 Aug, 2023 @ 10:51pm 
Thanks!
Zamensis  [author] 15 Aug, 2023 @ 5:09pm 
@Maria Renard(/x/) Oops, a stupid syntax error. This is now corrected, sorry about that!
Maria Renard(/x/) 15 Aug, 2023 @ 3:40pm 
"Identifying lucky nations. If you chose random lucky nations, you can identify them by looking at their civil war threshold. If they have the Lucky nation modifier, it will be visible there."

I chose 15 random nations at the beginning of the game, and I checked at least 40 different nations and it appears that every nation except Rome has the Lucky Nation bonus listed in their civil war threshold. I thought at first that all except the ineligible nations had it, but then I checked Maurya and even they have it.

I am using Invictus.
denimlevi100 15 Aug, 2023 @ 3:02pm 
Ok thanks
Zamensis  [author] 15 Aug, 2023 @ 2:47pm 
@denimlevi100 Added them to the description.
denimlevi100 15 Aug, 2023 @ 2:40pm 
what are the modifiers?