Imperator: Rome

Imperator: Rome

Bricks, Marble and Your Imagination
Modify your Imperator: Rome experience by checking out the many mods created and shared by the community, including tweaks to almost any aspect of the game.
Drogan 4 28 Jul, 2019 @ 6:56am
Purple Phoenix Overhaul mod. For the 1.2 Cicero Beta Update
Purple Phoenix Overhaul mod.
For the 1.2 Cicero Beta Update

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1797069591

Purple Phoenix Overhaul mod.
For the 1.2 Cicero Beta Update

Alternative History Fantasy Mod.

The year is 500 AUC. The last 50 years Rome has consolidated most of Italia and sent major expedition into Greece setting up a Graeco-Roman Government in Byzantium. Carthage has consolidated it's subjects and started to expand into Iberia. Sparta, Epirus and Athens are all resurgent. Phygia lingers on but has lost it's influence over it's subjects and Seleucus and Ptolemy eye their but lands for their own expansion. Maurya is large but having many issues with it's non culture subjects.All the while hordes of barbarians are ravaging the civilized world.

Can you lead Byzantium out of the shadow of Rome establishing dominion over the eastern lands and pushing back the tide of Barbarism.

New for 1.2 Cicero
* New Starting nations: Italiote League, Hellenic League, Illyria and of course Byzantium and changes to many more nations some becoming much stronger some weaker.

* Many changes to the games pops.
- New Cultures; Hellenic Culture group: Graeco-Roman, Graeco-Egyptian, Graeco-Persian, Graeco-Anatolian,
Graeco-Bactrian, Graeco-Indian and Thraki (Moved Thracian to Dacian culture)
- New culture groups: Illyrian, Anatolian, Venetic, Liguric, Slavic, Kartvelian, Caucasian and Armenian.
- New Religions Illyrian and Slavic.
- Many more minority pops especially tribal minorities in civilized countries.


* Game Balance changes with the over all goal slowing down assimilation, conversion, promotion and making maintaining a large empire a bit more challenging.
- Assimilation and Conversion smoothed out a bit less dramatic overall. Base is 1% a month and all variables are now
percentage based. Governor policy is now +25% Roman and Byzantine Heritages is now +25%.
- Promotion no longer has a base value and is now tied to city civilization making promotion happen much slower
among your less civilized subjects.
- The Civilization Governor policy no longer removes barbarian strongholds. I doubled the monthly civilization gain
and merged the social mobility policy into it. Best way to decrease the barbarian stronghold is by civilizing the local
tribesmen. (No tribesmen = no barbarians.)
- Tribesmen are now more difficult to please as a civilized country. making promoting them a top priority.

* Adjustments to buildings. Many buildings now give a small amount of migration attraction as well as many adjusted variables.

* New Heritages for Byzantium, Parthia and balance adjustments to many more.

* Barbarians are much more numerous and tribes are stronger.

* Adds more roads though-out Europe and Asia. (This is to represent the basic dirt roads though-out the world, I want to add a tier 2 road later on so they can be upgraded to stone)

* No end date.

* For Byzantium:
- Unique name-list for Graeco-Roman different from other Hellenic cultures.
- New starting families Komnenos, Doukas, Palaiologos, Kantakuzenos, Angelos and more.
- Changes the unit graphic models to Roman.
- Changes military traditions to Roman.
- Changes the country color to purple
- Changes the Flag to a Roman purple flag.
- Changes the terrain around Byzantium from forest to farmland.
- Adds Nova Roma modifier to Byzantium similar to the modifier Alexandria gets in power.
- Separated Europa from Thrace Region into new Byzantium Region.