Imperator: Rome

Imperator: Rome

Imperator: Invictus
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Update: 27 Sep @ 6:21am

V1.10.1.1: Appius (Save-Compatible)
- Adopting families from conquered/integrated countries now brings along more characters along with being guaranteed to bring along fertile women with priority given to those with a bloodline
- Annexation event now gives more gold and has a higher cap
- Capped a lot of event options giving gold preventing insane costs or benefits
- Fixed some traits not being properly mutually exclusive
- Fixed various smaller bugs reported to us
- Fixed Achaean events potentially interrupting active wars
- Fixed Carthage not having its lvl 3 port building
- Added small freemen happiness bonus to the initial republic military laws
- Fixed bug where characters with too many bloodlines might sometimes not get regular personality traits
- Reorganised files internally so javascript files don't get uploaded to the workshop
- Cleared some more items potentially causing error log spam
- Fixed succession traits not getting assigned to ruler's children other than the first born
- Fixed succession traits not getting assigned to ruler's relatives when switching to monarchy
- Fixed the formula of the gold giving deification being broken, resulting in the amount of gold being huge
- AI countries will now avoid using Invoke Devotio at high tyranny, especially with Advanced AI enabled
- The AI will now research Professional Training as the first priority
- AI countries will now aim to take Urban or Rural Planning invention in the late game
- Rebalanced AI priorities of major invention trees for better balance between them
- Improved AI priorities for settlement buildings
- AI fort building algorithm now takes into the account fort levels from modifiers
- Various AI rank based limitations now use "equivalent" rank by number of territories to account for large subject countries

Update: 20 Sep @ 7:28am

V1.10.1 - Appius (may break saves, use Nexusmods 1.10.0.4 version to continue old saves)
Graphics:
- Added Tibetan and Baltic Graphics
- Added several new unit models for Kush, Ptolemaics, Judea, Tibet, Oscan, Gadir, Bosporans, Baltics and more
- Revamped map graphics in the Northern areas Invictus added

Changes:
- Rebalanced military experience gain in various ways (See DD97 for details)
- Optimized a lot of triggers and effects which should improve performance
- Woo General now only affects the general themselves and the army they command instead of the whole legion, and also requires ruler to pay gold and reduces opinion between countries
- Enticing governors now gives the proper amount of AE for the cost of the provinces along with requiring an actual disloyal governor
- Updated Black Sea Provinces setup
- All Black Sea coastal territories with a frigid climate now have a temperate climate instead
- Added several new heritages and rebalanced a couple
- Adjusted several Coat of Arms
- Updated Hellenic and Latin character names
- Remade several levy templates for Greeks and Steppe peoples
- Rebalanced several military traditions
- Imperial Cult is now available without Magna Graecia DLC if you have a great ruler
- Updated and revamped succession code which should catch more edge-cases and be more performant

AI Changes:
- Completely reworked AI road building behaviour, making it much more common and strategically purposeful
- Heavily adjusted AI fort decision making, focusing it on border states, matching forts with state capitals and keeping high level forts in important territories
- Added game rules to either prevent AI countries from building roads or restrict how much they can build
- AI subject countries will now spend significantly less gold on mercenaries with Advanced AI enabled to avoid "vassal swarm" scenarios
- AI countries don't give up on wars as fast now, with "Months at War" peace factor starting from -60 instead of -48
- Adjusted AI priorities for naval invading, hopefully making it more common
- AI countries can now use military province investment if they want a state to have high level fort and current fort limit is not enough
- Allowed AI countries to build Earthworks in rare cases
- Adjusted AI building priorities to highlight buildings like Foundries and Aqueducts a bit more
- Slightly improved AI management of cities with a very high amount of building slots
- AI major powers will now aim to get a number of inventions that improve population happiness and province loyalty
- Adjusted AI priorities for most inventions to shift the focus towards getting essential ones first
- AI major powers with a large coastline now have higher priority for navy related national ideas
- AI countries now won't use Low Fort Maintenance economic policy if they have particularly threatening neighbours
- Increased priority for the AI to declare wars on countries located inside its borders
- Prohibited the AI from using pops relocation options in famine events to prevent problematic edge cases
- The AI will now avoid options in slave events that massively reduce population happiness to avoid unrest and revolts
- Fixed issues with AI priorities for event options when a ruler is befriending a domestic disloyal powerful character
- Adjusted the frequency and execution order of AI scripts for more consistent behaviour
- Improved performance of several AI scripts and fixed a number of minor bugs in them
- Made Thrace less aggressive for the first 3 years to prevent them starting suicidal wars

Bugfixes:
- Fixed several vanilla Achievements not being compatible with the Invictus setup
- Fixed slave revolts never ending
- Fixed many bugs, edge-cases and more related to the new Parthian content
- Fixed a number of character ambitions not working, they should now properly build buildings and exploit provinces
- Fixed overflowing modification display for barracks
- Added countless sanity checks reducing error log spam
- Fixed governor policies not taking traits into account
- Fixed certain countries having more military traditions than normal
- Fixed countless bugs in several vanilla and Invictus trees, too many to mention
- Fixed dozens of smaller bugs not worth mentioning in decisions and events
- Fixed several modifiers mixing up local and global modifiers
- Fixed some cities at gamestart having a food tradegood
- Fixed many errors in the English localization
- Updated and reorganised the French translation

Update: 29 Jul @ 4:11am

V1.10.0.4: Arsaces (Save-Compatible)
- Fixed stutter caused by previous update
- Optimized succession trait calculation
- Fixed pontic levy
- Fixed wrong vanilla loc about antagonists

Update: 28 Jul @ 12:10pm

V1.10.0.3: Arsaces (Save-Compatible)
- Added new Illyrian Graphics for Illyrians
- Tweaked many mission trees for smoother gameplay according to feedback
- Fixed a number of map bugs, including trees in water, roads and bad locators
- Heavily optimized several events/on_actions reducing lag
- Succession traits now get cleared upon taking over characters from annexed countries
- Mercenary bribing price now depends on the recruitment cost of its cohorts, similar to how maintenance is calculated with a minimum of 200
- Advanced AI can now manually move pops from settlements to cities in order to make better use of them
- Advanced AI now allows rulers to befriend characters and grant them holdings as a last resort to improve their loyalty and prevent a civil war
- Added game rules that allow to disable any of the Advanced AI features independently
- AI countries will now actively colonize unowned territories when the conditions are met instead of ignoring them for decades
- AI countries now evaluate much more factors when deciding if they should make counter-offers to bribed mercenaries
- Added custom script that forces AI countries to import food in states where it's low or a significant amount of trade routes are unused
- Number of aqueducts AI countries can build is now limited by the state food situation instead of an arbitrary population limit
- Lowered usage of Trading Permits economic policy and Oratory province investment by small AI countries in order to reduce performance impact from AI trade
- AI countries can now use Transaction Taxation economic policy if they have multiple times more import trade routes than export ones
- Fixed military traditions of a previously integrated culture group being accessible even after demoting its cultures under certain circumstances
- Fixed price of bribing a mercenary incorrectly showing as 0 or 50 gold if they are in a battle
- Fixed small inconsistencies between the "Bribe" button in mercenary tab and the "Buy Off Mercenary" character interaction
- Fixed AI countries that previously had ports not deleting their navies over time and instead keeping them in some uncolonized territory with a port
- Fixed governors trying to improve loyalty in the capital state
- Tweaked AI aggression values slightly
- Fixed Diadochi war events potentially breaking if Macedon or Antigonids went to war too soon
- Syriotes can now access the Levantine traditions
- Fixed Temple states not spawning properly
- Fixed a number of triggers not being adjusted to the new map
- Fixed Caria not unlocking Macedonian missions correctly
- Made several province modifiers permanent to avoid losing them with scripted invasions
- Added several new Coat of Arms for Cilicia, Ebro confederation and more
- Rebalanced several obscure traits
- Rebalanced Upper-Cilician map formable to be tier 1
- Tweaked Cilician formable requirements
- Fixed a number of mission tasks being impossible to complete
- Removed Burmese starting tech
- Fixed Tower of the Moon wonder
- Fixed a lot of error log entries
- Updated German translation

Update: 20 Jul @ 9:01am

V1.10.0.2: Arsaces (Save-Compatible)
- Fixed models for several greek countries being broken if you lack the DLC
- Fixed getting multiple winter modifiers
- Fixed several map bugs in Crete and Calabria
- Added some missing coat of arms
- Fixed many smaller bugs in the Parthian, Salluvian and Androphagian trees
- Added Atrebatia formable
- Re-added Paropamisadae Heritage
- Rebalanced AI Parthia
- Bribing mercenaries is now allowed only up to country mercenary armies limit plus 1
- AI countries will be much more reluctant at giving up bribed mercenaries now, and will counter it with an offer of their own unless they can't afford it or don't think it's worth the gold
- Advanced AI can now bribe mercenaries of other countries as the last resort if it has a lot of gold
- Adjusted defines regarding AI naval invasions, which should make them more frequent
- Advanced AI will now get the Mercenary Benefits invention to make it impossible to bribe its mercenaries, but only if it won't require a lot of investment, limiting it mostly to Hellenic countries
- Major and Great power AI countries can now take inventions that improve their naval range in the very late game, and also have somewhat higher priority on inventions that reduce corruption
- Advanced AI will no longer recruit mercenaries from territories with enemy armies, as they would immediately get stack wiped, and has lowered priority for merenaries with enemy armies nearby
- Increased mercenary recruitment limits for Advanced AI when current treasury is huge compared to monthly income
- Adjusted how AI evaluates the threat of its opponents in custom scripts, with population being a point of comparison now
- Fixed AI sometimes not constructing new buildings in cities with a very high number of building slots
- AI countries shouldn't use Low Fort Maintenance anymore while a few months before a war despite any other conditions
- Fixed some broken characters in setup
- Fixed 2 countries being assigned the same capital

Update: 17 Jul @ 9:05am

V1.10.0.1: Arsaces (Save-Compatible)
- Fixed Parthian AI invasion potentially never firing
- Added "Advanced AI" game rule, found right under difficulty settings. It replaces and inherits the "AI Recruiting More Mercenaries" game rule, but also includes a lot of new adjustments that make AI countries into stronger opponents
- Calculations for mercenary recruitments with "Advanced AI" enabled are now precise instead of approximate, greatly reducing amount of cases where AI countries recruit more mercenaries than their budget allows
- Adjusted AI decision making for Army Maintenance and Fort Maintenance policies
- Further improved AI logic regarding Unit Reorganization and allowed to use it on armies of all types
- AI countries will now allow women to serve in the office if a player ever did so by using a decision from "Mixed Gender Rules" setting
- Other small adjustments of AI decision making
- Slave estates now give 40% monthly food modifier instead of 30% fixing a long-time bug
- Granaries now give 3% food modifier instead of 2%
- Nerfed the impact of winter by 5%, increased food in summer by 5%
- Fixed several bugs and missing content during the Antigonid collapse
- Rebalanced and fixed several historical characters/rulers
- Tweaked the stats gained from training characters
- Fixed a number of bugs in Salluvia and moved some tasks
- Added bypasses for the Caria tree and fixed some bugs
- Persis mission tree now accounts for the newly added island Oarakta
- Replaced a broken Siculian task because of the map changes
- Noble Elite republic military law now gives +15% Cohort Starting Experience and +10% Political Influence instead of -0.04 War Exhaustion
- Moved "Mixed Gender Rules" setting into "Game Rules" tab found above the "Start" button
- Reduced likelihood of easter-egg events and rebalanced them
- Added 2 new Cilician coat of arms

Update: 14 Jul @ 10:11am

V1.10 - Arsaces (breaks saves, use Nexusmods 1.9.2 version to continue old saves)
New/expanded mission trees:
- Added new large mission tree and mechanics for Parthia
- Reworked/Revamped every Germanic tree
- Added new mission trees for the Horn of Africa countries
- Added new missions for the Dahae tribes, the satrap of Parthia and Indo-Parthia
- Added new missions in the Caucasus for Legia, Zygia
- Added new mission tree for the Androphagian Man-Eaters
- Added new missions for Arvernia and Salluvia
- Added new mission tree for Blemmia
- Added new mission tree for Caria

Map changes:
- Reworked the map setup in several regions including Anatolia, Cyrenaica, Greece, Iberia and Italy
- Added new Nartic faith around the Caucasus
- Added new Blemmye culture

Added content:
- Entirely reworked the Parthian invasion
- Added new content surrounding the Mithridatic kingdom
- Added new Attica, Bastetania, Hindustan, Lesser Media, Macrobian League, Pannonia and Upper Cilicia formable
- Added Temple States as a new subject type
- Added Ability to Go Raiding as a Character Interaction
- Added several new flags to Germania and various other regions
- Reworked Levy Templates of minor cultures in Anatolia
- Added historical character/family names to various cultures
- Added new deities to various religions
- Added lots of new event pictures and implemented them into existing events
- Added/rebalanced a dozen heritages
- Added several new cultural inventions for the Caucasus cultures
- Added ability to build Pirate havens for Pirate countries

Changes:
- Touched up Armenia's mission tree with standardized culture points mechanic
- Adjusted various missions to the new map setup
- Rebalanced Albion's tree
- Nerfed conquest CB to give parity to attacker and defender
- Reworked the land and naval wargoals to be more useful
- Updated German translation
- Added new partially complete Russian translation by Zavarin19
- Reworked the countries with missions GUI

AI Changes:
- Added experimental "AI Recruiting More Mercenaries" game rule that makes wars against AI countries significantly more challenging
- Disabled AI migrations temporarily due to 2.0.5 vanilla bug where migration armies get swiftly deleted by the AI, removing the country from existence
- Reworked how governors choose their policies, making their decisions more optimal, but also with more influence from governor traits
- AI countries can now use Harsh Taxation if their research efficiency is above the cap
- AI will now heavily prioritize building farming settlements in states with a lot of cities, saving them from running out of food
- AI now takes current and maximum research efficiency into account when choosing buildings and inventions. Once a country reaches high enough research efficiency, it will prefer buildings that promote Freemen and Slaves instead of Nobles and Citizens, leading to higher tax income and more manpower
- Improved AI priorities regarding aqueducts and metropolises, leading to higher amount of them in AI countries in later stages of the game
- Reenabled inventions for transforming into dictatorship for AI countries. Great powers (think Rome) have quite a decent chance to take them, while for major powers it's much lower, albeit non-zero
- AI can now use Lax Tributes economy policy to improve relations with subjects they couldn't otherwise integrate
- Improved AI decision making regarding Increased Army Maintenance and Increased Wages economic policies
- AI countries now actively use Unit Reorganization ability on low morale mercenaries to reduce the time it takes for them to be ready for battles
- Disabled Municipal Self Rule and Grant Clan Autonomy for AI so they don't lose territories
- Lowered early game Armenia aggression
- Slightly lowered the aggression some traits give
- Civil wars no longer trigger if under 5 territories to prevent unwinnable civil wars for AI from triggering (up from 2)

Bugfixes:
- Updated files fully for 2.0.5
- Fixed Fortify Province investment not giving +1 fort limit due to vanilla bug in 2.0.5
- Fixed a number of broken mission requirements
- Fixed training characters potentially instantly cancelling
- Fixed macrobuilder showing too many tabs for several buildings
- Fixed many cases of bad indentation
- Fixed several poor triggers and effects on vanilla missions
- Fixed lots of edge-cases and bugs on existing missions
- Replaced is_port = yes checks with num_of_port_building >= 1
- Cleaned up old, outdated and disabled content
- Fixed a ton of spelling mistakes, loc errors and bad grammar

Update: 15 Mar @ 12:20pm

V1.9.2 - 'Sophia' update, a major AI upgrade part 2: (save-compatible)
Major changes:
- AI countries are now able to properly change laws. (Previously they couldn't do it at all, outside of events and alike. This especially affects Tribes who can now go down either Centralization or Decentralization)
- Implemented proper logic for state investment in AI countries and removed them ignoring the scaling gold cost
- Improved AI decision making regarding commerce economic policies.
- AI now properly bribes, gives free hands, gives out subsidies in order to prevent civil wars (they do have restrictions for roleplay purposes and to prevent them never having a civil war)
- AI now has to actually pay for character interactions like players do (AI is still far better at it than before)
- AI now has proper strategies for choosing diplomatic stances, they'll no longer swap constantly which caused them to waste Political Influence
- AI now no longer cheats to reform from being a tribe (combined with the new AI law strategy they'll still be able to reform)
- AI now has proper strategy for picking national ideas
- AI now properly performs sacrifices if they are below 50 stability (AI did not do it always before, and now they'll spend their excess Political influence on it)
- Many minor tweaks to the AI strategies introduced in the previous updates improving them even more, all thanks to Anbeeld

AI will now perform considerably better in several areas, will no longer cheat and performance remains the same.

Changes:
- New Coat of Arms, mainly for Iberians: Garmania, Oppidania, Mantasia, Lobetania, Deitania, Bardulia, Cempsia, Elbocoria, Mastia, Cynetia, Locri, Hipponion, Achola
- Made many improvements to the German translation of the mod
- Yuezhi now use the Sogdian levy template
- Military service law now only gives 7.5% levy size modifier instead of 10%
- Mercenary reliance now gives 4% levy size instead of 3.5%
- Noble retinues now give 15 cohort start experience instead of 10
- Carthage's Xanthippan Reforms law now no longer gives an extra 5 cohort start experience
- Mercantile stance now gives 20% commerce modifier instead of 25%
- Domineering stance now gives extra 25% tribute income modifier and integration speed increased to 0.35 from 0.25
- Nerfed many of Nepals modifiers and its Fiefdoms
- Italic and Puntic religious modifiers are now inline with other religions
- Forming Thessalian League now requires being of the Hellenic culture group
- Prevented tradegood events from firing for tradegoods that are not actually available in your country
- Slave revolts now properly keep track of amount of slaves that joined and are defeated

Bugfixes:
- Fixed dozens of smaller errors mainly causing error log spam
- Fixed a vanilla bug also affecting several mission trees breaking svalues (the numbers being checked in mission tasks would occasionally be wrong)
- Fixed misuse of the religious unity trigger
- Yuezhi should now always properly declare on a country when their invasion starts
- Fixed the Belgae civil war having a wrong name
- Fixed several modifiers not being actually given decide appearing in the mission task
- Fixed several spelling errors

Update: 16 Feb @ 11:11am

V1.9.1 - 'Sophia' update, a major AI upgrade: (save-compatible)
Major changes:
- Completely reworked how AI countries choose inventions by setting various situational priorities to all the important ones thanks to Anbeeld
- Completely reworked how AI countries choose what to build by setting various situational priorities to all the buildings, except forts due to logic behind them being hardcoded, thanks to Anbeeld
- Replaced rarely fired and pretty basic vanilla event for AI city founding with a more sophisticated custom script. (AI still does not cheat, they pay the same cost as a player with the same requirements)
- Increased unit XP gained from battles
- Nerfed various XP decay modifiers
- Removed several sources of starting unit experience
- 100% unit XP now gives only 25% decrease in damage taken instead of 30%
- Increased minimum length a levy raised before the unit XP gives military experience upon being lowered from 8 to 12 months
- Tribes receive reduced experience decay and decentralized tribes gain increased starting unit experience
- AI is now slightly more likely to train its legions
- Small adjustments to AI triggers to national ideas to decrease likelihood of very suboptimal choices

Net effect of these changes is a vastly improved AI economy, research and military

Changes:
- Adjusted several countries starting monarchy type (Cappadocia is now a stratocratic monarchy for example)
- Fixed a number of bugs in the Turdetanian trees and added several tasks
- Moved several modifiers to more appropriate locations, effect remains identical for gameplay
- Cleaned up several redundant files
- Buffed Androphagian heritage, now gets 10% extra food instead of smear character cost modifier
- Reintroduced the vanilla stability decay from having prisoners abroad due to the bugs related to it being fixed in 2.0.4
- Bad monsoons now have a greater impact

Bugfixes:
- Fixed Bactrian traditions not properly unlocking military colonies
- Fixed Greater Arachosia locking out the Indo-Greek formable
- City of angels decisions should now only be takeable once per game
- Fezzani mission tree should no longer break upon forming Fezzan
- Fixed several small bugs in the Phoenician tree and formable
- Fixes several bugs related to the Diadochi collapse and the rise of new countries like in Cyprus
- Made several spelling adjustments and added some missing localization
- Updated partially Spanish and German translations
- Added many sanity checks to prevent error log spam

Update: 10 Jan @ 5:59pm

V1.9.0.2: Thales (Save-Compatible)
- Revamped the new Phoenician tree based upon feedback (not entirely save-compatible for people playing as them)
- Kings can no longer turn themselves into a Gallus
- Added punic minority pops in Syria, Cilicia and Palestine regions
- Tweaked Carian flag
- Improvements and tweaks to the Antigonid collapse to provide a smoother and more logical result
- Reintroduced Fezzan formable decision
- Original culture, capital location or dynasty now determines which flag and colour you get as Cyprus
- Added new flags for Cyprus variants and the Pirate Illyria content
- Added some missing localization
- Small improvements and fixes to Bosporan mission tree
- Fixed several bugs in the Turdetanian trees
- Fixed Cappadocian content not accounting for Lesser Armenia
- Lots of very small bugfixes, tweaks and optimizations