Imperator: Rome

Imperator: Rome

Vae Victis
172 Comments
Magnar  [author] Nov 27, 2021 @ 3:56pm 
so that battles are finished faster to account for increased movement speed.
applejuice Nov 27, 2021 @ 11:21am 
why increase losses?
[20R] DerekGuerrero Oct 27, 2021 @ 7:06am 
Thank you, ill guess Ill have to use this by itself.
Magnar  [author] Oct 27, 2021 @ 1:37am 
Harvest seasons used to be included in VV by default until this issue was discovered.
Magnar  [author] Oct 27, 2021 @ 1:37am 
In concluding, yes it would be possible to create a hybrid version of these mods but the fact that harvest seasons is included in Invictus means that when used with VV it will create bugs later in games so even a combined mod would not be advised unless harvest seasons is disabled.
Magnar  [author] Oct 27, 2021 @ 1:37am 
VV and invictus are not compatible.

Major Issues
1) The significant problem is they both overwrite the on_game_initialised function to start up scripts.
2) they include the harvest season which when used with other script heavy mods will stop working later in games. The reason it stops working is that the harvest season function calls the next version of itself so if it skips even once then it will stop all together.
3) Both mod events and decisions. VV mods them to add unit modifiers when new countries are created and change existing ones when country cultures change. Using invictus' versiosn would mean that new countries would be unaffected by terrain and cultural unit modifiers and changing a culture would not change your unit / terrain modifiers.

Minor Issues
1) Both mods edit buildings so once version will overwrite the other versions edits.
2) Both edit road building unit ability but this is minor so not an issue really.
[20R] DerekGuerrero Oct 26, 2021 @ 7:22pm 
Is the mod compatible with invictus?
Magnar  [author] Jul 18, 2021 @ 11:43pm 
cant increase garrison size as it screws with the early game smaller nations especially up north. Defensiveness is already increased by base 20% and additionally in a sense that its linked to civilisation value. Low civ forts take a lot longer to capture than higer civ forts. Also the max siege % is also lower overall to make them harder to capture and attrition is higher meaning their impact on enemy is greater. As for non defensive buffs, they also dont reduce manpower as they do in vanilla.

As for cultural modifiers that is something i can definitely do. Let me know which cultures specifically and ill take a stab at adding them. Actually suggest it on my discord as i check there more often than here.
United States of Autism Jul 18, 2021 @ 4:57pm 
Slight increase in garrision size, and a slight increase in defensiveness would be great IMO, or just a buff to the economy fort slider and an increase to AI likeliness to pay it fully if 'enough' money is available. And maybe some small non-defense buff.

And any chance for more cultural modifiers to be added? I love the differences between country militaries. I am playing around 70% in MP tho.
Magnar  [author] Jul 18, 2021 @ 11:58am 
atm i dont really have any more goals for the mod. its more about what sticks out to me during my play throughs. Forts last i played were already in a good place. harder to take and a good strategic tool. how do you see their balance currently vs optimally?
United States of Autism Jul 18, 2021 @ 9:10am 
Ooopsie knew about +MS didn't know about morale my bad! ( I actually should've noticed, considering it's in the description and changelog.... ).

Further buffs to forts planned ? And/Or Buffing the Fort payment slider? Just interested in the direction the mod'll take so I figured I am asking.
Magnar  [author] Jul 18, 2021 @ 3:31am 
that is already done :)

martial increases: movement speed + morale
United States of Autism Jul 17, 2021 @ 3:38pm 
Great News!

Are you planning on expanding the general's importance i.E zeal slightly increasing morale?
Magnar  [author] Jul 17, 2021 @ 2:28pm 
Ive spoked to the GeS mod lead and when he has time he will let me know what issues if any there are regarding compatibility. Ive not been in contact with invictus though so no plans on compatibility there.
United States of Autism Jul 17, 2021 @ 1:11am 
Plans on Compatibility with Invictus and Gladio et Sale? This is THE military mod and it'd be dope if it was compatible with most non-military focused mods.
Voltaire! Jun 22, 2021 @ 6:38pm 
yo i just checked to see if this is till being updated... awesome work man. love this mod
Scribe Jun 15, 2021 @ 10:43am 
Thank you !
Magnar  [author] Jun 8, 2021 @ 4:20am 
change notes added
Magnar  [author] Jun 8, 2021 @ 4:09am 
Alright you talked me into it, mod has been updated.
federiconizza Jun 7, 2021 @ 1:54pm 
Could you update and improve this fantastic mod?
Artemisium Jun 7, 2021 @ 10:48am 
@vfl - I understand your point, it does make you think and plan a lot more. But, it gives a huge advantage to 'established' countries for the AI to overwhelm smaller ones, which maybe realistic, takes some of the possibilities away from the AI.
@magnar - thank you :)
Magnar  [author] Jun 5, 2021 @ 7:58am 
try again without any other mods enabled. there may be a conflict.
alexestefanradu Jun 5, 2021 @ 6:56am 
ctd
Magnar  [author] Jun 4, 2021 @ 1:55pm 
probably not
El Chapo Jun 4, 2021 @ 8:52am 
Can I run this mod with Gladio Et Sale? is it compatible
Magnar  [author] May 17, 2021 @ 4:41am 
@VFL its only a small change im making so should have too much impact
GREATNORTHERN May 17, 2021 @ 3:11am 
@Magnar @Artemisium Any chance you could make a less extreme version for those who want it and leave this one as is? I actually kind of enjoy the way it is now.

The reason these tribes survived the way they did was because it really was that difficult to attack someone else. Small tribal nations just weren't equipped for sieges and doing anything more than raiding larger cities.

I started an Iceni playthrough last night where I basically started out by invading all the tribes around me one at a time using the terrain to destroy their levy forces. Then I put one levy on their capitol and used my other one to capture all their territory and declare peace leaving them only their capitol city. I built up like this until I could hire 2 mercenary armies to capture forts with. It was a fun challenge to be forced to accept that I couldn't just swallow everyone up in 1 short war.
Magnar  [author] May 16, 2021 @ 6:19am 
Thanks for the feedback artemisium, ive made some adjustments ill be looking at adding to unit supply carry capacity mostly increasing light units carry amount slightly and reducing more heavy units carry amount. Additionally ill increase slightly merc army sizes.
Artemisium May 15, 2021 @ 1:38am 
Have to say that I like most of what you have added to the game with this mod.
However..... to be honest, I have found that it is impractical in the early years due to supply issues for both smaller nations and also mercenary armies. You need at least 2 supply trains to make an army useful in anything other than defensive operations (within your own borders) and mercenaries do not get any until they are circa 10k strength.
All the smaller armies starve to death in no time at all, which is a shame.
GREATNORTHERN May 14, 2021 @ 6:31am 
Mod conflicts with and breaks the popular mod "Improved Buildings 2.0" by hiding the 3rd row of the building UI. I'm assuming it probably conflicts with some other UI mods out there but I can't confirm.

Can be resolved by placing Vae Victis above Improved Buildings 2.0 in the load order but I thought I'd point it out because it took me a while to figure it out.
Magnar  [author] Apr 27, 2021 @ 11:18pm 
Works with latest version.
Tanaka Apr 27, 2021 @ 9:05pm 
Love these changes especially with the mercenary issues. Work with 2.03?
Magnar  [author] Mar 27, 2021 @ 1:40am 
correct they are now 500.
Diego I de Persia Mar 26, 2021 @ 1:23pm 
so cohorts are no longer 250?
donkeysaint Mar 6, 2021 @ 8:15am 
Works great, thank you!
donkeysaint Mar 5, 2021 @ 4:57am 
Hi again, and thank you for checking!

I checked the integrity of the game files, no problem there. I unsubscribed from and disabled Vae Victis, then resubscribed. This time it loaded well. I have some time to play tonight, hopefully it continues well.
Magnar  [author] Mar 4, 2021 @ 12:34pm 
I just loaded it with Rome without problem, maybe there is some sneaky other mod installed that you arent aware of? anyone else having issues?
donkeysaint Mar 4, 2021 @ 12:15pm 
Strange. With Epirus it starts, but with Rome I get a CTD as soon as I try to start a new game.
Magnar  [author] Mar 4, 2021 @ 9:39am 
yes it is updated. starts up fine for me. might take a bit on the first load.
donkeysaint Mar 4, 2021 @ 8:08am 
Is it updated for 2.0 yet? I am gettting CTD on game start, even with only this mod installed.
Magnar  [author] Feb 28, 2021 @ 12:03am 
improved combat is outdated and included in this mod. it wont be updated as it was just a proof of concept mod
Abstract Feb 27, 2021 @ 2:04pm 
Ah, it seems that the issue was that it was clashing with your other mod improved combat for some reason I had them both enabled. Seems to work swimmingly now.
Magnar  [author] Feb 27, 2021 @ 12:27pm 
is it not currently compatible?
Abstract Feb 27, 2021 @ 9:23am 
Is there a way to make this compatible with Better UI? These improvements are amazing and much needed, but the gameplay expansion that the Better UI universe brings to the table with more buildings and such provides so much value.
Magnar  [author] Feb 25, 2021 @ 11:03pm 
yeah rome is too easy also in vanilla. the reason being that they have a proportionally higher population than other countries historically speaking. in the future ill look at a rebalance of population to bring them more in line with the historical accounts. Id say rome has approximately 20-30 too many pops and other countries have probably too little pops.
A.V.A.Weyland Feb 25, 2021 @ 9:58pm 
Roman start with the close to two dozen units of heavy infantry seems a bit... much? Makes conquering as a cakewalk.
Magnar  [author] Feb 23, 2021 @ 5:39am 
the siege % is the chance of a successful siege. so lower % = less chance each roll to win the siege. i updated the description, thanks for the suggestion.
theoutcasthermit Feb 22, 2021 @ 6:48am 
Doesn't a lower maximum % for sieges mean shorter sieges actually? Also you may wanna add a "faster" next to realistic unit speed to make it more clear for some who didn't know your mod before :) It looks great as always, thank you for the update
Aurelius Feb 21, 2021 @ 5:58pm 
great work!
Magnar  [author] Feb 18, 2021 @ 2:05pm 
I am now working on updating the mod for 2.0+