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Imperial Campaign button text wasn't showing up for non-English localisations.
I've fixed the problem and the update should be live now
Does the crash always happen, or it is random?
Could you please share your savegame on Discord?
For Late Imperial reforms, you need 80 not 120.
And also you need to own specific settlements:
Rome, Antioch, Alexandria, Carthage, Pella, Pergamum, Gadir, Bagacum, Numantia, Ancyra, Amaseia, Brigantium, Lemonum, Carthago Nova, Lixus, Philadelphia
i built 120 imperial palaces and nothing happened
Sorry I'm not your personal Santa Claus, and I have no intentions to follow the steps of Rome II (I hate this game). This mod has its own path, and its own vision, and will be updated accordingly when it's time to.
Have you checked the conditions listed in Mod Hints and FAQ? The ones for the late reforms are quite complex (intentionally) as those reforms aren't mandatory to enjoy the game, they are flavor reforms for the most patient players.
Thank you very much for your answer.
I'm a bit embarassed but the problem is idk how to have access to the music files in the mod folder. I could tell you the file name after I can find out how to have access to it.
Sorry for the late reply about the Civil War conditions.
Civil War may start normally, during the regular province conquest, but that takes longer than vanilla game.
For AI, the Civil War starts automatically if none of the "normal" conditions of Civil War were met till turn 270.
For player, the condition is for Roman culture in the world controlling minimum 30 huge cities (player and AI romans combined)
Sorry I don't understand what you are saying. What is Bendu? A city? A region? I can't find it in my files. And what's wrong with the Cappadocians? You mean Cappadocian Cavalry? But it's available for recruitment in the mod, as well as classic Pontic Light Chariots and Scythed Chariots... I don't understand what you have to say.
I'm sorry it may be difficult, as the music was collected throughout the years and I didn't log the music track names properly. Althoug some of them I may remember. Could you please tell me the file names so I will see if I remember them or not? The music of the mod is not packed, it is easily available in the mod folder to listen to, in any regular player like Foobar2000, Dopamine or Winamp.
Thank you for the great mod.
I'd wanna ask where could I find the music tracks of the mod, please ? There are some I really like and would like to know where they come from.
Thank you in advance and sorry if the answer is obvious, for me it's not.
From my reading of it, seems like civil war needs 30 Huge Cities owned by Romans and at least 9 on the scale of popularity with the people? Could you help me have a glance and confirm/correct this, please?
Just want to have some clear criteria to aim for in my game! Thanks
The triggers are in major_events folder script files.
Chaz says the Civil War should be after Marian reform, but before Imperial reform
Currently I have 122 settlements but only 5 on the popularity with the people scale. The Senate loathes my guts (with some help from me) but still not enough popular support. And it seems to be taking a while for the masses popularity meter to go up though I'm still expanding.
So can I check if any triggers for the civil war were changed for this mod? Any advice on how to get it started a little sooner? Thanks
Yes, the work slowly goes on, although no promises, no release dates etc.
My take on the Rome situation is as follows:
The easiest for the player are the Julii followed by the Brutii and than the "poor" Claudii. The Julii are fine easy to play, nice profitable rebel cities to conquer with immediate income. Making peace with the Gauls guaranties a long friendly relationship. The Brutii are OK, but with the lack of initial money have a hard time to advance and fight the Invader. I have seen them attacking base cities of the Brutii. The Claudii are not in favor of "God Lanjane". Their 2 starting cities are very far apart. Their second city is too close to Messana/Sicily. Moving their city would help, since the player could put a fort there to buy some time.
Less rebel cities around Italy would make this a very, very interesting mod.
Thank you for the compliment!
Rome is the strongest faction in the game long-term, that's why starting conditions for Rome are just a bit harder than the other factions. But as I said earlier, it is not that hard, please do not exaggerate.
Is it that hard to read the FAQ and the mod description... Or do you think that the mod developers are idiots who don't know how to make unit cards?
The mod starting situation was designed with experienced RTW players in mind, who don't see a big challenge here. In fact, there are plenty of ingame mechanics to quickly gain an upper hand over the AI. Since you play as one of the Roman factions, it means strategically the best army roster long-term, and also the other Roman families are your allies for a decent part of the game, which is itself a major buff on its own.
And for some reason, when playing for the Julii, the Senate demands to capture Felsina, when there are plenty of other settlements nearby, for example Ancona
It is impossible to play this mod without cheats, at the start the Romans have very little money and troops, and if you play for the Julii, then the Scipios and Brutus have 2 full stacks of troops in the settlements, and you have 0, where is the justice?
Imperial reforms triggered for me at 39 huge cities controlled by Roman factions (excluding Rome) but with 40 huge cities global (except Rome)