Imperator: Rome

Imperator: Rome

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Rise And Decline V1.5
   
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Jul 5, 2024 @ 5:15am
Jul 5, 2024 @ 6:34am
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Rise And Decline V1.5

Description
IMPORTANT

This mod has a game breaking bug with a decision that cost money based on the territory you have. But the problem is that this decision can exeed the max money that you can have in the game. The problem is that "this decision" is very important as it remove the declines.

PUT THIS MOD BELOW INVICTUS OR ANY OTHER MODS THAT CHANGE TERRAIN_TYPE/CULTURES.

Presentation

Hello, so I was a bit bored that in imperator(and a lot of a paradox games...) it's always the same countries that rise and fall. And that Big Empires can never fall no matter what. Or only by custom event but I don't really like railroading... So I made this mod that aims to make imperator more dynamics with a system of Decline and other things.

(I posted this mod a while ago on the workshop but removed it because there were game breaking bug that could ruin your game... This time for this newer version, me and my friends played an entire game with it and we had no game breaking bug.)

Decline system

This part is important because if you don't read it you won't understand why bad things are happening to you...

There are 3 types of declines that you can have a chance to have if you do certain things. Declines are divided into 4 stages (5 for the political one). Bad events start to appears for each decline when you're at the third stage. Decline can start when you have at least 525 pops.
(Conditions to have a decline are not the same for the AI because... AI. Only the "525 pops" is the same of the AI)

Economic decline

Either to have 45 or less of stability or being in deficit

Military decline

When you have 18k of pop, there is an event which demand you to pay or otherwise, you get a military decline

Political decline

Having one of those:
20 or less of political influence
50 or less of legitimacy
18 or more of tyranny
95 or more of agressive expansion


Removing the decline

You can enact a reform(decision) that cost a lot.

Other things

  • City boom: Every year there is a very little chance that one of your cities gain a bonus.(To make cities more unique)

  • City bam: A malus that can occurs to a city if the territory has 2 or less of civilization. Can be remove with a decision.

  • Country Rise: Countries can randomly gain a bonus if they have a good stability. (Make AI super agressive the time of the bonus)

  • Made leader traits like ambitious etc... give largely more agressiveness to AI or passivity.

  • A bonus that you can have if it's been a while you're at peace. (The more years you're at peace, the more the you have bonuses. Breaking the peace (Having too much war exhaustion) will result in the removing of the bonuses.

  • MegaEvent: Bad events that can occurs if you have more than 8500 of pops. (Player only because... AI.)

  • Golden age button (Temporary)

  • When you're a "large empire" (18k pop). Every 10 years there will be event that ask you wether you want to have more "centralisation" or "decentralisation" (Not related to centralisation barbarian system).

  • When you're a large empire there's a chance that you have event that propose you to pay a lot of money or to not to. But you will have a mini malus like -0.25% of global tax modifier. The next time you'll get this event it will be a little higher. The malus is permanent but you can enact a reform(decision) to remove it. (It's to simulate somehow the slow decline of an Empire.)

  • POPULATION CONTROL: Every 10 years there's a sort of cleanup of the population. Can be visible in the early game but partically invisible in the late game. Plus, I added maluses (and bonuses) to terrain type. For example: In desert terrain type you have less population growth.

  • Anti-hive-world-system: City cost more and a lot lot more for the AI. It prevent the world from becoming a 40k hive world. But you have a decision that come with consequences, to lower the price for creating cities for a time.

  • Agressive expansion reduced. To counter-balance with all the maluses. (+ there is a decision to greatly reduce agressive expansion for a time. But that comes with consequences...)

  • Mega debuff to cultural assimilation and conversion. It greatly help to make the world more alive by having more religions and cultures in the end game. (Holy sites have -90% malus to conversion). + According to the terrain, there may be malus to conversion and assimilation like for example in montains.

  • War consequences: If you have too many war exhaustion and your manpower too low, you'll have an event that propose you to pay or to face the consequences for a time...

    Btw I highly recommand you using crisis of the third century along this mod.


    Mega thanks to:
    The Imperator mod coop discord for answering all my questions about scripting. Especially Snowlet who really really helped me at the beginning when I was a total beginner... Thanks for your patience Snowlet!

    And thanks to AragornV22(Haldir) for writing all of those beautiful loclizations that really embelish the mod and made me gain a lot of time! Merci mon gars!
10 Comments
LexanRyder Jan 23 @ 8:24pm 
This mod has made my imperator games so interesting is hard to imagine playing without it, declines are such a good idea to keep huge empires from just gobbling everything and trivializing the game, now as a huge mass conquering empire you have something to fear, especially cause late stage political declines as large land spanning empires can be specially devastating and I love it, gave me an incentive and an added challenge to getting bigger and bigger, if you could improve the system to solve gamebreaking bugs or maybe adding future features I'd be willing to at least give ya a coffe or two.
Samanou  [author] Jan 11 @ 12:15pm 
@RESTITVTOR ORBIS Yes "Anti-hive-world-system: City cost more and a lot lot more for the AI. It prevent the world from becoming a 40k hive world. But you have a decision that come with consequences, to lower the price for creating cities for a time." (Description of the mod)
Samanou  [author] Jan 11 @ 12:14pm 
@kirsi.parargov Oh no... So it really happened... Sadly it's been a while i haven't touched to this mod so I don't really remember how to "code". But if I have a time i'll try to fix this, furthermore that the logical solution is easy. (Btw i'll mark it at the top of the description because it's a game breaking bug)
RESTITVTOR ORBIS Jan 11 @ 10:46am 
is cities cost more modifier a part of this mod?
krisi.pargov Dec 28, 2024 @ 3:05pm 
I really like the mod but there is one oversight and that is that late game when you get political or any sort of decline, the price you need to pay for the decision to fix it exceeds 100 000 gold and cannot be taken as 100 000 is the cap.
Greer Oct 12, 2024 @ 1:46pm 
veryyy gopod mod thoughh
Greer Oct 12, 2024 @ 1:46pm 
you need too modify the tyranny for politcal decliune its too low at 15 since tyranny is very common thing that you need to get rid of aggresive expansion and war exhaustion i think the rule being change to 60+ tyranny it would be more managable and have the same effect of having to watch your tyranny
大黄太阳枪 Sep 2, 2024 @ 1:36pm 
Interesting, but it clutters the decision tab with decisions that I don't think this mod should add.
Phil Scott Jul 7, 2024 @ 11:39pm 
Yessss
Táiyō. Jul 7, 2024 @ 12:06pm 
Thats what i needed.