Imperator: Rome

Imperator: Rome

Timeline Extension for Invictus
393 Comments
tinwiz  [author] May 8 @ 4:37pm 
@MTO1 I think it should still work for 2.0.4 but it was updated for 2.0.5 and I have not tested it for backwards compatibility.

If that worries you, then you can get the previous version of this mod here https://github.com/TinWiz/Compatibility-Timeline-Extension-for-Invictus/releases and then run it manually from your mod directory(unsubscribe from this Steam mod first).
MTO1 May 8 @ 3:14pm 
Excuse me, I don't really understand modding very well but does this not have backwards compatibility? I'm still on 2.0.4 for another mod that hasn't updated yet, but now the timeline extender says "made for 2.0.5" this has never been an issue before.
tinwiz  [author] May 2 @ 7:09am 
@Flemishh the point is to add more fun by adding more centuries to the end of the timeline. It doesn't go back in time or change the starting date. There was a mod called Classical Rework that did that, starting in 600 BC, but I don't think it works with Invictus.
Flemishh Apr 29 @ 8:04am 
what is the point of this mod? I cant play as the roman kingdom
tinwiz  [author] Apr 26 @ 1:15am 
@LeFay yes
LeFay Apr 26 @ 12:32am 
Work for 2.0.5?
Biggus_Dickus Apr 8 @ 7:56am 
@Barbarossa, bruh
tinwiz  [author] Mar 24 @ 2:44pm 
@Flr3cr0tchassass1n it's intended to last for the rest of the game (until 1229 / 476), but it will end in 1353 / 600 if you keep playing that long past the extended end date.

@Barbarossa see above ! You should NOT use this mod with Terra Indomita , which has integrated its own timeline extension mod already
Flr3cr0tchassass1n Mar 23 @ 12:47pm 
How long does the late antiquity population decline last? Wondering if I need to downsize considering the cyprian plague is coming soon too lol
Barbarossa Mar 22 @ 2:08pm 
Does this work with terra indomita
tinwiz  [author] Mar 20 @ 3:19pm 
@Shaigadough the option to slaughter Christians should remove the early Christian community modifier for about 10 years, which will stop the events connected to it. If there are Christians in nearby provinces though, it can still spread. Afterwards there is a chance the community might reappear.
Shaigadough Mar 18 @ 8:38pm 
@tinwiz got ya, thanks appreciate the response. One more question about Christianity mechanics, how does the early christian community mechanic work with the settlement that has that buff applied? Does rooting the Christians out stop that settlement from converting people to Christianity?
wantedranger96 Mar 18 @ 5:16pm 
Sorry then. This might be unrelated to the mod then, I had just assumed that it was. I just didn't want anyone else to fall the for same 'glitch' lol
tinwiz  [author] Mar 18 @ 3:36pm 
So far I haven't come across that problem but I can't troubleshoot for all the mods and combinations.
wantedranger96 Mar 18 @ 7:52am 
@tinwiz sorry forgot to @ you
wantedranger96 Mar 18 @ 7:51am 
Yes. Virtual Limes, Fix Scorch Earth, QOL Mods, and Crisis of the third century. The error log seemed to indicate that the game was attempting to spawn something, and it didn't have a place to spawn it. So I assumed it must of been this mod or crisis, though I might be mistaken
tinwiz  [author] Mar 18 @ 4:36am 
@wantedranger96 I've tested with v1.9.2 and ran through the whole timeline on observer mode. It shouldn't freeze. Are you running any other mods?
wantedranger96 Mar 17 @ 7:19pm 
Time is frozen on my current play-through. Not sure the reason, but I think its due to this mod not being compatible with 1.9.2. Just leaving this as a warning to anyone else
tinwiz  [author] Mar 16 @ 10:20pm 
@Priest [SAC] to make it somewhat more challenging, given the much longer amount of time to gain traditions.
Priest [SAC] Mar 16 @ 8:59pm 
Why did timeline extender cause the cost of military traditions to go up from 80 to 120?
tinwiz  [author] Mar 15 @ 7:24am 
@Shaigadough the events are scripted to target pops randomly. There is no script that targets slaves, at least not intentionally.
Shaigadough Mar 14 @ 12:38pm 
How does the Christian religion interact with different pop types? When a city becomes Christian I attempt to counterbalance the christian pop by replacing all the christian slaves in said city with hellenic slaves, However I've noticed all my hellenic slaves seem to en mass convert to christianity. Are slaves more susceptible to convert to christianity?
tinwiz  [author] Mar 7 @ 10:25am 
@GeneralKerbalmaster911 the decision doesn't show up until 854 AUC / 101 CE. You could change that if you want by manually running the mod and editing the files. You'd need to edit the te_decisions.txt file by changing the potential = { trigger in the "convert_to_christian" decision, for example, by removing the "current_date >" line.
GeneralKerbalmaster911 Mar 2 @ 7:29pm 
Hey so Uh, How does one convert to christianity once one spams the events to spread it in their territory? Im trying to do a super-early Christianity Thing So i can focus on spreading christianity alongside my own expansion. so knowing how to get the option to set state religion would be awesome
2V^|Dz1adek Feb 27 @ 11:37am 
Thanks.
tinwiz  [author] Feb 27 @ 12:39am 
@2V^|Dz1adek it is event based and the AI ruler can still convert but that should prevent the population from reaching the threshold for country conversion.
2V^|Dz1adek Feb 26 @ 4:35pm 
If I play with 1000% conversion and assimilation will this prevent Hellenic Rome convert to Christianity or is it event based?
tinwiz  [author] Feb 24 @ 5:08pm 
@Ebbson about 1030 AUC / 277 CE. A popup event announces it.
Ebbson Feb 24 @ 12:00pm 
Hi! So I was just wondering, around what time does Manichaeism start spreading?
SAS Feb 23 @ 8:11am 
sound good, great mod!
tinwiz  [author] Feb 22 @ 6:47pm 
@ThePeoplesLastChoice yes, it is. That happens because the default has to be changed for the Huns/Huna to show up at the end.
ThePeoplesLastChoice Feb 22 @ 11:41am 
so at the game start there are some barbarian locations with huunic and huna culture but they change culture and religion after about a year from start, is this normal?
tinwiz  [author] Feb 22 @ 9:00am 
@SAS Yes, I will have a look and test.
SAS Feb 22 @ 8:48am 
does it need to be updated?
Riekopo Feb 16 @ 4:00pm 
new Invictus update
tinwiz  [author] Feb 9 @ 6:09am 
@Logan314 if you're running Terra Indomita this mod should be disabled, since it's already included.
Logan314 Feb 8 @ 1:53pm 
@snow ball im using both on terra indomita. Its roughly 50AD and running fine so give it a shot.
tinwiz  [author] Feb 2 @ 1:15pm 
@Snow Ball they are not compatible as far as I know. It's up to you, depending on whether you want an extra long campaign or not. If you do, then this mod extends the timeline to 1229 / 476.
tinwiz  [author] Feb 2 @ 1:13pm 
@Scott_Axel yes on the original mod page: https://steamcommunity.com/sharedfiles/filedetails/?id=2729500336
Historical Imperator Pack - Invictus do i use this or do i use your mod?

I dont see a lot of changes in your mod besides saints and barbs? nor do i see it being incompatible.

if they are compatible what mod order?

Thank you.
Scott_Axel Jan 27 @ 12:53am 
Love the mod! Is there anywhere to see all the changes it adds ? Me and my friend are doing a mega campaign, and would like to be able to see what the mod changes and adds to the game.
tinwiz  [author] Jan 21 @ 3:37pm 
@rossmandoe it's not scripted to force it, so an invasion would only happen if an AI germanic tribe invades, or if the player does. There is a buff to germanic tribes that triggers in the last century.
rossmandoe Jan 20 @ 8:20pm 
dose the anglo saxon invasions of england also happen in this or dose it just affect rome?
EQandcivfanatic Jan 17 @ 7:01pm 
Thank you, I did eventually figure it out.
tinwiz  [author] Jan 17 @ 4:48pm 
@EQandcivfanatic it's l6_christianity.5 as in the letter L
EQandcivfanatic Jan 16 @ 6:30am 
What is the event ID to spread Christianity in my lands? Looking through the files, I thought it was 16_christianity.5, but it doesn't seem to work.
tinwiz  [author] Jan 12 @ 7:58am 
@Gambler no, there are no plans for that. Similar to the rise of the Sassanids in Persia, I'd rather not include railroads for countries that force a certain outcome. There is a germanic migrations buff in the endgame for germanic tribes that makes it more likely for them to attack and migrate, though.
Gambler Jan 6 @ 9:59am 
Hi tinwiz. Are you planning to add Anglo Saxon migrations or beter Frankish migration mechanic?
TheDash Jan 5 @ 11:52am 
@tinwiz Understood! Thank you for replying!
tinwiz  [author] Jan 5 @ 8:36am 
@TheDash it is not compatible yet with the changes. For example, this will overwrite the buildings file so the increase in food production from granaries is still 1%, rather than 2%. I'll work on an update.