Imperator: Rome

Imperator: Rome

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Medieval 1066 Total Conversion UPDATE 25/03
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1.056 GB
Nov 28, 2023 @ 2:42am
Mar 25 @ 7:20am
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Medieval 1066 Total Conversion UPDATE 25/03

In 1 collection by kiorobbo
KIOS MODS!!!!!!!!!!!!!
24 items
Description
Medieval 1066 Total Conversion

If you like the mod comment and rate it helps me out

IF YOU LIKE MY STYLE OF MODDING CHECK OUT MY OVER MODS https://steamcommunity.com/workshop/filedetails/?id=2865517469

my discord https://discord.gg/r8xu7qc367

too many city fixed the start date has a lot of city's within a few years the ai makes to many filling up the map

NEW UPDATE 17/03

fort infrastructure now you carnt just build forts everywhere
fort infrastructure penalty very high
assimilation and coverstion the governor policy for assimilation converts as well
changhes to buildings
forts cost more
nerfed the hre no more merc spam
byzantine empire changes
ai has a boost for stablity so its now over powerd for player
war exhaustion rework
100s of tweaks
a few bugs


NEW UPDATE rework of research and lots of little tweaks

Band of Brothers update

over 100 balance changes
money is now at sane levels
closed loop hole were you get to much food in citys late game
migration reworked farms barracks and city have more migration to them
country balances russia add more freemen
technology total change no longer ahead of time or behind time effct inventions now cost 4 this allows the tec table modifyers
give better buff over time

UPDATE 4 AI TWEAKS

UPDATE 3

NEW UPDATE FOR 1066 THERE ARE NOW 5 MISSIONS FOR EACH NATION GENERIC ONES IF YOU ABORT YOU GET -20 STABLITY BUT IF YOU DONT CLICK THE FIRST BRANCH THEN YOU CAN REMOVE THE MISSION WITHOIUT THE NEGATIVE 20 STABLITY THIS IS DONE SO YOU CAN SWAP MISSIONS TILL YOU GET THE ONE YOU WANT


UPDATE2
laws
battles give more war exhaustion and war score
levys give less war exhaustion
economic policies
events boost for nations for a number of days spanish and english
event debuff byzantine empire a number of days
small building change
lot of economic changes
religion

fleur de lis UPDATE
laws
governments
religion
economic policies
legions
warfare policies
england boost for the first 10 years
cleaning up the manp
nerf the holy roman empire
new unit gfx
over 50 tweaks

if you want a normal style of play in 1066 then choose this mod https://steamcommunity.com/sharedfiles/filedetails/?id=3105709762

load order

#better ui

#invictus

#this mod

#fix scorched earth

the new vassal system
the opinion max is now 250 the number needed for intergration is 200

positive stability
the higher the number past 50 the greater the opinion of you vassals and
integrate speed

negative stability
the lower than 50 negative opinion of your vassals

war exhaustion
the higer the war exhaustion negative integrate speed and negative opinion

aggressive_expansion
higer negative opinion

gifts
gifts are now more costly but with a bigger effect

improved relations
same more costly but with a bigger effect

All city's have level 2 forts and forts are now a lot stronger

cultures can only be integrated if its in the same group

stability
stability has a bigger effect on civil war civil war and character loyalty

positive_stability = {
research_points_modifier = 0.005
monthly_legitimacy = 0.003
global_population_happiness = 0.002
global_population_growth = 0.002
civil_war_threshold = 0.005
integrate_speed = 0.05
character_loyalty = 0.5
subject_opinions = 0.3
global_unrest = -0.3

negative_stability = {
monthly_legitimacy = -0.01
global_population_happiness = -0.01
stability_monthly_decay = -0.0001
civil_war_threshold = -0.007
loyalty_to_overlord = -2
subject_opinions = -1.5

these are your tools to fight good stability and war exhaustion below is the cost and effects good and bad

stability_investment = {
stability_monthly_change = 0.23
global_tax_modifier = -0.15
monthly_political_influence = -0.2
global_commerce_modifier = -0.15
monthly_tyranny = -0.08

we_reducing = {
war_exhaustion = -0.06
inspire_devotio_cost_modifier = 0.5
global_tax_modifier = -0.15
global_unrest = -1
monthly_tyranny = 0.02

Claims
war score very high cost but if you have a claim the cost is very reduced

BUILDINGS

building are the main feature of the mod i will make a tutorial for buildings

the buildings are based on trade offs every building has good and bad traits most bad traits are unrest food and tax
you can fight the bad traits with over buildings example like you have high unrest then build a temple but the temple has a large bad tax and food then make sure you can pay the upkeep


UNREST
generates negative food tax output and pop growth most buildings have a positive or negative unrest balancing unrest is key

FOOD
settlements generate a lot more food combined with slaves that generate food with settlement buildings that bust output for slaves so the more slaves the bigger the food output buildings cost food so you have to balances what to build also trade food is key too

TRADE
pops don t generate trade all the trade resource have been reworked trade is generate by buildings and state investment for example
grain
gold = 1
province = { local_monthly_food = 360
local_slaves_output = 0.2
local_population_growth = 0.01 }
country = {
global_monthly_food_modifier = 0.2
}

POPULATION

slaves generate tax unrest pop growth and food you have to think were to put your slaves in a city were you can make pop growth and tax or in settlements to make food

freemen generate a lot of manpower some tax pop growth and local defensive simple the main use is manpower but if you want a strong fort you should have a big freemen numbers

citizen generate some research build cost population happiness and good unrest the big trait tax modifier that effects all tax citizen oversee all over pops so the more citizens a lot more tax and positive boosts to unrest and happiness

nobles generate massive research pop promotion and output modifier for all pops so the more nobles better output for all which is very power full

TECHNOLOGY TABLES

technology tables give big boosts but inventions cost two points for example

military_tech
land_morale = 0.075
naval_morale = 0.075
siege_ability = 0.01
global_manpower_modifier = 0.01
global_freemen_output = 0.006
war_exhaustion = -0.004
army_maintenance_cost = 0.025
navy_maintenance_cost = 0.025

PROVINCE RANKS

the reason for the for the price one to make city s more important and i have given a buffs to city and more to metropolis but the main boost is below these stats help push the player to not just put all pops into one big city
settlements give massive food boost settlements now have three building slots
local_manpower = 0.5
tax_income = 0.8
research_points = 0.5

price_found_city = {
political_influence = 200
gold = 7500
}

price_found_metropolis = {
political_influence = 250
gold = 10000
}

STATE INVESTMENT

sate investments are very powerful but are limited 10 per area the price is very high example below
state_improvement_oratory = {
local_state_trade_routes = 0.5
state_commerce_modifier = 0.7
local_monthly_food_modifier = 0.3
local_population_growth = 0.07

GOVERNOR POLICIES

governor policies have all been reworked the the best way to keep the areas in line use this
harsh_treatment = {
province = {
local_monthly_state_loyalty = 0.85
local_output_modifier = -0.4
local_population_happiness = -0.1
local_tax_modifier = -0.3
state_commerce_modifier = -0.3
75 Comments
kiorobbo  [author] May 14 @ 9:27am 
its ment that way
Life is Comedy May 12 @ 12:55am 
sorry. I meant that for exeample, the city granary goives like a +3.800% food modifier, or that making a claim costs 1000 influence, or that most building tax modifiers are in the houndreds. While at the same time the stability modifers seem more normal. Also, it takes 10 innovation to unlock an invention.

All intended or some weird thing on my game ?
kiorobbo  [author] May 11 @ 12:28pm 
i dont know what you mean
Life is Comedy May 11 @ 12:23pm 
I think snomething bugged out ? I have so mant +200% etc modifiers... like if they all got at least multiplied by 10...
F Apr 26 @ 7:59am 
nvm its works now i use the old invictus mod sorry for bothering you.
kiorobbo  [author] Apr 26 @ 6:45am 
f come on the discord wil help there https://discord.gg/r8xu7qc367
F Apr 26 @ 3:28am 
help it crash while playing a new game.
Cambr Apr 19 @ 11:16pm 
i cant make city my capitol? is that on purpose?
kiorobbo  [author] Mar 17 @ 5:00am 
fort infrastructure now you carnt just build forts everywhere
fort infrastructure penalty very high
assimilation and coverstion the governor policy for assimilation converts as well
changhes to buildings
forts cost more
nerfed the hre no more merc spam
byzantine empire changes
ai has a boost for stablity so its now over powerd for player
war exhaustion rework
100s of tweaks
a few bugs
mikeydredd Mar 11 @ 3:07pm 
Kiorobbo sorted my problems out, fantastic modder, really approachable and super helpful. Thanks mate