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The Tarquinius chapters, I see your point. It might have been better to split htem. I didn't encounter issues while playtesting but I probably played through it faster because I designed it.
Unit icons flickering is a glitch of the game that can happen in vanilla as well. You're right that certain areas seem to trigger it more often than others, but I'm not sure of the exact conditions so idk what to do differently.
Blank spots are intentional. Some areas are just less hospitable. I also intentionally left out camps. Again, unorganized, small-scale warfare with small armies that sustain themselves on the move by pillaging farms.
Though I realize that this breaks a bit from the vanilla game's design philosophy so it might feel unintuitive for that reason.
FWIW there are large areas not currently covered by the campaigns, especially in the eastern areas of the map. But yes I understand the central Latin area will start to feel a bit old after two campaigns.
I understand the frustration with cities flipping. Most of the time they are defections and rebellions though, so there were no historical invasions to simulate. I struggled to find some other way of making a playable objective out of these events, but I eventually I decided that, much like in certain harsher strategy games, unavoidable bad things sometimes just happen during the transfer of power. I knew it'd be controversial, but every other solution had flaws of its own.
Well, maybe next campaign I'll think of a different system.
I will investigate the alba longa city, thanks.
the tarquinius chapters could afford to be their own expanded campaign to reset progression. by the time you reach those chapters most of the factions have late game elite units and stone walled cities.
Couple of broken map spots in curia sabine lands where units flicker in-out of the map or some weird pathfinding due to the campaign-border constraints and theres blank spots around the map that could make due with a camp still despite the city density.
Otherwise its a pretty incredible mod that taught me a lot of early roman history, with a religious system that deserve to be in the base mod!
a few issues:
i highly disliked when cities flipped to rivals each chapter, you lose slaves and units for nothing. Wished you spawned enemy armies at cities instead to simulate the historical invasions.
Theres an alba longa city you destroy near the middle of the campaign, it stayed ingame despite being invisible and still generated income or consumed food.
The loading bar may get stuck at ~95% for a few minutes. This is normal.
Simply can't even start the game with it enabled and even tried complete reinstalls to attempt it. I have Heg:Rome installed.
I am pretty sure i managed to get prior version working, but otherwise love your work on this. Thanks for it :).
Do you have any other mods active? Campaigns are absolutely never compatible with mods that change gameplay or diplomacy mechanics.
If not, which city was taken and by which AI faction?
No map expansions this time, but 2 new campaigns (one of which is very short), and a lot of map polish.
Full changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/1749466564
If you're getting some kind of error, verify the integrity of your game files. Also post the full error so I can see where the error is being triggered from.
Instead you have to find gods to worship, who will unlock temples that can give you those same bonuses, and also global faction-wide bonuses.
I was mostly just hoping that it wouldn't be too noticable, but maybe I'll see if I can think up another solution...
I forgot to report this bug a year ago.
It's a bit annoying to fix so bear with me for a bit longer. (I don't directly control where the game assigns the siege spots, and apparently it just sometimes puts them in an inaccessible place, so I'll need to tweak the terrain a bit.)
Juno Moneta is the only god to give a bonus to visibility distance.
Don't confuse it with 'View distance', which is different and controls how far you can see into the fog of war. Some other gods give bonuses to view distance instead.
Evocation becomes more expensive the more often you do it. I wanted players to make careful descisions about which gods will benefit them the most and not just blindly grab all of them once they have some money.
It is also more expensive to evoke a deity when the faction you are getting it from is of a different faction group. And less expensive if it is an epithet of a deity of which you already have at least one other epithet evoked.
P.S My next Cost of Evoke = 23111...
the siege point is only available for climbers
Mostly a straightforward map expansion with 48 new cities, 9 new factions and 2 new faction groups. Though there is also a little bit of polish, and some factions now get the option to use historical/mythological starting generals (like some factions also do in vanilla).
Full changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/1749466564
The religion system in the Latium mod largely replaces the vanilla system of city upgrades (many of which are too recent or elaborate for the mod's early setting) and faction-specific bonuses. I don't know if adding the religion system into vanilla on top of the existing stuff might be 'too much' so to say...
If there's demand I'll make it though.
Full changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/1749466564