Imperator: Rome

Imperator: Rome

Gladio Et Sale
RivtalDM  [developer] 13 May, 2019 @ 4:38am
Suggestions
This is a general thread for any/all suggestions on improving the game in terms of playability, historicity, or anything else.
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Showing 1-15 of 46 comments
Nando 13 May, 2019 @ 11:15am 
Sorry for not being able to contribute more meaningfully, but I have a comment about the title. It is supposed to be "sword and salt", but gladio is ablative/ dative, so it would mean something like "with the sword" or "to the sword". The nominative is gladium, so "gladium et sal". Sorry again for being annoying.
RivtalDM  [developer] 13 May, 2019 @ 11:28am 
Originally posted by Τεθνηκώς:
Sorry for not being able to contribute more meaningfully, but I have a comment about the title. It is supposed to be "sword and salt", but gladio is ablative/ dative, so it would mean something like "with the sword" or "to the sword". The nominative is gladium, so "gladium et sal". Sorry again for being annoying.

You are correct; I fixed the declension of sale to sal but not gladio. Now my problem is the difficulty of changing it on places like the PDX forum.
Pepega 13 May, 2019 @ 6:49pm 
Have you looked into giving winning battles give more warscore? I have no idea if thats a good or bad idea in terms of gameplay, but im not sure if anyone has even played around with that yet. Historically wars were won by battles and taking over key areas and less so occupying every inch of an empire.
RivtalDM  [developer] 13 May, 2019 @ 7:58pm 
Originally posted by Mayo:
Have you looked into giving winning battles give more warscore? I have no idea if thats a good or bad idea in terms of gameplay, but im not sure if anyone has even played around with that yet. Historically wars were won by battles and taking over key areas and less so occupying every inch of an empire.

I absolutely agree with you that wars in this period should be more about battles and less about occupation; unfortunately, those numbers are in the defines file.
Short version: PDX made it so the game won't read a defines file in a mod and I don't want to try having people add it to their game folder; I'd rather wait until it gets fixed to read the defines from a mod (should be next vanilla update) and work with it from there.
Splashngo 14 May, 2019 @ 5:41pm 
would be great to have a lot of other minor tweaks thrown in with this mod, to have an all inclusive mod. if we're all like anyone else, i have like 18 or 19 mods already for this game. and would be great to have all those reduced to a few mods.
RivtalDM  [developer] 14 May, 2019 @ 5:59pm 
Originally posted by Splashngo:
would be great to have a lot of other minor tweaks thrown in with this mod, to have an all inclusive mod. if we're all like anyone else, i have like 18 or 19 mods already for this game. and would be great to have all those reduced to a few mods.

I'm continuing to make changes and adjustments so if you have any specific suggestions please let me know. Otherwise I'm just changing things as I happen upon issues with them.
Splashngo 15 May, 2019 @ 11:57am 
Here's a list of Mods i use...

1. HQ Icons
2. Thane’s 1440p interface tweaks + cleaner province UI
3. Moveable Windows
4. Nero -Mosaic Menu Buttons
5. Raging_barbarians
6. Better Province Tab
7. Better Battle UI
8. Better Trade UI
9. Clear Sky
10. Mini-Ledger
11. Building Tooltip
12. Population Redistribution Governor Policies
13. Nation Overview Additions
14. Visible Roads
15. 60+ Classical Paintings Loading Screens
16. Rome Total War Music
17. Ancient Tribe Music
18. Always Show Christian / Gregorian Date

i know you may not want to include all of them but i'd say these below are some important ones

1. Clear Sky
2. Population Redistribution Governor Policies
3. Better Battle UI
4. Better Trade UI
5. Moveable Windows
6. Raging_barbarians
7. Always Show Christian / Gregorian Date
Agraza 19 May, 2019 @ 4:57am 
I like many of the small changes included in "no more headaches overhaul" and think you should consider implementing many of them. Especially changing the runaway power costs to gold costs. Trading only makes sense for tall empires currently due to the ridiculous laurel mana investment. There are a LOT of mods that deal with changing road and trade costs to gold or much cheaper, and I think it's justified in any case.

Another nice thing is some mods let you designate a spot for where you'll send all moves to, so you can send slaves or freemen further away and more quickly. Combined with using gold costs makes playing with pops compelling rather than annoying.
xXMARCOXx 20 May, 2019 @ 1:03pm 
wouldn't it possible to change the look of cities when they change culture (after some decade for example) ... I don't like to see wood cities after years and years of hellenic or roman domination
RivtalDM  [developer] 20 May, 2019 @ 7:00pm 
Originally posted by Agraza:
I like many of the small changes included in "no more headaches overhaul" and think you should consider implementing many of them. Especially changing the runaway power costs to gold costs. Trading only makes sense for tall empires currently due to the ridiculous laurel mana investment. There are a LOT of mods that deal with changing road and trade costs to gold or much cheaper, and I think it's justified in any case.

Another nice thing is some mods let you designate a spot for where you'll send all moves to, so you can send slaves or freemen further away and more quickly. Combined with using gold costs makes playing with pops compelling rather than annoying.

1.3 will have quite a bit of rebalance to internal mechanics including reducing costs for trade and pop movement as well as a streamlined interface for moving pops.


Originally posted by xXMARCOXx:
wouldn't it possible to change the look of cities when they change culture (after some decade for example) ... I don't like to see wood cities after years and years of hellenic or roman domination

I imagine it is possible; I haven't looked at any of that part of the code yet but I will add it to my list.
HB 4 Jun, 2019 @ 12:05pm 
Forage Army button option, reduces attrition taken but increases unrest in the province and slows the army movement rate.
RivtalDM  [developer] 5 Jun, 2019 @ 6:06pm 
Originally posted by hannibalbarca120002001:
Forage Army button option, reduces attrition taken but increases unrest in the province and slows the army movement rate.

I like that idea; definitely makes sense and I think is able to be modded in. I'll see if it can be done.
HB 5 Jun, 2019 @ 11:06pm 
For the AI i wonder if it should be the default pick when at war.

Also, some nations could have unique units ( buffed versions of stock troop types but low in number)that cannot be built, so cannot be replaced if lost.

Carthage sacred band, Seleucid Silver shields etc.
Last edited by HB; 5 Jun, 2019 @ 11:13pm
HB 7 Jun, 2019 @ 9:28am 
I wonder if new resources placed in a province capital ( is there a limit on the number of resources?)could be tied to new units, Tophet resource at Carthage allows a sacred band which takes 10 years to produce a scared band unit, while Merc resource allows Baleric or Rhodian slingers every 5 years, and so on. These units being say twice as good as stock versions of the unit they are unique forms off.
HB 7 Jun, 2019 @ 9:48am 
1.3 you tinkered with marraige, can i suggest you lower the age requirement from 16 to 10, as this gets the marriage part done and then at 16 they can produce ofspring, giving more time to be producing rather than waiting to get married.
Last edited by HB; 7 Jun, 2019 @ 9:49am
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