Imperator: Rome

Imperator: Rome

Vae Victis
Magnar  [developer] 20 Jun, 2019 @ 7:08am
Suggestions & Feedback
Ill post all the suggestions and changes from feedback i will look into adding to the mod
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Showing 1-15 of 21 comments
max.94 12 Jul, 2019 @ 12:07pm 
a suggestion: increase time to build and recruit to make their modifiers more worthful - and more realistic
Doomed World 26 Sep, 2019 @ 6:12pm 
Any chance of adding Iberian Traditions?
Magnar  [developer] 26 Sep, 2019 @ 10:28pm 
yeah i can put it on the todo list
Doomed World 27 Sep, 2019 @ 11:49am 
I would suggest Lusitania as one of the tradition lines focused on guerrilla warfare
though the tree a a whole should focus on light infantry, heavy and light cav i think
waTTe 28 Nov, 2019 @ 8:45am 
The mod has some fine parts, but unfortunatly you tried to reinvent the wheel and that backfired.

At least with one of the germanic tribes it is nearly unplayable.
Semnones, hard:
The Clan warhosts are broken. They constantly recruit and disband. They do this whenever and whereever they want.
They have 750 (3 full) and some days later maybe 800 (3 full) recruuiting 2 more cohortes, And somewhat later they have 530 (2 full, recruit 1 more).
You send 900 men into battle ( 3 full, 1 150) and there arrive 500 (2 full and 2 with 0 men).
Clan Chiefs also tend to be broke - seems due to recruitment chaos.
Castles do not seem to be sieged at all (2 wars played). Instead thousands of troops walk around the borders and through neighboring countries playing ping pong. Wars go forever, decisive nothing happens but battles and takeover oif provs without forts.
In vanilla I was able to beat larger forces with quality and better tactics and generals. Here my moral (backed up with Omen) always breaks despite killing 2-3 times more enemies.

Did unsubscribe (for now).
Only other mods were music und total war flags (sgould be cosmetic) and AI fix, but I loaded your mod last.
Magnar  [developer] 28 Nov, 2019 @ 10:57am 
Thanks for the feedback, will take another crack at playing a germanic tribe and see what can be tweaked.
waTTe 28 Nov, 2019 @ 11:52am 
Was a pleasure. Thanks to you for moding.
Hope your concept will work soon, really liked your aproach on generic germanic mil. traditions.
Magnar  [developer] 29 Nov, 2019 @ 1:37am 
For the livy update it will be easier as a small nation due to no attrition, additionally i have reduced the number of men to siege down to 2k instead of 5k.
Friedrich 4 Dec, 2019 @ 11:58am 
My manpower keeps getting capped at 250. Now I don't know if there is a reason for this or not, but either way it is annoying as all heck and steals thousands of men out from under my nose without any real agency or apparent cause. I think this has to do with your turnover mechanic, which is pretty overkill.
Friedrich 4 Dec, 2019 @ 12:02pm 
Yeah, whatever your intent is my manpower cap jumping between tens of thousands and the low hundreds without warning isn't good gameplay.
Magnar  [developer] 4 Dec, 2019 @ 1:40pm 
It’s determined by the number cohorts you have. Each cohort will reduce your max manpower pool to reinforce as those men will instead be used to reinforce the existing legions replacing those thatretire from being too old or get sick and injured.
Friedrich 6 Dec, 2019 @ 9:39am 
Right, but that doesn’t explain why my entire manpower reserve disappeared overnight. Again, it’s not good gameplay and while the idea isn’t bad in theory, in practice I’m having to rotate half my regions every month, even though I should easily be capable of sustaining my number of cohorts. And sick troops are represented by attrition. Troops being too old? I’m pretty sure that 4/5ths of my soldiers aren’t retiring every month. If the mechanic was only active in peacetime, or wasn’t nearly so severe (reduced by 4, so it’s a bit over 1/5th my cohorts) or both it would work much better. As is though? I can blink and suddenly see my 17,000+ of reserves vanish into thin air for no immediately obvious reason, and my manpower now capped at 250, down from nearly 40k. Again, interesting in theory, absolutely infuriating in practice.
Magnar  [developer] 6 Dec, 2019 @ 9:53am 
that has to do with how big the steps of modifiers are. im currently working on an update to ease the reduction in more easily so it should cut off so much in one go but more gradually.
Friedrich 6 Dec, 2019 @ 9:55am 
Actually I think I figured it out. It’s the turnover mechanic combined with the penalties for low manpower so reinforcing my existing divisions drains my reserves to below a certain threshold which, combined with the turnover, disappears pretty much my entire manpower reserves overnight.
Friedrich 6 Dec, 2019 @ 11:26am 
Ah, I guess you know already. Here’s a thought: instead of being a direct modifier on your manpower have it reduce your regrowth rate by a certain amount. Say, -2.5 per cohort per month. That way such a massive annihilation is impossible. That said, I really do think the turnover mechanic makes little sense. Your manpower clearly represents the population willing and able to fight, just unmobilized. Unless you are taking attrition your turnover rate wouldn’t be any different, so in that sense the problem is already dealt with.

Sorry, I really like some parts of this mod, such as the traditions, but then there’s stuff like this which I find utterly infuriating, and ruin everything for me. Perhaps the traditions could be released in a separate mod so there isn’t this dilemma?
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