Imperator: Rome

Imperator: Rome

2,590 ratings
Imperator: Invictus
File Size
864.778 MB
Jun 30, 2021 @ 9:03am
Mar 15 @ 7:42am
64 Change Notes ( view )

Subscribe to download
Imperator: Invictus

In 1 collection by Snowlet
Submods for Invictus - Use with caution
7 items
Imperator: Invictus is a grand modpack and community update to Imperator: Rome, also found on Nexusmods here[].
(Achievement compatible on 2.0.4, works on Ironman and MacOS now)

To continue old saves, use the version from: or
We also have a wiki:

Major mod features: V1.7.1.1 - Ides of March
  • A vastly improved AI based upon Glavius' work
  • Tons of new Mission trees (list is below)
  • Map expansions in North-Africa, East-Africa, European Steppes, Burma and more
  • Reworked map setup in: Arabia, Iberia, the Balkans, Germania , Sardinia, Ukraine, the Steppes and East-Africa with several new nation tags
  • Added many new impassable mountain ranges in North-Africa, Iberia and India
  • Added new navigable rivers, Lake Tritonis/Bazensis (Tunisia) and the Marib Dam (Yemen) physically to the map
  • Added several wonders (with 3d models) including the Second Temple, the Marib Dam, Athenian Acropolis and the Ziggurat of Ur
  • Dynamic food production and consumption system with varied Seasons and increased importance
  • A total rebalance/rework of all Buildings
  • A total rebalance of Military Units (including cultural names)
  • A total rebalance of Wonders
  • A total rebalance of Laws
  • Added the Spearmen unit type
  • Added 8 new tradegoods: Cedar, Sugar, Myrrh, Cinnabar, Lapis, Jade, Fruit and Silphium
  • Historical Galatian invasion decisions and events (mission tree is under development)
  • Historical but dynamic Mauryan collapse
  • Historical but dynamic Parthian invasion
  • Optional Gamerules for the Reworked Diadochi CB, Dynastic Names for the Diadochi, the seasonal food and more
  • A dynamic character Background art system
  • 200+ new generic events
  • Dozens of new Schemes, Ambitions and Character interactions
  • Spartan Diarchy reflecting Sparta’s historical government form of 2 Kings.
  • Tons of new custom art for Deities, Cities, Wonders and more
  • Flavour events for Kemetics/Germanics/Illyrians and more (100+)
  • Larger revolts for when other provinces are close to rebelling
  • Added tons of Deities to forgotten religions (150+) and plenty of new religions
  • Added tons of Treasures spread around the World
  • Dynamic tech spread for Tribes
  • Decisions to build up rare tradegoods
  • 7 new disasters: floods, landslides, droughts, (sand)storms, avalanches and locusts
  • Buffed early-game tribes for increased survivability and military importance
  • Many new Military traditions and reworked military tradition requirements
  • New heritages spread around the world (100+)
  • Improved Wonder Building
  • Tons of balance changes to make the game better, including important character stats, bloodline traits and general modifiers
  • A lot of new cultural inventions (60+)
  • More historical AI behaviour, including Epirote invasion of Italy
  • Reimplemented the old Slave Revolt mechanic
  • 4 languages to play in: English, German, French and Spanish
  • And many other various pieces of content/flavour

Mission trees:
  • 6 new Mission trees for Cyrenaica
  • 4 new Mission trees for Thebes
  • 3 new Mission trees for Macedon
  • 2 new mission trees for Aksumites, Etruria Gymnaesians, Heraclea Pontica, Kios, Rhodes, Maurya, Samnium, Sardinians, Suebians, Tasm, Ingvaeonics into Saxonia, Istvaeonics into Francia and the Tamil Kings (Chola, Chera and Pandya)
  • 1 new large Mission tree for Albania, Atropatene, Bharatvarsha, Bithynia, Cappadocia, Judea, Kalinga, Kush, Lanka, Mauretania/Massaesylia, Nabatea, Nabhapakti, Paurava, Persis, Samaria, Scythia, Sogdia, Tartessians, Tibet, Treveria, Vasconia, Veneto, Yamnat and Zhangzhung
  • 1 new regional mission tree for Aremoricans, Argos, Bastarnae/Sciria, Bohemia, Caledonia, Carthage, Cisalpine Gaul, Colchis, Cretans, Dumnonia, Eburonia, Fezzani, Fugandulu, Getae, Gordyene, Gothonics, Hibernians, Iberia, Icenia, Korkyra, Messapia, Odrysia, Qataba, Rhaetia Roman invasions of Britain/Rhaetia/Illyria, Saba, Tylos, Umbria, Vandals and Yaudheya
  • Generic mission trees for Illyrian pirates, Punic subjects, regular subjects and Greek Black Sea republics
  • Generic mission tree for Bharat
  • 7 Mission trees for Bactria into Indo-greek Kingdom

Invictus is Latin for unconquered, undefeated; our English word 'invincible' takes its root here.

Given the unfortunate news concerning the game status, we thought it best to combat an attitude of defeat with a fighting spirit.

This mod is our effort to prevent this great game from going gently into that dark night. Thus we are embarking upon a grand effort by the modding community (based around the Imperator mod COOP) to develop community-driven DLC and keep the game alive.

It is not our intent to completely overhaul the game mechanics, as we want people to be able to play the mod and understand everything while having only played Vanilla.

Discord: (Active community, receives weekly teasers and announcements)
Official twitter:
Follow our dev diaries on the PDX forums:

In terms of suggestions, our goal is that anyone familiar with only vanilla Imperator should be able to pick up the mod and play without trouble, all features must be either historical or reasonably plausible and fun.

As this is a community project, we will listen to and work in the interest of the Imperator: Rome community and we look forward to hearing from you!

Check the linked steam collection to see all compatible mods and the exact order they should be loaded in, the mods are interchangeable.

If you find any bugs, you should contact us in the Bugs channel on our Discord, or place a message in the Bugs steam discussion, please do not use comments for Bug reports.

Credits to the Invictus team and everyone who helped us in no particular order.
Snowlet, Jphiloponus, Mike Bittersteel, Dementive, Erik Erik, Hannibal_theCannibal, Izn, OmegaCorps, Palando, Parcipal, Paulus, Sealionforever, Thymos, Torugu, Tudhaliya, Aerozona, Diskianterezh, gmb360, Idonea, IhateTrains, Olivenkranz, Shocky27, Stallone, Typhion, Zorgoball, rickinator9, Acult, TheMadRegent, derekmark, MikeW, Two-Coops
Aquizar, CrazyZombie, Fildez, Nerdman3000, RetconCrisis, Kailas, crownsteler
Apollon, Frank, Juanen, Julianus, Lemon, Machiavello, Pilar, Spikos, Vityviktor
Agamidae, Arkerios, Ben4Peters, DaFoogle, Diego I de Persia, Dustin, Hexon, Kalen, MattTheLegoman, Nebular, Pardo, Presidentstorm, .ianfleming, Shinymewtwo99
Prometheus, Licarious, AtomicFission, Sobisonator, IsaacCat, NPK
Augustus_Caesar, bla, Brasidas, DDJR, FBI Agent, Jake_P, Jandoski, Lil_squindie, llamafanatic, Memer Nener, Pydras, Sav, Somebody, Trewajg, Tuko Tuko, Eel, Mateusz, Salt
Chehrazad, Derek, Felix Amiculus, Herodotus, INKRSN, Manny, QuietRustler, Sethos, Trarco

Special thanks to:
CK3 Apotheosis - For allowing us to use their Coat of Arms
Conqueror/BlackExcellence/Julianos - For allowing the use of their models.
Agamidae - for helping the whole modding community as COOP lead.
Aquizar - for allowing us to use his high-quality profesional artwork.
MattTheLegoman - for doing amazing work on the Terrain.
Terrapass - for sharing how to make font appear above trees.
Londoninium - for fixing COA textured emblems.
Verneylive - for allowing the use of his background art.
Popular Discussions View All (40)
May 21 @ 1:51pm
PINNED: Report Bugs
Jun 21, 2023 @ 11:16am
Cyrenaica's Mills & Mines
Jun 4, 2023 @ 9:22am
Armenia's bug
Otto Von OOF 18 hours ago 
based I didn't see LeechExplorer's comment before I posted mine.
Otto Von OOF 18 hours ago 
2. There was a more egalitarian society and more gender equality, with exception of likely male theocrats/kings. They did not have a discernible caste system unlike Indo-Europeans, and would've been much more communal; They worked on couple-pairs and families rather than individuals. They would've had a big focus on agriculture and urbanization rather than the militaristic Kóryos tradition the Indo-European Italics had. Before the Etruscan league, they had kings leading individual citystates, however by the time of I:R's start date they would've been influenced just enough by Indo-Europeans to adopt an oligarchic republican-style governance. There was possible patrilineality. Additionally, the Rhaetians were not Italic, nor even any Indo-European group, instead being under the Tyrrhenian language group as well.
Otto Von OOF 18 hours ago 
1. Would you be willing to make Etruscan a separate culture group and religion from the Italics? Historically, the Etruscans were a Non-Indo-European people with a Paleo-European religion, which means it'd predate Indo-European religion in the area and would be more similiar to Basque religion, or the Titans of Greece or the Vanir of the Germanics; They would have a Mother-Earth Goddess "Voltumna", or later "Uni", as their primary pantheon leader, along with some form of Herkules and Artemis. They neither culturally (I'll elaborate later), genetically (majority EEF/WHG), religiously (Paleo-European), nor linguistically (Tyrrhenian) were the same as the Romans and the rest of the Indo-European Italics.
Dual_Cored May 26 @ 1:31pm 
Can anyone tell me if there are any scripted invasions/civil wars etc for Rome in the later game that might make things a bit more challenging for Rome? This mod is amazing but I'm wondering if I should bail on this Roman campaign as it seems a tad too easy.
Snowlet  [author] May 26 @ 1:14pm 
@LeechExplorer Worth noting that Rome transitions into Hellenism relatively soon into the game.
For the other stuff, a lot of decisions are compromises to maintain gameplay while being as ahistorical while remaining consistent.
For 3. that's outside of the scope of the mod and requires manual calculations.
LeechExplorer May 25 @ 10:38am 
3. Implementing distance-dependent delayed trade route shipments and bonuses would be fantastic. As is, you click on a potential trade route and instantly gain its bonuses. Accounting for the required shipping distance by squares will make the choices more strategic and meaningful and make exotic resources more realistic; it's not easy to ship elephants to central Italy. Perhaps something as simple as setting a constant speed of 12 (like a light ship) and calculating the distance in a straight line, ignoring required navigation between straits, borders, etc., as they don't change the time by that much in Imperator.
LeechExplorer May 25 @ 10:38am 
2. Another vanilla mistake, grouping Carthage/Phoenicia and Babmyce (Northern Arameans) as a "Canaanite" religion. While the city was a worship center for Atargatis, a goddess inspired by Canaanite goddesses, the religion should be grouped with Babylonian or Mesopotamian, called Chaldean in Imperator (which isn't the most accurate name and presently refers to Chaldean Catholics; Chaldea and its culture had been assimilated into Babylonia centuries before the Seleucid era.)
LeechExplorer May 25 @ 10:38am 
Three suggestions:
1. As a historian with a degree in classical studies, I find Invictus' change of Roman religion from "Hellenistic" to "Italic" highly superficial. Their differences are (very) loosely comparable to Lutherans and Calvinists; they aren't the same but close enough to be grouped as Protestants FOR GAMEPLAY PURPOSES. Even by Invictus' logic, grouping Roman, Etruscan, etc., as "Italic" religions is incorrect as they are as distinct from each other, if not more, as Roman and Hellenistic. Furthermore, the game's vanilla grouping of Etruscan, Ligurian, etc., with Romans as "Italic" cultures, is profoundly incorrect. The first two are non-indo-European, commonly grouped as Paleo-European (although relations of the individual cultures are debated). Their cultures have influenced each other but are otherwise unrelated, and grouping nearly the entirety of Italy under one culture group should be amended.
Aelfric - Deus vult May 24 @ 2:06am 
update please?
mirlong May 21 @ 6:57pm 
Good mod, love from China