Imperator: Rome

Imperator: Rome

Reanimāta - Beta 1.10
2,171 Comments
Lord of Liberty  [author] Sep 5 @ 10:55pm 
@Algernon Also if this event happens often then you see that the schools do their job as they teach and improve your chars to beginn with. They can give you a good tech advantage too as they do research.

But I will lower the poaching event chance with the next update
Lord of Liberty  [author] Sep 5 @ 10:33pm 
@Algernon What exactly is the micromanagment aspect you have to do other than the event where the chars become poached ?
Lord of Liberty  [author] Sep 5 @ 10:28pm 
@Algernon you can close them by distroying the academy buildings. Don't found them again...
Algernon Sep 5 @ 9:02pm 
Is there any way to disable the Philosophy Schools? It's really annoying to constantly have your characters poached from their offices. It doesn't even seem like the philosophy schools do anything, just a waste of time and extra micro-management.
Lord of Liberty  [author] Sep 5 @ 1:10pm 
@JuanCena Everything you describe sounds like problems you get due to other mods. So... What's you mods list and load order? If you are using just invictus and Reanimāta then I would ask you to give me you save file. Or does this from game Start on? If so then other mods are causing that for sure.

For a deeper conversation, please switch to my discord where you could send me Screenshots and so on...
JuanCena Sep 5 @ 12:12pm 
Great mod! So far I've been able to figure out all mechanical changes, except the overhauled religious mechanics and have a couple questions:

1) How do I dedicate a holy site? I get the UI bug 'You have a full college of priests' when trying to dedicate a site

2) Is there a reason I can only pick one Deity's Omen? Currently playing as Sycracuse -> Sicily, and I can only select my Deity of War's Omen. All the other Omen Deities are greyed out when trying to select every 5 years

3) What exactly does the College of Priests do? I can't interact with the buttons on the Religious tab's UI (hold a grand religious festival, ask the priesthood for help etc)
Lord of Liberty  [author] Sep 3 @ 3:58pm 
@fabs for that you would need to add the timeline extension and crysis mod and talk to their devs. I made a patch for both mods so everythign should work together...
fabs Sep 3 @ 3:07pm 
@Lord of Liberty:

Curious about the scope of the development of your mod, including historical narrative content for the later game.
I enjoy listening to a large podcast that goes through the entire history of the Roman Empire and see how eventually AD, the institutions start to fall apart, with Roman Emperors essentially being chosen from generals, from far off relatives, coups, assassinations...

Are you planning any such features and historical content to bring the experience of Rome more in line with the history?
Lord of Liberty  [author] Sep 3 @ 9:48am 
@nameless just make a save of the original. Also in dev mode (press F11 ingame) you can change the file on the fly and see whether you can click it. (Use notepadd++ or another advanced editor) I would just comment out the stuff you don't like by adding a # in front of the line. Worst thing which can happen is that the game crashes if you mess up the brackets but for that you have the saved file^^
𝅺 Sep 3 @ 5:34am 
seems to be it, thank you. what exactly do i remove though? i dont want to mess up the syntax and break the mod
Lord of Liberty  [author] Sep 2 @ 10:03pm 
@Pyrrhos so I looked into it. It is the can_be_an_auto_governor trigger you would need to change. The problem is that the game doesn't handle characters that well like in ck3 when it comes to countries or realms. If you allow one of your ruler's sons to become a governor they cannot inherit anymore so you could abuse this as civil wars between brothers could be prevented by using this
Lord of Liberty  [author] Sep 2 @ 1:08pm 
@nameless common/laws and then the file for the Romans if I remember correctly
𝅺 Sep 2 @ 12:04pm 
Can you guide me there? I know how to edit files and all, I just have no clue on what exactly to remove.
Lord of Liberty  [author] Sep 2 @ 7:20am 
@nameless yoi would need to go into the law files and change some triggers
𝅺 Sep 2 @ 6:04am 
how do I make it so that I dont have to wait for caesar or octavian to proclaim the empire? I need princeps civitatis, which i cant select due to caesar not having spawned yet. How do i remove that parameter?
Lord of Liberty  [author] Sep 2 @ 2:46am 
@Antonin Artaud normal people don't use an aggressive or insulting tone if they need help or want to know something. If you want to report a bug, please do but then do it in a polite way.

An engaged female cannot become a priestess unless there is a bug. The question is how she became a priestess...
Antonin Artaud Sep 1 @ 8:41pm 
@Lord of Liberty Why would I change my tone? It's your mod, you decide what to do with it. I spend an average of 0.1 hours a day on your mod.
Pyrrhos Sep 1 @ 2:13pm 
Thanks a lot. Realized it was probably over my head!
Lord of Liberty  [author] Sep 1 @ 11:46am 
@Pyrrhos I will look into it... haven't done anything with that part of my mod for over a year^^
Lord of Liberty  [author] Sep 1 @ 11:17am 
@Antonin Artaud Disable my mod. done ;) Or change your tone and we can talk normally...
Antonin Artaud Sep 1 @ 9:44am 
how to disable the priestess? I hate this. Why a fiancee can become a priestess? No sense.
Pyrrhos Sep 1 @ 9:16am 
I was wondering if there is a way to open up the "autonomous governor" to members of the royal family? I wanted to role play doing things like putting sons or brothers on thrones. I looked through the character interactions, governor policies and event modifiers, but can't find where family members are disallowed.

Connected to that, I also couldn't figure how we are supposed to do be able to recall or appoint new governors for these subjects as the write says.

Thanks for your work!
Lord of Liberty  [author] Sep 1 @ 7:45am 
@Shaxx Ok seems to be a vanilla event I haven never seen before. WHat is the problem with that event again?^^

About Sulla, ahh... this event in questions fired for imprisoned chars, right?

For Sulla I made sure that several events were skipped if he is dead or imprisoned.
Shaxx Aug 31 @ 11:31pm 
@Lord of Liberty - The name that popped up for the generic event was something like So and So wants to be Consul. I imagine the title/office is localized for per tag/culture nomenclature, though, as is the 'So and So' in question for the character. The event goes on to describe how desperate this person is to win an election and is willing to use violence if necessary and it has a note that if it's not handled properly it can start a civil war. Going from memory, but that was the basic jist. I don't have a save with it right now to check the ID but if I had to guess it is probably an on_ruler_change on_action random event.

I don't know if it's a vanilla event or a mod added one, the next time it pops up I will make sure to save and reload in debug mode for the ID.

It's not a major issue though to be honest, and thanks for looking into the Sulla issue and the patch!
Lord of Liberty  [author] Aug 31 @ 9:50pm 
@DarthBrawn I don't know what you mean with pixelated. In fact I replaced a lot of vanilla low res icons which are pixelated if you play in higher res than full HD.

The entire UI is a vast element of the mod. How could I remove the UI for the college of priest without removing the feature entirely?

Please crosscheck your game with my screenshots. As my screenshots are not pixelated at all, I assume that there is something wrong maybe because of other mods you are using.

ALso please be more specific. What exactly is pixelated? What is "busy"? What is altered in the UI which you don't like?
DarthBrawn Aug 31 @ 7:23pm 
Great mod in a lot of ways. The CK3-like tree is a very nice touch.

But I simply cannot get used to the altered UI. It's way too pixelated and busy-- changes the gameplay experience too much.

Just curious, would it be a huge pain to make a patch or lite version of this that only has gameplay changes? And only adds new visual elements for new content? Because I would sub to that in a heartbeat
Lord of Liberty  [author] Aug 31 @ 4:09pm 
@MobyDack Yeah but having an idea and then coding it are two different things^^ Don't get me wrong I like new ideas but having an idea takes seconds, coding them into reality takes weeks or is impossible due to limitations^^

As long as I have motivation to work on this mod, I will add more stuff including the autonomy system.
MobyDack Aug 31 @ 3:08pm 
@Lord of Liberty I got an even better idea for the ticking timer happiness modifiers.

Vercingoterix his rebellion and war against rome started out as meeting of many tribe chiefs and regional governours. It would be really cool, if there was like a ticking timer and when it reaches 100% they would meet and make an ultimatum towards the player.

Accept it, and you'll increase autonomy and get a modifier which prevents you from taking it. Declice, and the whole MAJOR culture group (not subculture, but all from the culture) would band together in a rebellion against you.

You could maybe also add autonomy mechanics in the culture tab, where you can delegate rights to cultures.

As I said, many ways to fix this and many ideas :D The issue is just, making rebellions more immersive and challenging.
Lord of Liberty  [author] Aug 31 @ 3:07pm 
@MobyDack I just saw that I forgot to add one already written event to an on_action so it was never called...

I will think about this and add 2-3 more with the next update.
MobyDack Aug 31 @ 3:02pm 
@Lord of Liberty The best kind of way would be, something similar to the Daehae Belligerency to Parthia, where happiness or the lack thereof makes a timer tick for a WHOLE culture group and when the timer is above 70 or 80% they are able to join your enemies in war, like the samnites did.

Ofc more provincial loyalty debuffs are also a fix to this

events which give you a ticking autonomy increase per year or month should maybe also be introduced

There needs to be up and downs and I love to hear you're seeing it too! Those are just some suggestions I had in mind, while I have to say the ticking timer idea I love the most, because then they would also intrigue against you and suddenly tip the balance in wars.
Lord of Liberty  [author] Aug 31 @ 2:49pm 
@MobyDack Ok I nerfed it some times before but I will do more. There are some few governor events connected to this and I will add more into it like you said.
MobyDack Aug 31 @ 2:34pm 
Or maybe make more events where regional loyalty modifiers gets decreased, so you are forced to increase autonomy? There's multiple ways to fix it, but right now it feels a little bit easy.
MobyDack Aug 31 @ 2:31pm 
Remember too, EU4 Rebel system can still trigger rebellions even if the autonomy is high in a county, but here in I:R it's just too safe. Anitque time was a time of Roman expanding everywhere, yes, but also putting down rebellions in an interval of 20-30 years. Cant play IR without Reanimata anymore, but the lack of rebellions (not civil wars) I think is lacking and needs to be more at present in Reanimata.

Samnite people for example even joined Cartago against Rome and afterwards joined other roman adversaries until the roman put them down. I wanna have a "Samnite" people in my run being a thorn in my side :D
MobyDack Aug 31 @ 2:30pm 
@Lord of Liberty

I just like to be able to disable it (could be added in that Reanimata Event window at the start of game) because I think it makes taking over provinces more challenging, like in vanilla / invictus, since the autonomy system isnt inherently bad, but there should be events and maybe national decisions forcing you to lower or increase it.

Like in EU4, there were those events that just forced you to increase the autonomy across all the regions or get drained of something, thats what I mean. If that mechanic, where it forces you to increase it, isnt there, then it's just a net positive overall to just quickly invade and take a country over and since you're now sitting at 50% autonomy or higher, there's no real revolt.
Lord of Liberty  [author] Aug 31 @ 1:18pm 
@MobyDack What was the problem with the autonomy system?
MobyDack Aug 31 @ 9:52am 
Have played a Parthia run with the new missions and reanimata and I gotta say, great stuff! The only thing I would ask for is being able to turn off the autonomy system, but everything else is spot on! Makes imperator rome so much more immersive! Thank you for your time and work!

I hope you'll be able to add more plots in the future. I always like the chain quests and would love to see also more of those which would interact with my character!
Lord of Liberty  [author] Aug 30 @ 9:35am 
@Shaxx What are the "generic events" you were talking about? Do you know the event id or the proper name?
Lord of Liberty  [author] Aug 30 @ 7:13am 
@Shaxx thx for reporting. Yeah everything related to historic characters not there at game start are from my mod. I will look into the SUlla events chain.
Shaxx Aug 29 @ 5:10pm 
Great mod!

Could be unrelated and not sure if the Sulla event chain is base Invictus, a Timeline extension (or it's Reanimata patch by yours truly) addition or a Reanimata itself addition but perhaps you can look into Sulla's events firing even when he is dead or in prison. Also the generic events that have a person who wants to be elected leader at any cost similarly don't seem to reflect when you successfully imprison them for attempting a coup, however in that case removing their head properly stops them from making executive decisions.

I noticed Sulla had the direct execution grayed out, so I imagine it's possible that you are not meant to just kill him, however the Torture Prisoner was very much not grayed out and you can just torture him to death.

Nice work.
fabs Aug 26 @ 12:57pm 
@Lord of Liberty:
got an answer from the lead dev of the converter. Apparently large parts work except for some mapping of govt offices, admin govt. and roman female names.

The great news is, it's in their scope to the converter hopefully will be updated with time to support these remaining points.

Good, because this mod, which I took a quick look at yesterday, has some serious love and passion in it, even adding in mods that I was considering.
Lord of Liberty  [author] Aug 26 @ 12:07pm 
@Samir al-Hajeed not by a lot but I added some corruption elements and events. Maybe you are using other mods and then they are increasing it too much?
Lord of Liberty  [author] Aug 26 @ 12:06pm 
@fabs I never used the converter but I know that other did and it does work as far I know
Samir al-Hajeed Aug 26 @ 11:02am 
Is it me or are the characters a lot more corrupt in this mod? Is this intended?
fabs Aug 25 @ 5:36pm 
Really interesting mod that I would be interested in giving a try. Thank you for adding support for the Timeline Extender and Crisis of the 3rd century.

Do you know whether your mod works with the Imperator to CK3 converter? Any examples of a game being converted with it?
Lord of Liberty  [author] Aug 22 @ 2:07pm 
@Lotussy Hi, this is a well known vanilla bug.^^ In fact this bug happend with the latest Paradox patch so it is even in vanilla and no modder but Paradox could fix this. This bug is also only a visual one as this modifier is only taken into account once when calculating.
Lotussy Aug 22 @ 2:04pm 
Hi, great mod, i love it so far.
I do have a wierd bug though.

Lots of descriptions get repeated lines, like
"Local Citicen Output: +5%"
"Local Citicen Output: +5%"
"Local Citicen Output: +5%"
"something else"
"Local Citicen Output: +5%"
"Local Citicen Output: +5%"

Anyone else has this occur?
Lord of Liberty  [author] Aug 21 @ 5:28am 
@DuxMagnus I have no idea what you're referring to 😅 Which update are you talking about—Reanimata or Invictus? Reanimata hasn't made any changes to technologies in the last 10–20 updates.
DuxMagnus Aug 21 @ 4:49am 
I just revisited an older save that was made before recent updates and I noticed that both urban and rural planning technologies have now been researched, though they are meant to be incompatible in vanilla. Is this intentional?
Beowulf Aug 19 @ 8:45am 
@Lord of Liberty OK, thanks for the info. I used the mechanic as a kind of “proxy war” to weaken my opponent before the actual attack began.
gruesse
Lord of Liberty  [author] Aug 19 @ 6:38am 
@Beowulf I never modded anything related to the 'Supporting the Rebels' mechanic. I've actually never used it in-game at all when I played the game myself. ^^