Imperator: Rome

Imperator: Rome

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TE : Crisis of the third century
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3.848 MB
3 Sep, 2022 @ 3:29pm
27 Jul @ 2:01am
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TE : Crisis of the third century

Description
"Simple i:R Timeline Extender" required : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2729500336
OR
the Invictus compatible version if you use Invictus : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2845446001
(both version are only the timeline extender, add Crisis right ontop of them in the load order)

Old version 1.3.1 : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535781921
Invictus compatible 1.10.0.2 and very strongly advised
Better UI compatible (and recommended)

FMO & TI not compatible --> for FMO use this version : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3244446955
for Terra Indomitas use this one : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3244519114

Forum thread for updates and any bug you might encounter: https://forum.paradoxplaza.com/forum/threads/mod-crisis-of-the-third-century.1565527/


Load order :
Last after Invictus and Simple timeline extender


This mod is a submod of Simple Timeline Extender, and seeks to complete it by adding many new mechanics to spice up the end game (700AUC +).

Why use this mod :

During your continued gameplay in the years from 750 to 1229, you will notice that many of the mechanics have become trivial due to the accumulation of bonuses and technologies : the money flows, the characters are all happy, your army is invincible and your empire can blob without limit with stability at its highest.
This is not surprising as the Imperator : Rome original experience is made for a short span of time, from 450 to 750, and the limits of the game limiting your powerscaling (not enough time to take all the inventions/traditions/build all buildings and great works) are no longer there if you play above the end date.
Crisis of the Third Century aims to add many new mechanics have to be implemented to keep the game entertaining 500 more years !

Do you want to witness the decline of antiquity, and get internal turmoils, distracting you from the upcoming barbarians ? Are you bored on witnessing large blobs growing larger over time ? This mod will offer interesting challenges and to emulate some of the great empires tearing apart, simulating the great crises of the third century and beyond by adding new mechannics, new devastating events and more content to the late antiquity era.

The primary aim of this mod is to prepare an interesting conversion for Crusader Kings, so empires are more vulnerable to mechanics depending on their size. A player looking to play as a modest kingdom in a chill way will encounter far fewer devastating events. It's not impossible, however, that you'll be able to hold on to your planetary empire despite the dangers, and rise to every challenge with flying colors!

Features :

- A new Monetary Crisis system inspired by the historical one will bring challenges to Great powers with new graphical interactions :
* Through time, the needs of your citizens will demand more and more wealth from your empire, putting it at risk of running out of steam. Every pop of an integrated culture is considered a "consumer" while unintegrated are "exploited", the larger your main culture will grow, the more you will need to find new sources of wealth... or maybe, reform your monetary system ?
* Several events, decisions and a new set of laws and mission have been added to manage this new mechanic.
* Around 700, new inventions are unlocked in the civic tree around monetary crisis.
- From ~800 and beyong, civil war will trigger an stability decrease modifier and take a bunch of your stability
- From around the third century timing :
* A modifier will trigger to every empires and powerful nations, applying a series of modifiers to counterbalance the various bonuses due to the technologies/inventions
* In the third century, generals and governors are more likely to befriend/rival each others
* Republics will begin to face political instability, leading eventually to their reform in monarchies. Oppose it, or accompagny the reform.
* Generals will start to challenge your authority and will try to impose their diplomatic and political views.
* Monarchies are subjected to a risk of Military anarchy, leading to generals crowning themselves emperors... or worse
----> Dozen of events added to manage any consequences of the Anarchy
* Low stability will trigger an internal collapse, forcing your country to slowly lose control over your governorates.
- Additions to the Simple Timeline Extender barbarians invasions :
* Provinces occupied by barbarians will trigger internal turmoils
* Internal turmoils due to invasion can push characters to create duchies at the border
- New administrative laws interactives with the Monetary Crisis resolution enable the 'Nobilitas' mechanics :
* Governors and heads of family will try to buy many more holdings to gain ownership on part of your empire
* Characters with many properties will become Powerful Landowners, with additional interactions.
* Autonomous domains can be created by landowners


This mod will surely get more adjustments there and here.

Some change were made to get the tag limit in reasonable boundaries : Tribals will never explode past 750 and a high centralization will prevent this aswell. This is because tribal explosion are one of the main causes of tag creation in test games. This mod creating mainly "big" countries through revolts and splitting, it should not affect the tag limit too much.

NOTE : Management of tag limit is no longer required in 2.0.4 patch. These however stays but will surely be redone later. Since 2.0.5 tag limit might have a performance impact, so it's better to keep it low.
Popular Discussions View All (1)
1
17 Feb @ 12:33am
Compatibility question
Riekopo
268 Comments
Diskiant  [author] 28 Sep @ 11:26pm 
@anonnewusername thank you ! There is no real guide nor infos about it, and it's mostly made to be a "discover and suffer" mod, but i'm wondering about making a wiki page later about it.
anonnewusername 28 Sep @ 5:24pm 
awesome mod! is there any sort of guide/info/discord where I am able to look into all of the mechanics of the mod? I am hoping to find out what internal collapse and military anarchy do without cooking my run to do so haha

Amazing mod, thanks for the hard work!
Diskiant  [author] 22 Sep @ 7:06am 
Invictus compatibility for 1.10.1 are ready to release with the next 1.3.6 crisis patch (in a week or two, or less)
Diskiant  [author] 9 Sep @ 8:23am 
@Tychon Love Noted, i'll probably fix that event
Tychon Love 9 Sep @ 6:08am 
Oh, and when being huge and wealthy, in event "Mountains of gold" (c3rd_other_events.40), choosing option "Games and games!" has costed me 131061$, with upper limit for any tag to have being 99999$, making me fall in 30k$ debt. I suspect it works not as intended.
Tychon Love 9 Sep @ 4:42am 
>Your horde gets stackwiped. It was a slaughter
>One legion gets "Defenstrix"distinction for topping your ass so hard
>Get enslaved and settled in Turonia along with 40 other loser pops like you, significantly changing cultural and religious composition of the settlement, undermining yours captor's colonisation and integration efforts
>Be forced to cultivate woad
>Mood is low due to constant overpopulation of your ceiling at 26 pops max settlement due to constant influx of new enslaved barbarians due to constant influx of wandering in hordes
>One day have enough
>Along with other 57 slaves collegues, you rise up against your opressors
>Get wipestacked the very next day. There were no survivors
>History remembers this day as 14th enslaved barbarians uprising, resulting in woad production in Turonia falling from 5 to 2
Tychon Love 9 Sep @ 4:42am 
@Diskiant Eh, I just lets few legions to wander around defending borders, turned off the pop up informing of hordes rising and simply stopped worring about it. It worked. But it also created a cycle. From a POV of barbarian
>Be Tuistic Istvaonic tribesman in Imperator: Rome: Invictus
>Spawn in a horde of 180 cohorts in impassable territory 5140
>Start wandering the countryside of the strogest country in the World, decreasing civilisation level for whichever settlement you occupy
>Start a siege of fairly defended city
>A legion showes up, but does not engage, so continue the siege
>Due to ramparts, your horde suffer a thousends of casualties due to attrition, but siege must go on
>There are 6 legions now, all closing in
>Oh shit
Diskiant  [author] 8 Sep @ 9:00am 
@Tychon Love About the monarchy reform, you can resist it, but enduring the political instability is the price.
For the barbarians, you seem pretty wide so barbarian assaulting you from several sides is pretty much on point there. You should be able to create some ducatus to protect your borders if you're really annoyed. You could also try to move south, to avoid the wandering barbarian (and thus be a part of the germanic migration yourself)
The barbarian invasions are supposed to simulate the great migration from the north, and the hunnic invasions, so they're not really spawning from the barbarian stronghold.

To sum up, your game gives the impression that you are bending over backwards to resist the flow of crises of the century: it therefore seems fair that you should endure the consequences.
Tychon Love 8 Sep @ 6:41am 
I’ve got enough reputation to just settle those barbarians once they occupy one territory, so they are more of a nuisance that distracts me from future conquest of ,British Isles, needing my attention to click them through, than a real danger, but should their attacks be so frequent? Are those impassible, uncolonizable barbarians strongholds truly capable to throw 30 pops every year? Are there a better way to mitigate those hordes than building a wall out of legions encapsulating every stronghold, hoping they will stackwipe barbarians, and not just make them flee to neighboring territory?
Tychon Love 8 Sep @ 6:41am 
I'm playing Sarmatians reformed into democratic republic with population of 50k after two crippling plagues of pops spread across from Germania on the west, Scandia on the north, Pannoinia Molessia Albania on the south and Sakia Sogodina on the east. Solidus done. Monarchy reforms resisted for RP reasons, so I'm haunted by recurring political instability and impossible to burn tyranny. AND EVERY OTHER THURSDAY, A WHOOPING 90 COHORTS STRONG BARBARIANS HORDE, SPAWNING SOMEWHERE IN SCANDIAN NORTHEN WILDNESS, CARPHATIAN MOUNTAINS, RHINE AND HIMALAYAH.