Imperator: Rome

Imperator: Rome

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Supply Limit and More
   
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1.191 MB
Nov 10, 2019 @ 3:51pm
May 22, 2020 @ 7:03am
10 Change Notes ( view )

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Supply Limit and More

Description
Main features:
1)Combat width increased to 84
2)Supply limit increased to over 100 at late game
3)Cities and Metropolises have fort levels to prevent slave sniping
4)Changed improve province buttons to make them more appealing
5)Changed tribal cities pop ratios (more tribesmen, less freemen and citizen)
6)Reworked siege ticks

PLAY on EASY difficulty.

Game version 1.2 description

I got annoyed and bored microing 20 armies so decided to fix that wit this mod. I could field more units(from 700 now to 1500), but more armies to micro put me off from doing that and no I dont trust ai to do my micro. So the problem was that supply limit is too low to have 200k stacks. I turned that around by changing civilization supply limit modifier into base value and also territory value for early game convenience.
Playing as tribal nation seems as a huge disadvantage compared to republic or monachy. Problem here is that tribes cant advance in tech therefore they dont get increased supply limit from tech and civilization level. Solved this one by giving tribal governments 100% increased supply limit and tribesman 1 supply limit per pop.

I noticed that Rome while having over 1000 settlements has barely any forts. Just gave every city 2 fort levels and font map got painted.

Also did some changes to investments. Changed Military and Religious because they seemed not worth while investing in. Now makes for an appealing option.
I gave 2 trade routes to Oratory Investment because I noticed that many large nations had huge supplies of goods that they cant trade because of smaller number of nations left late game. I experienced that too, when there are no nations that can import and I produce tons of goods. Its sad to see goods sitting not being traded and since Oratory Investment is weighted so its picked almost always by ai, I fixed that.

Fortresses got buffed as well, because I noticed that ai and I can win sieges even at -36%. Usually that number is around 7% to -7% for some reason. Dont know if this is intentional or not. I am confused because eu4 has sieges that last around 50% before you can win.

Game version 1.4 description

Buildings:
1)Fort:
fort_level = 2 (changed)
local_defensive = 0.1 (added)
fort_maintenance_cost = 0.1 (added)
2)Farming Settlement:
local_food_capacity = 100 (added)

Defines: (all changed)
END_DATE = "2000.2.17"
MAXIMUM_POLITICAL_INFLUENCE = 999
MAXIMUM_MILITARY_EXPERIENCE = 999
RETINUE_FOR_CLAN_LEADER_MAINTENANCE = 0.5
PIRATE_FLEET_CAP = 50
DAYS_PER_SIEGE_PHASE = 30
COMBAT_WIDTH = 84
ASSAULT_DEFENDER_LOSS = 0.2
SIEGE_MEMORY = 20
MAX_BREACH = 2
SIEGE_FORCE_NEEDED_MULTIPLIER = 10
SIEGE_SUPPLY_SHORTAGE_LOSS = 0.05
SIEGE_SUPPLY_SHORTAGE_IMPACT = 1
SIEGE_FOOD_SHORTAGE_LOSS = 0.1
SIEGE_FOOD_SHORTAGE_IMPACT = 1
SIEGE_WATER_SHORTAGE_LOSS = 0.15
SIEGE_WATER_SHORTAGE_IMPACT = 1
SIEGE_DEFENDER_DESERTION_LOSS = 0.05
SIEGE_DEFENDER_DESERTION_IMPACT = 1
SIEGE_BREACH_LOSS = 0.1
SIEGE_BREACH_IMPACT = 3
LOW_FLANK_SIZE = 7
MID_FLANK_SIZE = 14
HIGH_FLANK_SIZE = 28

Governments: (all added)
1)tribal_chiefdom:
global_population_capacity_modifier = 3
global_supply_limit_modifier = 1
2)tribal_kingdom:
global_population_capacity_modifier = 1.5
global_supply_limit_modifier = 1
3)tribal_federation:
global_population_capacity_modifier = 1
global_supply_limit_modifier = 1

Heritage: (all added)
1)roman_heritage, carthaginian_heritage, cassanders_heritage, thrace_heritage:
global_tax_modifier = 0.1
fort_maintenance_cost = -0.1
2)maurya_heritage, seleucus_heritage, ptolemys_heritage, antigonid_heritage:
global_tax_modifier = 0.1
fort_maintenance_cost = -0.2

Modifiers:
events_country:
1)empowered_mercantile_party_gui_mod:
global_export_commerce_modifier = 0.1 (added)
global_import_commerce_modifier = 0.1 (added)

events_state:
1)state_improvement_military:
local_output_modifier = 0.05 (changed)
local_population_capacity = 2 (added)
local_food_capacity = 100 (added)

2)state_improvement_oratory:
local_state_trade_routes = 2 (changed)

3)state_improvement_religious:
local_pop_conversion_speed = 1 (added)
local_pop_assimilation_speed = 1 (added)
local_unrest = -0.5 (added)

hardcoded:
1)easy_player:
global_tax_modifier = 0.15 (added)

2)easy_ai:
global_tax_modifier = 0.3 (added)
global_manpower_modifier = 0.2 (added)

3)is_capital_area:
local_output_modifier = 0.2 (changed)

4)is_capital_region:
local_output_modifier = 0.15 (changed)

5)civilization_value:
local_population_capacity = 0.2 (changed)
supply_limit = 1 (added)

6)land_province:
supply_limit = 10 (changed)

7)is_capital_city:
local_output_modifier = 0.2 (changed)
local_population_capacity_modifier = 0.50 (changed)

8)is_state_capital:
local_output_modifier = 0.15 (changed)

9)base_values:
stability_monthly_decay = 0.02 (changed)

10)mercernary_percentage:
monthly_military_experience_modifier = -0.5 (changed)

11)military_experience:
land_morale_modifier = 0.002 (changed)

12)aggressive_expansion:
happiness_for_wrong_culture_modifier = -0.005 (changed)
happiness_for_wrong_culture_group_modifier = -0.01 (changed)
subject_loyalty = -1 (changed)

13)high_aggressive_expansion:
agressive_expansion_impact = -0.06 (changed)

14)ruler_unpopularity_mod:
monthly_legitimacy = 0.1 (changed)

15)is_tribe:
enslavement_efficiency = 0.05 (changed)
global_tribesmen_city_desired_pop_ratio = 0.35 (changed)
global_citizen_city_desired_pop_ratio = -0.3 (added)
global_freemen_city_desired_pop_ratio = -0.3 (added)

16)positive_legitimacy:
primary_heir_attraction = 15 (changed)

Pop Types:
1)citizen:
commerce_value = 0.015 (changed)

2)freemen:
local_manpower = 0.01 (changed)

3)slaves:
tax_income = 0.03 (changed)
base_happyness = 1.0 (changed)

4)tribesmen:
local_manpower = 0.005 (changed)
supply_limit = 1 (added)
base_happyness = 1.0 (changed)
promote = 0.7 (changed)

Province Ranks:
1)city_metropolis:
local_defensive = 0.2 (added)
fort_level = 4 (added)

2)city:
local_defensive = 0.1 (added)
fort_level = 1 (added)
12 Comments
Vin Mar 15 @ 12:50pm 
update please
KWZ  [author] Jan 20, 2022 @ 7:17pm 
No
Corrosive Waste Jan 19, 2022 @ 9:50pm 
is this viable with the current version?
Exerius Apr 30, 2020 @ 3:12am 
The altars were locked, but I fixed it by adding holy_site_treasure_slots = 3, 2 and 1 to 00_default in province_ranks
KWZ  [author] Apr 26, 2020 @ 12:14pm 
@Exerius Is there something wrong with this version. I played for a bit and had no crashes. I can try to fix this mod if you tell me whats not working.
Exerius Apr 21, 2020 @ 5:28am 
Could you update this for 1.4?
Lopus Jan 5, 2020 @ 4:39pm 
Thanks sir
KWZ  [author] Jan 5, 2020 @ 11:48am 
lines marked with #kkk have been changed. Also end date
Lopus Dec 28, 2019 @ 6:33pm 
Could I ask what was changed in 00_defines file?
arimeth Dec 3, 2019 @ 12:54am 
thx for the info