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Here you have it: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1757272197 .
It could be argued that the more a civilization develops, the more stagnant it becomes. The Research bonuses at the beginning of the imperium stages represent the ingenuity born out of necessity.
But the real reason behind the homogeneous nature of the mods is that my OCD loves symmetry. :)
1. All factions start at Imperium Level 1 (as long as they have 1 settlement).
2. Home region and province capital contribution to prestige set to 0.
2. Vassal regions contribution to prestige set to 0.5 (half the amount of a conquered region).
3. Increased the number of regions required to trigger Imperium Level stages.
Actually, I realized the AI *is* affected by the imperium levels this morning while doing some tests. That's great news, since it was my intention all along.
Thanks for the fame levels advice. I'll tweak those instead.
prestige_region_value_bonus_original_home_region 0
prestige_region_value_bonus_province_capital 0
prestige_region_value_easy 1
prestige_region_value_hard 1
prestige_region_value_normal 1
prestige_vassal_region_value 1
And edit only the "fame_levels_tables".
"This mod only affects the player, since Imperium Levels don't apply to the AI."
<<<< Wrong - you can see for Example regarding the Great Power Values
And you dont need to edit all the "prestige_region_value", only the Vassal Region and Capital Value, because it makes more Sensem editing the "fame_levels_tables" , which you havent touched at all.
There you can control the Imperium Levels Prestige:
Level: Regions:
1 6
2 12
3 18
4 24
5 30
6 36
7 42
1. The game likes to make massive jumps between imperium stages, and considers you an Empire level 7 as soon as you conquer a few provinces. I have reduced by half the rate at which Imperium Levels are gained. Progression should feel much smoother and slower. This is the break-down:
Controlling your home region: 0.5 (was 2)
Controlling another region: 0.5 (was 1)
Controlling your starting capital: 0.25 (was 1)
Prestige_vassal_region_value: 0.25 (was 1)
As you can see, the game gives the same prestige for owning and vassalizing a region, which doesn't make sense in my opinion. Controlling whole regions are now valued the same, regardless of their position in the map.
1. Removed Imperium Level 0.
2. Reduced vassal prestige_level effect by 90%.
1. Reduced Vassalization effect on player's prestige_level by 70% to prevent Empires from jumping 4 stages in one turn when vassalizing a powerful ally.
1. Your Imperium Level is now displayed as an icon on the top bar, staring at Level 1 (there's no in-game Imperium Level 0). A tooltip provides a detailed account of all applicable modifiers.
2. Settlement Construction Cost reduction has been removed from Imperium Level 0.
3. The indicator "Background Income" has been replaced with "Tax Rate". I feel this variable is more nuanced, since the player can decide whether to tax a province or not.
what I was expecting is this mod can block great power, so that many faction can be alive even in long term campaign. surely fo palyer, the age of collapse effect will be just little thing after some point. but I think applyng challenges to AI can be balancing way for "AI vs AI" so each game can give dynamic experience.
In conclusion, harsher 'the age of collapse' option for AI can be balancing way for AI vs AI.
even though AI don't understand the mechanism, if they keep loos or lack of money , that can make a little bit better balanced situation in my opinion.
This mod is not intended to give you a balanced gameplay, anyway. Even on Legendary difficulty, the challenge is always at the start. Once you go past that point and gain enough momentum, the campaign is basically "GG". This mod exacerbates that problem, because the player will always use those bonuses more efficiently than the AI.
For an added challenge, I recommend combining this mod with Legendary difficulty, Better AI by MINOS, Global Army Caps and Cost-Based Army Caps by Jadawin, and any other mod you see fit to make the campaign harder.
The mod now only affects the player.