Imperator: Rome

Imperator: Rome

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Improved Stability and Internal Management 1.3
   
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Oct 21, 2019 @ 3:01pm
Dec 5, 2019 @ 2:33pm
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Improved Stability and Internal Management 1.3

Description
Compatible with 1.3 Livy

Vision and Summary

The intention of this mod is to make Stability and Internal management feel better and more fun to use.

In EU4 and at Imperator's release, the default stability was usually +1 or +2, with negatives being rare and swiftly handled. This is no longer the case in Imperator and this mod aims to improve that within the new system. Many actions that cost stability have had their cost lowered and stability now trends toward 55 instead of 50.

Policy changes that cost Political Influence have generally had their cost lowered, this should give you more PI to use for development, diplomacy and politics.

My intention is to make the game more fun, not easier, though I feel this may be an unintended consequence. If you have suggestions on how to compensate or add more challenging changes, that are fun, you are encouraged to do so.

This mod does NOT include but is designed and recommended to play with my mods:
Improved buildings: https://steamcommunity.com/sharedfiles/filedetails/?id=1894471253
Improved pop ratios in settlements (included in Improved buildings): https://steamcommunity.com/sharedfiles/filedetails/?id=1893907605


Features

A base gain of 0.1 stability added, stability will now trend to 55 instead of 50. Decay rates remain the same.

Enact law
- Stability cost: 5 (from 15)

Endorse party
- Stability cost: 3 (from 5)
- Tyranny cost: 3 (from 2)

Fabricate Claim
- Political Influence cost: 25 (from 20)
To bring it more in line with how much you use it in relation to other PI actions.

Change governor policy
- Political influence cost: 10 (from 15)
It's always been super annoying to have to switch back all your governor policies when appointing a new governor, now it's cheaper.

Change diplomatic stance
- Political influence cost: 15 (from 30)
You are now less punished for using diplomatic stances.

Change State Capital
- Political Influence cost 15 (from 25)
A lot of the time state capitals end up in really weird and inefficient places. It now costs less to correct that and to make your provinces neater.

Declaring war without CB
- Stability cost: 10 (from 25)
- Aggressive Expansion: 15 (from 5)
- War Exhaustion: 5 (from 2)
Wars with the sole justification of Conquest and military might were common in antiquity. It now costs a lot less stability to declare them but AE and WE have been increased to compensate, it should be more viable to do this now.

Declaring war on subject
- Stability cost: 15 (from 40)´
- Aggressive Expansion: 20 (from 5)

Declaring war with great relations
- Stability cost: 15 (from 20)

Declaring war with good relations
- Stability cost: 5 (from 10)

Inventions
- Gold per pop: 0.10 (from 0.15)
- Base gold: 5 (added)
- Stability cost: 1 (added)
- Political Influence cost: 3 (added)
Much less cost per pop, a base cost, small stability and PI cost added, more expensive at the start and for smaller nations but doesn't snowball as much when you grow into an empire, should also be slightly less spammable. Something new to use the Stab and PI you save from other changes. You now have to load this mod after (below on mod list) 1.2 Better UI Modpack. Otherwise the invention tab will look wonky (it will still work).

Governors
- Population fraction power base: 50 (from 100)
Halves the power base a governor gains in relation to his population, governors with very populated regions will no longer have -0.5 monthly loyalty, having to be replaced after a while.

Base experience decay
- 2.5% (from 5%)
War veterans and highly trained soldiers didn't just forget all their experience in a few months. Inventions that reduce ME decay are 2/5 of vanilla values, Fur bonuses are halved, but the idea that reduces it remains the same. Most decay reduction you can get is Idea 1% + Fur capital bonus and export 0.5% + 2 inventions 0.2% = 2.5% - 1.7% = 0.8% experience decay. There are also some military tradition that reduces this further.

War exhaustion
- Monthly Military experience: 1% (from 5%)
To compensate for other changes affecting military experience and not to reward you as much for gaining a lot of war exhaustion.

Mercenaries

Recruit mercenary
- Military experience cost: 1 (from 10)
When costing ME, it never felt worth it to sacrifice getting military traditions to get mercenaries, now they only cost 1 to recruit but they still reduce your gained ME by a percentage.

The amount of mercenaries on the map remains the same but their stacks should be more consistent, and not snowball to ridiculous amounts in large cities (Increased base size from 2 to 5 but reduced size from pops from 0.05 to 0.01).

Character interactions

Free Hands
- Monthly corruption 0.1 (from 0.2)
- Monthly character loyalty 0.15 (from 0.25)
Less extreme, the gained corruption is more easily handled but the loyalty gain is also reduced. Should be more convenient and useful in more situations now.

Hold triumph
-scaled gold cost (x monthly income): 3 (from 6)
It no longer costs half of your treasury to throw a party

Assassinate
-Aggressive expansion cost: 10 (from 20)
This was never worth it with 20 AE, now it might be.

Seek treatment
-Cost: 50 (from 200)
It no longer costs the value of 4 city buildings to go to the doctor.

Politics

Ruler popularity now affects character loyalty. Up to +0.5 at 100 popularity and -0.5 at 0 popularity. Ruler popularity should now be more important and loyalty more dynamic.

Party growth in republics is now affected by all the stats of a party leader, not just charisma, but at half their value in relation to charisma.


These values haven't been thoroughly balance tested so please leave some feedback on how it plays and can be improved and leave a like if you enjoy it!

Thanks to the helpful people of the imperator mod coop discord for helping me out.
12 Comments
MensIuguolo Aug 18, 2020 @ 12:25am 
Update for 1.5?
atraphoenix Dec 11, 2019 @ 10:45am 
I think I have found the culprit. After previous co-ruler died that solved the issue. I have declared dictatorship as Rome before becoming Empire. The game still counted current dictator and last co-ruler of republican era popularity that killed my legitimacy a lot.
atraphoenix Dec 11, 2019 @ 8:27am 
even 70 ruler popularity has - 0.6 effect on legitimacy other than this the mod works well on 1.3.
米奇大宝贝么么么 Dec 7, 2019 @ 3:37am 
perfetto
[BSB] xilanna  [author] Dec 5, 2019 @ 2:35pm 
Updated to 1.3 Livy!

I didn't cross check every single file because this one has a lot, but most of them and the ones I suspected could consist of any kind of change. So if you find anything that hasn't updated to 1.3 please report it.

Paradox still haven't fixed localisation issue for mods after 1.3 so some things may look wrong or wonky. (Particularly inventions tab and party growth hover info)
[BSB] xilanna  [author] Nov 28, 2019 @ 6:33am 
1.2 released!

monthly experience decay 0.2 -> 0.25

Increased up to half of vanilla value, with some military traditions it was possible to go below 0.

NEW!

Ruler popularity now affects monthly loyalty from -0.5 at 0 popularity to +0.5 at 100 popularity. Ruler popularity should now be more important and loyalty a bit more dynamic.

Party Growth for Republics is now affected by all the party leader's stats, not just charisma, but at half their value in relation to charisma.
[BSB] xilanna  [author] Oct 24, 2019 @ 8:04am 
I somehow also completely forgot to mention that Fabricate claim cost was increased to 25 from 20, to bring it more in line with how much you use it in relation to other PI actions.
[BSB] xilanna  [author] Oct 24, 2019 @ 7:44am 
@Rex You were right. Uploaded a fixed update. Thanks for reporting.
[BSB] xilanna  [author] Oct 24, 2019 @ 7:39am 
@Rex That's strange. I only changed the price from influence_large (25) to influence_medium (15), did nothing else so it should work the same way as vanilla only be 15 instead of 25. I will take a look.
Shavanna Oct 24, 2019 @ 7:00am 
You've created a bug, when you wrote the move capital script. You can only move a provincial capital now, when you have exactly 15 influence. Please add "... or more" to it.