Imperator: Rome

Imperator: Rome

AI Fixes
10 Comments
Tanaka Dec 3, 2019 @ 4:14pm 
Awesome to hear!
Kase  [author] Dec 3, 2019 @ 4:08pm 
Mod is not needed as of 1.3
Paradox has done a really good job with the new patch
Tanaka Dec 3, 2019 @ 3:56pm 
These fixed in 1.3 now?
Kase  [author] Nov 16, 2019 @ 5:00am 
I tried to see if the gamebug where the AI would just not rebuild its navy if it got destroyed could be fixed but sadly it can't be fixed by modding. I'm hoping it's fixed in 1.3 because at least to me it's a gamebreaking bug
Feng Huang Nov 1, 2019 @ 6:57am 
@kase yes that. And yes it works, i just tested it. You could test it out by giving one policy a base value of 999 and replace a governor or start a new game.
Kase  [author] Nov 1, 2019 @ 5:04am 
@Von Shznighder you probably mean this. Have you tried any successful/balanced values?
Not going to add this on this mod but for KaseMod

religionator_svalue = {
value = 0
if = {
limit = {
governor_or_ruler = { has_variable = religionator }
}
add = governor_or_ruler.var:religionator
}
}

culturenator_svalue = {
value = 0
if = {
limit = {
governor_or_ruler = { has_variable = culturenator}
}
add = governor_or_ruler.var:culturenator
}
}
Feng Huang Nov 1, 2019 @ 1:57am 
@Rune Trantor
governor policy weights can be changed in the governor policies file
Rune Trantor Oct 27, 2019 @ 9:11am 
Well damn.

Guess its 'No cost for policy changes' mod time. :P
Kase  [author] Oct 27, 2019 @ 5:01am 
@Rune Trantor sadly I believe that is hardcoded so it falls on pdx to make it better
Rune Trantor Oct 26, 2019 @ 8:19am 
Does this also by any chance alter governors? Like, to pick better policies, and maybe if gods will it, change it once conditions change, rather than the policies be lifelong until the governors are replaced?