Imperator: Rome

Imperator: Rome

Antagonist Nations
48 Comments
Zamensis  [author] 5 Jul @ 2:26pm 
@Jmack Done. Unsub/resub if necessary.
Jmack 4 Jul @ 8:21pm 
@Zamensis Ping In said couple of weeks* All antagonist nations? ^_^
Zamensis  [author] 6 Jun @ 6:04pm 
@Jmack Thanks! Yes, Rome can be designated randomly. As for all nations, sure, why not? I'm busy currently but feel free to ping me in a couple weeks if I forget.
Jmack 6 Jun @ 4:34pm 
Liking the mod so far, and great work!

Question: When I choose 30 randoms. Is Rome included? Also would be cool to have a function where all nations have it ^_^
Zamensis  [author] 21 May @ 12:26pm 
@pispispis You can look it up the Imperator Wiki, just type "Imperator Antagonist" in Google and you should find it :)
pispispis 20 May @ 3:35pm 
thanks for the mod, excited to try it out. I understand it makes AI more aggressive, but re "more powerful," I'm just curious about what bonuses it adds. Trying to decide whether to pair this with your lucky nations mod or not.
Zamensis  [author] 15 May @ 8:38am 
@Panda_Warrior Hello fellow Belgian. It should work, yes.
Panda_Warrior 15 May @ 7:17am 
Hello from Belgium, does this work on the new version of the game ?
Zamensis  [author] 22 Apr @ 4:24pm 
@Jmack Invictus + VL + this
Jmack 21 Apr @ 3:26pm 
What would be the prefered load order for invictus and virtial limes with this mod?
wantedranger96 13 Mar @ 7:59pm 
How well does this mod work with virtual limes in making the game harder? I,e, will having both make the game too hard?
MushroomCult 1 Feb @ 9:48am 
can you stack lucky nation and this mod?
Zamensis  [author] 21 Jan @ 10:05am 
@pc_suffering Antagonist AIs receive various buffs and are more aggressive towards the player, Lucky AIs receive various buffs (some similar some not) but don't target the player in particular.
pc_suffering 21 Jan @ 4:32am 
but like, is it a diplomatic modifier of "X hates Y and Z and is more likely to go to war with them" or a buff given TO that country? I'm not that good of a player so both mods seem risky even tho I'd like my runs a bit more historical
Zamensis  [author] 20 Jan @ 10:01am 
@pc_suffering See my reply here in April 2024
pc_suffering 20 Jan @ 4:09am 
What's the difference between this mod and Lucky nations? They both give buffs to various tags
Zamensis  [author] 18 Jan @ 5:15am 
@shoobers As long as there are eligible countries, yes.
shoobers 17 Jan @ 8:47pm 
Does this make sure that - should an antagonist die - there's always the set number of antagonists?
Zamensis  [author] 2 Jul, 2024 @ 12:59am 
@The Grimwar
Agreed but that's a basegame issue, the nerf should be made in Vanilla/Invictus.
The Grimwar 1 Jul, 2024 @ 8:45pm 
You wouldn't mind removing Egypt from the capacity to be given Antagonist status, would you? They really don't need it, even without it they tend to dominate the other Diadochi.
Zamensis  [author] 23 May, 2024 @ 11:04am 
@DEMETRIUS7
Sorry for the late reply. You've got a lot of interesting ideas, however most of them are way beyond (my?) modding possibilities. Maybe try your luck on the Invictus or Imperator Mod Coop discord servers?
OSST 26 Apr, 2024 @ 3:15pm 
ok thank you I figured I can just set the nations I want from the beginning without the mod, and this way I can unset them as I desire. Thank you again your mods got me back into playing again especially the virtual limes mod. I wished for years for a mod to simulate the expansion of romes, borders and at a historical pace at that same with parthia just amazing
Zamensis  [author] 25 Apr, 2024 @ 9:14am 
@OSST Historical setting I assume? Not via the console.
Historical tags are defined in "common/scripted_triggers/z_an_triggers.txt".
Comment out the tags you want to exclude, then use the console as you did before.
It will prevent them from becoming antags again - but it will affect new games too, so you'll want to restore that file before starting one.
OSST 24 Apr, 2024 @ 12:10pm 
Actually it does work but the mod reapplies it i guess after a few sek from what I can see. Is there any way around this during mid to late game I would like to make the selukids for example a bit weaker to get a more realistic result
OSST 24 Apr, 2024 @ 12:03pm 
And How can I remove antagonist nation from a country midgame. I did what you described here just changed the yes to a no and it said that the country is no longer an antagonist but nothing changed in game and they still have the antagonist label under the no risk of civil war tab
[Army of Two] AXIS 22 Apr, 2024 @ 3:17pm 
Thank you! I didnt know about the explorer either! Many thanks!
Zamensis  [author] 22 Apr, 2024 @ 10:20am 
@[Army of Two] AXIS
From memory (if this isn't enough I'll make a full guide with pics when I find the time)
Open console
Type explorer, enter
Browse by "Active countries"
Find the country you want to set as antagonist, click on it to open a new window
In the effect field, type:
set_antagonist = yes
udkudk 22 Apr, 2024 @ 8:40am 
@[Army of Two] AXIS
Use object explorer (explorer command) to create an event and run it
[Army of Two] AXIS 22 Apr, 2024 @ 5:45am 
Would it be possible to tell us how here, on the steam page how I can make tags Antagonists with console?
Zamensis  [author] 16 Apr, 2024 @ 3:41pm 
@Selvis
I was about to suggest that. Or random antags + random luckies for more craziness.
Selvis 16 Apr, 2024 @ 1:34pm 
Ah thats great. Also I tried using both Antagonist and Lucky mods along with Invictus and it seems to work fine. So you can disable the antagonist mechanic entirely if you want and have proper random lucky nations mechanics like in EU without the gimmicky OPness of Rome. Thanks for your effort, these are exactly what i was looking for.
Zamensis  [author] 16 Apr, 2024 @ 12:35pm 
@Selvis
Correct. In this mod, Rome and Parthia (original Antagonist nations) will only be Antagonist under the Historical setting, and sometimes under the Random historical setting.
Selvis 16 Apr, 2024 @ 11:07am 
So if i use the lucky nations mod the existing antagonist nations still have that status (so theyre still gonna be op), but in this one they can lose that status? If this is correct then I suppose this is the better mod if I wanted a more alt history playthrough?
Zamensis  [author] 15 Apr, 2024 @ 12:54pm 
@[Army of Two] AXIS
Oh but you can use the console for that, just ping me on discord and I'll show you how
[Army of Two] AXIS 15 Apr, 2024 @ 12:48pm 
I would also love making all tribes antagonist as it could spice up the late game with for example imperial Rome.
Wodan 15 Apr, 2024 @ 9:52am 
thank you.
Zamensis  [author] 15 Apr, 2024 @ 8:17am 
@Isidor_von_Edelsburg

Antagonist nations are an existing vanilla feature normally used by Rome and Parthia, which modders recently gained the ability to give other countries. Antagonists are what they are and you can't change which advantages they get. For more details regarding Antagonists, see the Wiki.

Lucky nations are less OP imho (but that's a matter of taste) and if you know how to mod you can tweak which advantages they get. For more details regarding Luckies, see that mod page.

There is a difference in purpose too. Antagonist nations are meant to present the player with a challenge. Lucky nations were meant to add more variation from game to game. In practice both will present a challenge, but you'll have to test them out to see which mod fits your preferrence better.
Wodan 15 Apr, 2024 @ 7:10am 
What is the difference between the Lucky modiefier mod and this mod?
Zamensis  [author] 15 Apr, 2024 @ 2:23am 
@The Grimwar Correct, no Antagonists mean not even Rome has it. As for your suggestions, I'll have to consider it.
The Grimwar 14 Apr, 2024 @ 5:24pm 
Wait, does no Antagonist mean not even Rome has the modifier?
The Grimwar 14 Apr, 2024 @ 5:23pm 
Will you add an Antagonist Option called "Barbarian Invasion?" Aka all factions that start as Tribes get the Antagonist modifier?

Underdog=Nations that get eaten every time (Massalia, Heraklea Pontika, Sennones) are given a fighting chance?

Bloodline Dominance=Factions that start out with Bloodlines get the modifier, alongside certain tags that are ideally suited to acquire unique bloodlines, such as Semnones, or Colchis. Also gives a single AI Achaean Faction the modifier 50 years after the game start to enable the Blood of Aratus coming into existence.

Slow Rome=Plant Antagonists along Rome's normal paths of conquest that can give Rome an actual fight that can slow them down? With variants leaving out specific regions you're going to start in?
Zamensis  [author] 14 Apr, 2024 @ 8:29am 
@[Army of Two] AXIS
You're right. You can fire the settings event using the console by typing "event z_antag_nations.1"
Feel free to ping me on Discord if you need more support.
[Army of Two] AXIS 14 Apr, 2024 @ 12:48am 
Oh ok so in that case it would be sweet to be able to fire the event so that it is save game compatible.
I am a father of two and one game can take months xD And I used to play slow before I became a buuusy dad.
Zamensis  [author] 13 Apr, 2024 @ 12:26pm 
Correction, it is not save compatible. Won't cause a crash but you need a new game for the mod to apply.
Zamensis  [author] 13 Apr, 2024 @ 9:45am 
@ukdudk I know, I just don't think it's worth it, surely people can wait until they start a new game?
udkudk 13 Apr, 2024 @ 8:19am 
@Zamensis
You can make mod save compatible via global variables and decisions that call setting event.

Just make sure settings event adds an global variable after any option is chosen.
And a decision that calls setting event only appears if global variable is missing.

This would enable decision for those who load mod to a save.
Zamensis  [author] 13 Apr, 2024 @ 3:39am 
Yes but because the setting wasn't set on game start, the setting will be chosen randomly.
[Army of Two] AXIS 12 Apr, 2024 @ 10:02pm 
save game comp?