Imperator: Rome

Imperator: Rome

Gameplay Rebalance
26 Comments
Baggio Sep 22 @ 11:03am 
Great news! Many thanks
Supermash  [author] Sep 22 @ 9:29am 
just updated for that to avoid conflict between vanilla players and invictus players. So yes it is working for AI
Baggio Sep 22 @ 5:58am 
Is it compatibile with newest AI changes from Invictus mod ?
Supermash  [author] Jul 23 @ 6:10am 
Glad you enjoy the mod. Don't hesitate to like and share this mod if not already
Zayeron Jul 22 @ 10:14pm 
Fantastic, thanks! Personally I’ve got no problem with the mod not updated warning so yeah, no worries
Supermash  [author] Jul 19 @ 10:13pm 
No need. It is still working with Invictus. But if you want i can update just so you stop having the 2.05 warning (because the mod is still in 2.04)
Zayeron Jul 19 @ 5:44pm 
I'm guessing an update is needed to play with the most recent Invictus update, right?
Supermash  [author] Mar 30 @ 2:24am 
Thanks for your appreciation Darkweave.
To be honest i won't touch food system because Invictus and most conversion mod already change it. So it would overwright to much mods.
Don't hesitate to share and rate my mod or to try my other one :)
Darkweave Mar 30 @ 1:55am 
This is fantastic! Lots of great mods but nothing else has made me care as much about so many game mechanics, bravo! I'd love to see a slight increase in food consumption. Currently I don't ever think about food for provinces, would be cool if it mattered. Could be a player only food nerf if it screws up the AI too much.

Thank you for the mod <3
The Grimwar Jan 23 @ 1:16am 
Ah, very good, thank you!
Supermash  [author] Jan 23 @ 12:14am 
1 : it would be more complicated to make in place. Also it is your job to keep war exhaustion low by using less levies or call devotio more often.

2 : if you get call for peace as defender this mean you are already in a very good spot like if you were aggressing him. And it is not possible to tell specifically on defending side what will be maluses.

3 : if it is adding new ideas slot space it is changing government functioning so not my domain of change. So yes it will work
The Grimwar Jan 22 @ 7:39pm 
Two suggestions and one question.

1: Is it unreasonable to have the Army and naval morale malus to only appear after 10 war exhaustion, otherwise I think this would weaken every nation's ability to wage war too much.

2: "Call for Peace" modifier that increases tyranny would be lessened when you're fighting a defensive war, just as it would buff your military experience.

3: Is this compatible with mods that increase the number of idea slots?
Supermash  [author] Jan 22 @ 9:04am 
I am busy with my actual work and the modding i contribute to Invictus. But i promise i will do it before April I hope
Regal Orangutan Jan 22 @ 6:09am 
a mod for events with consequences for low stability, high tyranny and high war exhaustion would go hard... hopefully you find the time! cheers sir

love this mod too
The Grimwar Oct 25, 2024 @ 12:34am 
Thank you thank you.
Supermash  [author] Oct 25, 2024 @ 12:17am 
1 if i have time i will prefer do a seperate mod for events and consequences of bad stability, high tyranny or high war exhaustion

2 : it is increasing for both type (defensive and offensive). As long you have won the war, you don't have reasons to keep it up in theory

3 : no, you can install all mods on earth and still get achivement since 2.04

4 : it is 4 question but i will respond :) . This mod is compatible with almost anything unless you have a mod that change stability or things i touch there. Generally mods don't touch to this and i am almost the only mod on this market.

If you have other question don't hesitate
The Grimwar Oct 24, 2024 @ 7:20pm 
I have 3 questions.

1: On the consequences of bad stability, if you haven't, can you add in a "rampant banditry" or "rampant piracy" event where an entire province loses its tax dollars/manpower contribution/research/ or other stats for a whole year that also gives a small hit to province loyalty, and increases the rate of pirate ship and lair spawning?

2: When it comes to the Call for Peace factor that increases tyranny, does it happen only for offensive wars or does it happen for defensive wars, too? If not in defensive wars, can it become a factor once you have a clear advantage, like occupying a metric frakton of the enemy's land? Or if your capital is occupied?

3: Does this disable achievements?

4: Is it compatible with the Wheel of Progress, Multi-Culti/Culture Conflation, Subject Defection, Become a Subject, and Tribesmen Revival mods?
Supermash  [author] May 3, 2024 @ 5:56am 
Hello Abenthe. The loading order is important. You need to load my moad After TI or FMO if you want my diplomatic stances. There is some conflict only on that points and i cannot correct it without integrating FMO or TI in my mod.
Abenthe May 1, 2024 @ 6:07am 
in terra indomita, this mod removes diplomatic stances that are not in this mod.

thanks
Supermash  [author] Mar 26, 2024 @ 10:44pm 
I will see what i can do I could add more maluses to big empire (but not crazy for compatibility with others mods).
For Invictus campaign with time line extender you have the crisis of the third century for late game challenge past end game date.
Táiyō. Mar 26, 2024 @ 4:05pm 
See more empires fall in late game
Supermash  [author] Mar 26, 2024 @ 3:29pm 
what do you mean by less blobby ? less overstack ?
Táiyō. Mar 26, 2024 @ 3:03pm 
Can you make the ai less blobby7
Táiyō. Mar 26, 2024 @ 3:02pm 
Good Mod
Supermash  [author] Dec 31, 2023 @ 6:47pm 
You're welcome
antonin.vuillemin Dec 31, 2023 @ 4:42am 
Thanks a lot !