Imperator: Rome

Imperator: Rome

TE : Crisis of the third century
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Update: 27 Jul @ 2:01am

Change 1.3.5

- The dynamic split empire decision is available, use wisely

- modifiers gained through the solidus mission tree are now displayed on the monetary panel

- "Rebellion in High places" are now possible if the head of family have more loyalty, but have a disloyal intent (from nobilitas mechanics), which makes the "Rebellion" slightly more frequent when you reformed the solidus

- "Rebellion in high places" are now harsher on several conditions if you refuse the ultimatum

- Granting holding to your ruler while solidus is enacted now gives 0.5 tyranny

- Granting holding to your ruler while ruler's corruption is at maximum now gives -5 popularity and -3 legitimacy

- If no character is a powerful landowner, the heads of families have now more chances to have the consolidating stance, and less chances to be disloyal

- Military anarchy events and build-up are now available with less total cities if the solidus is introduced, but are a bit less likely, to prevent people ignoring these event by staying just below the threshold

- Monetary crisis is no longer disabled for small countries, however you'll get substantial bonuses to help you manage it (basically, you will always have a very high monetary balance, and should hardly experience it, but you're no longer arbitrarily left out of the fun)

- Halved stabhit for plagues (except for the first one), but plagues have an effect on the monetary balance, and if solidus enacted, some owners can try to save their holding, and plunder an entire region for their own survival, ruler comprised.

- duchies are now immune to the "barbarian border" modifier

- barbarians occupation/switch ownership is now happening often when state have the "barbarian border" modifier

- coup of a political influent character now apply a political turmoil modifier for several years

- Land advantages now give stability on higher levels, to compensate, they also reduce the probability of a disloyal head of family intent

- decentralized admin law is now giving stability, and can now be removed if you have a major landowner above 75 loyalty, also added a 10 years timer before changing from decentralization

- added several collapse event related to piling up holdings without formal ownership

- new collapse event when no governorate are elligible for seceeding

- province occupied by barbarians will now passively send slaves to tribals


Booleans for the invention shuffle :

17, 23, 24th from the beginning

237, 238th from the end

-->https://forum.paradoxplaza.com/forum/threads/mod-crisis-of-the-third-century.1565527/post-29612590

Bugs :

- lots of bugfixes

Update: 23 Jul, 2024 @ 1:40am

Invictus 1.8 compatibility update

Update: 24 Jun, 2024 @ 12:37am

Update: 16 Jun, 2024 @ 5:38am

Bugfixes :

- Cannot have a corruption event when in civil war
- fixed typos

Update: 12 May, 2024 @ 6:41am

Hotfix :
Diplomatic gui lacked some Invictus parts

Update: 11 May, 2024 @ 10:14am

Update: 10 May, 2024 @ 7:56am

Update: 10 May, 2024 @ 7:47am

Hotfix of the Province GUI displaying both the minimized and maximized windows at the same time

- you can now properly choose to have either the small or big territory window from Better UI

Update: 8 May, 2024 @ 7:42am

1.3 'Nobilitas' :

Forum post here : https://forum.paradoxplaza.com/forum/threads/mod-crisis-of-the-third-century.1565527/post-29610070

- 2.0.4 mandatory
- New laws for administration, defining how independant the governors and big family will be able to act
- New invention for unlocking the laws - also can be unlocked by event
- Governors can buy holdings if solidus is enacted or decentralized laws are applied
- Governors and family heads now buy more holdings when solidus is enacted or total autonomy law is enacted
- Reform of Constantine law now are greatly reducing the possibility of military coup - as a positive effect
- Character with enough holdings in one governorship while they (or their family) are ruling the governorship can gain ownership of the governorship
- Governorship ownership is displayed in overview/administration with the percentage of ownership and a button forthe player to take back control
- Characters owning a significant part of the country are now displayed as "influent aristocrats" and are eligible to numerous new events in the country
- A task message will now alert you of the influent aristocrats, displaying their ownership number of the country
- Two new character interaction : seizing several holding (for a cheaper price) of a landowner, and negociating with an influent aristocrat
- Nerf of the tax inspection culture decision by giving a chance to spawn an event where aristocrats do some tax evasion and buy a lot of holdings.
- Fixed : some holding not correctly passing on the heir for minor characters that were still part of a family
- New vassal type : autonomous domain, a very integrated vassal that can be created when an aristocrat is influent enough to make a region autonomous
- Several new interactions and events for reintegrating peacefully and quickly an autonomous domain
- Ruler of the country owning a significant part of the country give powerful political influence modifiers, up to +100%
- Some bugs where the leader of a newly created client state was not the former governor
- New events when internal collapse linked to ownership : landowners creating their domain, or retreating to their domain to rule as client states
- Fixed the removal of the hidden variable that made military anarchy happen when military anarchy happens
- Public games are now slightly less expensive, the invention now boost political influence by 10%, and great games now boost it by another 20%
- Fixed "governor interven" event that could trigger without any valid governorship
- New political coups that happen when sufficient powerful characters are unhappy
- Independant countries that have the same culture than a great power may choose another culture to adopt
- A new subject can be created at the border with tribals : duchies. Highly military oriented, with a lot of defense bonuses.
They can declare war on their own and will turn to regular monarchies if they extend too much
- If barbarian invade a owned governorship or if the total autonomy law is enacted, duchies can be spontanuously created by local governors
- Big nerf of the stability debuff when in civil war because civil wars are not bugged anymore
- You should not be able to take the "strengthen tax inspection" cultural decision before you really need it
- Tributaries will no longer ask you to become client states if it makes you above the diploslot limit after 700.1.1
- Reducing the cultural rights from nobles will now have a chance to trigger a protest event. Failing to resolve their demands will have a chance to trigger a large scale secession.
- Added several event when internal collapse to not just have governors seccede but other negative evnets. From Ducatus grabbing land to large culture group insisting on rights.
- Giving the empire to the rebel general to avoid imperial crisis is now much more costly in terms of stability if you are very wide
- Corrected a bug where Imperial Crisis could take the governorship capital
- Popularity needed for Imperial crisis upped to 60
- Post-solidus collapse events, with a lot of possibilities for new things to fix, governorship will no longer make head of families break independant, all the more when they are major landowners
- With solidus, heads of family can scheme to adopt a governor of a governorship where they have a lot of holdings to help them get control of the region
- With solidus, head of families have a stance each year about what to do : consolidate their holdings, being disloyal or loyal or neutral
- Stances of heads of family can trigger events about consolidation

Update: 3 Jan, 2024 @ 4:18pm

Compatibility update for Invictus :

- Some Invictus wonders added - purely for code clarity
- Updates on shared files

overall very minor effects - saves should be compatible