Imperator: Rome

Imperator: Rome

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Antagonist Nations
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12 Apr, 2024 @ 7:26am
13 Aug @ 5:17am
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Antagonist Nations

Description
Customize the number and type of Antagonist Nations.

For Imperator 2.0.5.
Should be compatible with everything.

Non-Steam users can find my mods on my Github page[github.com].



Antagonism is an attribute that makes AI countries more powerful and more aggressive.
In Vanilla, only Rome and Parthia have it.

Available settings:
  • Historical: A selection of the 10 most historically successful nations.
  • Random Historical: A selection of 15 nations picked randomly in a list of ~45 challengers.
  • Random: A random selection of 10, 20 or 30 nations.
  • No Antagonist: Zero antagonist nation, not even Rome.

Additional rules:
  • In observer mode, the setting is picked at random.
  • Only non-subject AI-controlled nations are eligible.
  • If an Antagonist Nation becomes a subject or is controlled by the player, it loses its advantages.

  • Historical setting: the advantages are recovered if the nation becomes eligible again.
  • Random or Random Historical settings: the number of Antagonist Nations remains the same even if some Antagonist Nations disappear.

IMPORTANT! Because of how RNG works in Imperator, the Antagonist nations are only set on Jan 1st 451, so it's perfectly normal if you can't see any Antagonists at game start.



Historical Antagonist Nations
These are currently the 10 nations with the "Historical" setting:
Rome, Parthia, Seleukids, Macedon, Egypt, Armenia, Carthage, Chola, Epirus, Pontus

Historical Antagonist Challengers
Examples of possible Antagonist nations with the "Random Historical" setting:
Arvernia, Cheruscia, Boihaemia, Etruria, Judea, Massilia, Saba, Samnium, Sparta, Syracusae, ...



Special thanks:
· IronSlug - for giving me the most valuable feedback

My other mods:

57 Comments
Zamensis  [author] 29 Aug @ 1:24pm 
@MindЯewind On second thought I won't be uploading it on the Workshop, but it's ready to play. You can ping me on Discord and I'll send it to you.
Theo 29 Aug @ 7:05am 
Great mod, really provides more challenging gameplay. Favourited
Zamensis  [author] 29 Aug @ 1:41am 
@MindЯewind Sure, sounds fun. I can upload it later today. You can look at the files to see how I did it. Feel free to join the Invictus and/or Imperator Mod Coop discords to get some help from fellow modders.
Chase 27 Aug @ 6:54pm 
Hey im using this and it makes the game fun, I just seen you have other mods so ill check them out.
I want to know if you can make a mod for the community. The mod would have a desicion to randomize all nations government types. I tried to make one as my first mod ever but it did not work im not sure why. It seemed pretty easy but idk whats wrong. It would be good with this mod too! Thanks for all the mods
Zamensis  [author] 25 Aug @ 3:08pm 
@Duke Of Death PT You can have achievements with all mods for Imperator
Duke Of Death PT 25 Aug @ 2:20pm 
Can we still get achievements with this mod in Imperator Invictus?
h3lp3r 31 Jul @ 2:23pm 
@Zamensis All historical antagonists get the "Antagonist Nation" modifier on Januaru 1, 451, just as you described. In the case of Rome (for example) who have it from the start of the game, the modifier is disabled from day 2 and enabled again on the first day of 451. Everything seems to be in fine order. Thank you for the help!
Zamensis  [author] 31 Jul @ 12:35pm 
@h3lp3r Hey man, thanks for the report. I have no such problem on my end, but there are two things that could explain why you're having this.

1. Antagonists nations are not set at game start, but rather on Jan 1st. This is because of how RNG works in Imperator: using a random factor at game start seems to always give the same result. So maybe you need to wait for Jan 1st and check at that time. I've just added this in the description so people don't have to wonder.
2. As you can see, I've updated my mod a couple days ago. Although I tried to make it save-compatible, it's possible that there's a mismatch somewhere if your game was started on the previous version.

Would you be so kind as to report back here? So people can see how it went for you. Otherwise, you know where to find me on Discord.
h3lp3r 31 Jul @ 5:35am 
I have a possible bug to report: when choosing "Historical antagonists", no nation gets to antagonist modifier (as seen hovering over the civil war flag), it disappears from them all after a day or two. This is with only Invictus and your own mods (Antagonist Nations, Micro QOL Changes, Virtual Limes (Invictus), Fix Scorched Earth (Invictus) and Invictus itself. Having clicked around a bit, I can also not see any nation having the modifier when choosing "X random nations", although I have not clicked on every nation in the game.
Zamensis  [author] 5 Jul @ 2:26pm 
@Jmack Done. Unsub/resub if necessary.