Imperator: Rome

Imperator: Rome

Improved Stability and Internal Management 1.3
12 Comments
MensIuguolo 18 Aug, 2020 @ 12:25am 
Update for 1.5?
atraphoenix 11 Dec, 2019 @ 10:45am 
I think I have found the culprit. After previous co-ruler died that solved the issue. I have declared dictatorship as Rome before becoming Empire. The game still counted current dictator and last co-ruler of republican era popularity that killed my legitimacy a lot.
atraphoenix 11 Dec, 2019 @ 8:27am 
even 70 ruler popularity has - 0.6 effect on legitimacy other than this the mod works well on 1.3.
米奇大宝贝么么么 7 Dec, 2019 @ 3:37am 
perfetto
[BSB] xilanna  [author] 5 Dec, 2019 @ 2:35pm 
Updated to 1.3 Livy!

I didn't cross check every single file because this one has a lot, but most of them and the ones I suspected could consist of any kind of change. So if you find anything that hasn't updated to 1.3 please report it.

Paradox still haven't fixed localisation issue for mods after 1.3 so some things may look wrong or wonky. (Particularly inventions tab and party growth hover info)
[BSB] xilanna  [author] 28 Nov, 2019 @ 6:33am 
1.2 released!

monthly experience decay 0.2 -> 0.25

Increased up to half of vanilla value, with some military traditions it was possible to go below 0.

NEW!

Ruler popularity now affects monthly loyalty from -0.5 at 0 popularity to +0.5 at 100 popularity. Ruler popularity should now be more important and loyalty a bit more dynamic.

Party Growth for Republics is now affected by all the party leader's stats, not just charisma, but at half their value in relation to charisma.
[BSB] xilanna  [author] 24 Oct, 2019 @ 8:04am 
I somehow also completely forgot to mention that Fabricate claim cost was increased to 25 from 20, to bring it more in line with how much you use it in relation to other PI actions.
[BSB] xilanna  [author] 24 Oct, 2019 @ 7:44am 
@Rex You were right. Uploaded a fixed update. Thanks for reporting.
[BSB] xilanna  [author] 24 Oct, 2019 @ 7:39am 
@Rex That's strange. I only changed the price from influence_large (25) to influence_medium (15), did nothing else so it should work the same way as vanilla only be 15 instead of 25. I will take a look.
Shavanna 24 Oct, 2019 @ 7:00am 
You've created a bug, when you wrote the move capital script. You can only move a provincial capital now, when you have exactly 15 influence. Please add "... or more" to it.
[BSB] xilanna  [author] 23 Oct, 2019 @ 7:50pm 
If you want mods that change mercenaries with this simply load them after (below) this one. Also, now you have to load this after the 1.2 Better UI modpack or the inventions tab will look wonky.
[BSB] xilanna  [author] 23 Oct, 2019 @ 7:43pm 
1.1 released

Endorse party
Stability cost 0->3 Tyranny cost 5->3

Inventions
gold per pop cost 0.12->0.10
Stability cost: 1 (added)
Political Influence cost: 3 (added)
(Even less snowbally gold cost but a small stab and PI cost added, something new to spend the increased stab and PI that you get.)

Base experience decay
Slightly increased the decay reduction from inventions (1/5 to 2/5 of vanilla) but reduced the decay reduction from Fur trading by half.

Mercenaries
Recruit mercenary cost 0 -> 1
(Both because I think this should have a small cost and because the UI looks wonky if it doesn't)

The amount of mercenaries on the map remains the same but their stacks should be smaller. and not snowball to ridiculous amounts in large cities (Increased base size from 2 to 5 but reduced size from pops from 0.05 to 0.01).

Move state capital
Political influence cost 25 -> 15 (added)