Imperator: Rome

Imperator: Rome

Realistic Tribes
92 Comments
Exend  [author] 14 Jun @ 1:28pm 
I wouldn't know. You'd have to try it yourself. On paper it should (though there wouldn't be unique modifiers, all tribes would receive the same malus)
Saoirse The Metahuman 29 May @ 3:00am 
Out of curiosity, does this work with Bronze Age Reborn?
Exend  [author] 17 May @ 4:15pm 
Updated the version. If there any real issues, let me know; no changes were made to the mod proper.
MTO1 5 May @ 8:05pm 
Great mod, please update
Timosmes 29 Apr @ 11:13am 
Are you gonna update it for 2.0.5?
Exend  [author] 2 Apr @ 12:52pm 
@|UST| King Cat

I could do so. Though I'm a bit rusty.
|UST| King Cat 26 Mar @ 3:38pm 
@Exend

Was messing around with the AI goal setting the mod adds to try to make it not nerf all the tribes (especially the Dahae and Yuezhi). I'll be perfectly honest I'm not fully sure what I' doing but wondered if you might want to take a look.
adrielreyesito 21 Mar @ 4:03pm 
something similar to this for greek city states in greece itself and ionia might be good, having any empire that forms from the greeks operating in a more hegemonic than expansionist way, puppeting other greek states instead of annexing them.
Exend  [author] 15 Mar @ 3:49pm 
Anybody let me know if there are bugs with the new Invictus update. Some things to do with tribes were changed.
goukaryuu 2 Jan @ 6:03pm 
I am using this for my current game and I do like it, but one thing that I think might be interesting would be after a certain timeframe each of the tribal levels kind of moves up one rung of the later. So, after 50 years, Tribal Federations lose their maluses, Settled Tribes move up to the level that the federations were at, and migratory moves up to the settled level. Then after like 75 years, same thing (settled no longer have maluses and migratory move up to the initial federation level. After a final 75 years you can then have migratory lose their malus as well. They would only have a century so them gaining some civ wouldn't be the end of the world. Of course, you could always alter the year spread differently.
Timosmes 26 Dec, 2024 @ 1:17pm 
@Exend

Its probably 2.0.5 that is the problem so no worries. I tested it
Exend  [author] 25 Dec, 2024 @ 3:05pm 
@[BRE] Geralt

Merry Christmas!
I'm not sure what it is, then. My mod does not touch buildings or anything like that. It sounds like an issue with game speed. When you turn the mod off does this still happen? Do you have any other mods?
Timosmes 25 Dec, 2024 @ 8:02am 
@Exend


Merry Christmas!
They arent game breaking. It was delaying every month to change and also I couldnd put 2 of the same building in queue while they were getting built. Also they didnt add any new gov type as far as I know.
Exend  [author] 22 Dec, 2024 @ 10:48am 
@[BRE] Geralt

Mind telling me some of the bugs? Are they game-breaking? I might be able to fix them. Some people told me of issues with Terra Indomita a while ago. If Terra Indomita added new government types that may be why.
Timosmes 22 Dec, 2024 @ 2:49am 
@Exend

I tried that and it has some bugs. But Im not sure if its bugged because I used it with terra indomita too while playing in Chia
Exend  [author] 21 Dec, 2024 @ 6:13pm 
@[BRE] Geralt

I don't see why it wouldn't. Try it and let me know
Timosmes 18 Dec, 2024 @ 3:26am 
Does this work with 2.0.5??
Exend  [author] 13 Dec, 2024 @ 10:23pm 
@Rodrius
Yes, to my knowledge. I tested it maybe six months ago and it worked fine. Can't say the same now but I did make provisions for compatibility.
@Augustus I am unsure. I THINK I coded some support? But you may have to be cautious with the startup event or decisions.
Augustus 12 Dec, 2024 @ 3:31pm 
Does this work for multiplayer?
Rodrius 11 Dec, 2024 @ 3:07am 
Is this mod compatible with Terra Indomita?
Exend  [author] 16 Nov, 2024 @ 3:37pm 
@TTVDrKravhenko

Here are the requirements:
[code] become_despotic_monarchy_tribal = {
potential = {
num_of_cities >= 1
OR = {
government = tribal_federation
}
NOT = {
has_variable = gov_switched
}
}
allow = {
stability >= 40
centralization >= 0
OR = {
capital_scope = { civilization_value >= 40 }
AND = {
capital_scope = { civilization_value >= 35 }
any_neighbour_country = {
is_monarchy = yes
NOT = {
has_variable = gov_switched
}
}
}
} [/code]

---------------------------------
Same for the republic, only diffeerence is that a neighboring country must be a republic. Note that you have to a be a tribal federation. This is the difference with vanilla



@mwindel

While playing as a tribe, I recommend disabling tribal ai mods, yes. While playing another form, enable it.
TTV DrKravchenko 27 Oct, 2024 @ 9:26am 
Is it not possible to transition from tribe to monarchy or republic? There is no option here, I'm playing with Bruttia
mwinedl 15 Oct, 2024 @ 7:20pm 
To summarize, playing as a tribal we should have "Disable Tribal AI mods" ticked, whereas when playing another form of government it's better to have "Enable Tribal AI mods" ticked. Am I correct ?
Exend  [author] 14 Sep, 2024 @ 12:18pm 
The modifier is hooked up to the country and not the land, so if you conquer tribal land as a civilized country it will grow over time. Slowly, but that's realistic.
dirty.pant.leg 9 Sep, 2024 @ 1:14pm 
Is there anyway to make it so that the civilization isn't completely nuked after tribal land is conquered by civilized countries? At least when a city is built on that land that tile should have civilization progress grow relatively very quickly (like about 5-10 years it's at civilization cap or nearing it), and/or civilization progress grows a lot quicker when primary/integrated pops with state religion makes up the majority in that settlement/city. Or just buffed civilization increase for non-tribals as that's probably the easiest but not as ideal for realism.
Exend  [author] 24 Aug, 2024 @ 9:35pm 
That, or I can implement it as a separate mode for this mod. I don't know.
Exend  [author] 24 Aug, 2024 @ 9:34pm 
Yes, but that is hard to implement. Trying to do so would destroy the already horrible balance for this mod, so I might make a separate mod for that. Perhaps a province loyalty malus and scripted implosions?
Homerunner 24 Aug, 2024 @ 1:37pm 
Hopefully there is a smoother way of doing it; maybe making tribes splinter a lot more would be enough to keep them from blobbing up while still allowing them to be threatening neighbours?
Exend  [author] 24 Aug, 2024 @ 1:06pm 
@Homerunner the AI has been totally neutered. There is no way to make the AI peaceful towards certain groups to my knowledge, so this was the only way. I had to compromise.
Homerunner 17 Aug, 2024 @ 3:25pm 
There is a warning about the tribal AI being passive at the start of the game; does this only pertain to intra-tribal conflict, meaning that bordering tribes as a small city state could still be risky, or has the AI just been totally neutered?
zachary.deca.stl 21 Jul, 2024 @ 10:15am 
thank you this is just about exactly what i was looking for, once you have the planned feature, it will be what i was wanting to add to the game. Thank you, this was super cool to find.
Nigilius Angelus 20 Jul, 2024 @ 12:13pm 
many thanks, so what do you recommend if playing as Rome
Exend  [author] 19 Jul, 2024 @ 2:38pm 
Disabling AI mods means that the tribes will act as they do in vanilla; attack each other frequently, grow, and betray each other more often. IIRC, by default AI mods are on and this means that tribes will be relatively static the whole game. They will still migrate, but they won't attack each other.
Nigilius Angelus 12 Jul, 2024 @ 6:59am 
hi can anyone please clarify for me before i start a new game as Rome but in the decisions do i have showing Enable AI -Mods or Disable AI-Mods as i am still not 100% clear on what are the respective outcomes
Nigilius Angelus 28 May, 2024 @ 11:05am 
cheers
Exend  [author] 25 May, 2024 @ 12:02pm 
I designed this mod for playing as Rome, so you don't have to fight massive tribes-- that's unrealistic. Instead, use the custom tribal AI, because when you become a great power and start declaring wars on tribes, they''ll federate.

Speaking of federate, I was thinking of a federated tribe rework, though I'm not sure when.
Nigilius Angelus 21 May, 2024 @ 4:10am 
Hi, probably a stupid question but the decision Disable Tribal AI, now i get its best disabled if you are playing as a Tribe but what if you aren't? On or off for Rome? Many thanks
Nigilius Angelus 20 May, 2024 @ 7:49am 
thanks
Exend  [author] 19 May, 2024 @ 5:14pm 
Most likely, it is a mod incompatibility. I've never seen anything of the sort.
Nigilius Angelus 18 May, 2024 @ 10:12pm 
it was happening both as a regional power and later as a great power - it may be one of the other mods im using causing conflict
Exend  [author] 18 May, 2024 @ 4:36pm 
That's strange. I can't seem to replicate it. Are you a great power by chance?
Nigilius Angelus 18 May, 2024 @ 1:53pm 
ahh by greyed out it was after a peace treaty and what were once territories belonging to a tribe they had become empty and the only way to occupy them was through colonisation
Exend  [author] 18 May, 2024 @ 11:50am 
Well I'm also not sure what you mean by the provinces were greyed out. Do you mean in the peace treaty? Perhaps they didn't border you or you were over warscore.

By monthly tick, I mean wait for a month to see if the game recalculates anything.
Nigilius Angelus 18 May, 2024 @ 10:07am 
The same thing happened on several other occasions but i just colonised the territories - Not sure what you mean by the comment 'wait for the monthly tick'
Exend  [author] 16 May, 2024 @ 1:01pm 
@Nigilius Angelus, did you wait for the monthly tick? I've never heard of that issue, I also don't believe it has anything to do with my mod. Either way, please tell me if it happens again.
Nigilius Angelus 16 May, 2024 @ 7:48am 
No worries, ive worked it out, i killed the whole pops with my looting and had to colonise the territories
Nigilius Angelus 16 May, 2024 @ 5:41am 
Playing as Dunmonia and after a war, i noticed a whole province of one of my enemies provinces (Demetian) was greyed out and it is no longer possible to interact with this area - Any ideas if this normal and something will change or do i have a bug. Thanks
Exend  [author] 3 May, 2024 @ 9:43pm 
@OSST, @Techbro, I added a decision for you to federate as a tribal country. You have to be a Major Power and be a settled tribe. The mod also has to be enabled.
Exend  [author] 3 May, 2024 @ 12:38pm 
I never thought about this. I’ll add another condition that requires a certain level of civilization.
OSST 29 Apr, 2024 @ 12:28pm 
I have been using the mod alongside TI without issues but have not tried a tribe yet. I just started a campaign as Crobyzia, to test it because I would like to keep the mod in my playlist as I love it and it seems the investigate tribal reform decisions gets removed, however the mod also adds a disable tribal ai mods decision and a disable player tribal mechanics option. Maybe the author can explain this better