Imperator: Rome

Imperator: Rome

Timeline Extension for Invictus
429 Comments
YOUR FATHER!!!! 7 Oct @ 2:02am 
@tinwiz Ok will wait to start new game
tinwiz  [author] 7 Oct @ 1:27am 
The latest Invictus map changes will cause issues with the barbarian events in the end game (after about AD 370 / 1125 AUC). So I'll probably have to mod the default.map file to fix it, unfortunately.
YOUR FATHER!!!! 6 Oct @ 3:09am 
@tinwiz So, is it fine to play with the new Invictus patch?
YOUR FATHER!!!! 4 Oct @ 9:31am 
@tinwiz ok cool it was a lot changes in invictus recently so just wondering about compatibility
tinwiz  [author] 4 Oct @ 9:28am 
@YOUR FATHER!!!! I am not sure it needs one. Just testing. If I find something, I'll update.
YOUR FATHER!!!! 4 Oct @ 9:26am 
any update on horizon ??
EatTheRich 4 Oct @ 8:46am 
thanks
tinwiz  [author] 4 Oct @ 6:17am 
@EatTheRich this one is for compatibility with the Invictus mod. The Simple I:R Timeline Extender is for the base game, if you're not using Invictus.
EatTheRich 29 Sep @ 12:24am 
Sorry to ask but what is diffrence between this and Simple I:R Timeline Extender
tinwiz  [author] 24 Sep @ 3:19pm 
@YOUR FATHER!!!! uncertain. I will have to look at the files and test again to confirm.
YOUR FATHER!!!! 21 Sep @ 11:41am 
its compatibile with Imperator: Invictus 1.10.1 ??
Tusade 17 Sep @ 12:01pm 
Thanks for the answer!
tinwiz  [author] 17 Sep @ 7:58am 
@Tusade yes, the patch notes for 2.0.5 included that: "- You can change the climate of the province to one of the following: mild_winter, normal_winter, severe_winter, arid and none." It also added a climate map mode. https://forum.paradoxplaza.com/forum/threads/patch-2-0-5-open-beta.1719724/
Tusade 17 Sep @ 6:26am 
In the last patch, the devs said that provinces now have a modifier that allow mods to change climate. I am wrong?
tinwiz  [author] 16 Sep @ 12:03pm 
@Zombiemaniac_3 yes they are intended to be extremely challenging; by that point in the timeline, players tend to have built up overwhelmingly powerful countries. Please note that the non-quarantine option was added to reduce the issue you're describing with unrest and losing land to rebellions, where players want the ability to grab everything back in a single war. Splintering large blobs while making it difficult to reacquire the blob quickly was an intended effect. The description of the effects are in the tooltips for either option. Thanks for the feedback.

@Tusade no, there are no plans for additional features such as climate change. There were some modifiers added to far northern provinces on the expanded map in Invictus to reflect the colder climate, but not to the general map.
Tusade 14 Sep @ 12:07pm 
Hello, any plan to implement climate change in the late game? In the Attila Total War they say that due to a cooling weather, many crops failed and bad things happened.
Zombiemaniac_3 10 Sep @ 4:56pm 
I will say that the plagues are a bit harsh. Unfortunately, due to the way imperator Rome handles war goals, if you have a large empire and multiple provinces rebel, it is not possible to get them back in a single war as the war demands to get them back exceed 100%. I have know idea how to rework it, but I do think that something probably needs to be changed. Even just an extra warning regarding the unrest modifier for the quarantine option might be helpful. Anyway, I do love the mod as I whole and thank you for all your work on it.
tinwiz  [author] 28 Aug @ 7:41am 
@Dropeza Did you try the no-quarantine option when you got the plagues pop-up? That one kills more pops, but doesn't add the unrest modifier.
Dropeza 23 Aug @ 12:37pm 
I'm sorry but plagues are extremely bad design and there should be an option to turn them off. I'm getting provinces from my own culture declaring independence because of the debuffs, a bunch of little rebellions and make the game lag and are completely unmanageable. These provinces can't even be annexed back in a single war which doesn't make much sense as well. I'd suggest using something parallel to slave revolts which don't pop up any tags and just make unintegrated cultures revolt with tags. Ruined my campaign, I could fight every little revolting province but honestly this would take ages to do and I have no idea when the debuffs are going away because their timer is wrong and they get applied again. Worse of all, there is ZERO warning on this mod page that this can happen. Rest of the mod is great but this should get a rework or a toggle to disable in the game options, I'm down to experience a crisis but this amount of micro is just criminal.
tinwiz  [author] 14 Aug @ 6:30pm 
@Gambler you can get an early start with the Bronze Age mod. :)
Gambler 13 Aug @ 2:08pm 
I'm going to start a new big campaing. Imp to hoi4, yes i'm serious. So I'm waiting for this submod to be updated.:)
dustoff 10 Aug @ 7:23am 
thanks. looking forward to your update
tinwiz  [author] 9 Aug @ 6:34am 
@PolandNationalist please don't include this mod in your own mod. You can make your own sub-mod that just overwrites what you want.
tinwiz  [author] 9 Aug @ 6:32am 
I am working on an update.
dirty.pant.leg 1 Aug @ 1:54pm 
Is this mod still compatible with Invictus after the Arsaces update?
PolandNationalist 31 Jul @ 11:54pm 
hey im wondering i made a mod (havent published it but using it for myself) that makes christianity appear on game start (along with alot of chirstianity related events) i was wondering if i could publish it it will include your mod in its current form ill give credit if you want me to not or just add something to it i will i just want to publish it
Riekopo 26 Jul @ 9:57am 
Reanimata compatible?
YOUR FATHER!!!! 23 Jul @ 1:10am 
any update comming ?
SAS 20 Jul @ 7:50am 
I too would like to know if this is working with the latest Invictus release please.
Riekopo 19 Jul @ 12:15pm 
update needed?
RAGE darky 15 Jul @ 1:23pm 
Please update.
SilentN4saken 2 Jul @ 3:59pm 
I read the description but I must have missed that part my apologies.
tinwiz  [author] 23 Jun @ 4:36pm 
No need to use this if you are using Terra Indomita, please see the mod description.
SilentN4saken 23 Jun @ 12:28pm 
Does this work with Terra-Indomita? Thinking of trying that mod so I was wondering, love this mod :legitimacy: .
tinwiz  [author] 31 May @ 4:15am 
@AfterlifeBarista if there is, I don't know how. It's how the game is coded.
AfterlifeBarista 30 May @ 2:24pm 
Wanted to use this wonderful mod for my current campaign, but already 150 years in I realized I forgot to turn it on :p. Is there really no way to manually load the scripts and triggers that normally are done at game start using the console or savegame modification?
tinwiz  [author] 8 May @ 4:37pm 
@MTO1 I think it should still work for 2.0.4 but it was updated for 2.0.5 and I have not tested it for backwards compatibility.

If that worries you, then you can get the previous version of this mod here https://github.com/TinWiz/Compatibility-Timeline-Extension-for-Invictus/releases and then run it manually from your mod directory(unsubscribe from this Steam mod first).
MTO1 8 May @ 3:14pm 
Excuse me, I don't really understand modding very well but does this not have backwards compatibility? I'm still on 2.0.4 for another mod that hasn't updated yet, but now the timeline extender says "made for 2.0.5" this has never been an issue before.
tinwiz  [author] 2 May @ 7:09am 
@Flemishh the point is to add more fun by adding more centuries to the end of the timeline. It doesn't go back in time or change the starting date. There was a mod called Classical Rework that did that, starting in 600 BC, but I don't think it works with Invictus.
Flemish 29 Apr @ 8:04am 
what is the point of this mod? I cant play as the roman kingdom
tinwiz  [author] 26 Apr @ 1:15am 
@LeFay yes
LeFay 26 Apr @ 12:32am 
Work for 2.0.5?
Biggus_Dickus 8 Apr @ 7:56am 
@Barbarossa, bruh
tinwiz  [author] 24 Mar @ 2:44pm 
@Flr3cr0tchassass1n it's intended to last for the rest of the game (until 1229 / 476), but it will end in 1353 / 600 if you keep playing that long past the extended end date.

@Barbarossa see above ! You should NOT use this mod with Terra Indomita , which has integrated its own timeline extension mod already
Flr3cr0tchassass1n 23 Mar @ 12:47pm 
How long does the late antiquity population decline last? Wondering if I need to downsize considering the cyprian plague is coming soon too lol
Barbarossa 22 Mar @ 2:08pm 
Does this work with terra indomita
tinwiz  [author] 20 Mar @ 3:19pm 
@Shaigadough the option to slaughter Christians should remove the early Christian community modifier for about 10 years, which will stop the events connected to it. If there are Christians in nearby provinces though, it can still spread. Afterwards there is a chance the community might reappear.
Shaigadough 18 Mar @ 8:38pm 
@tinwiz got ya, thanks appreciate the response. One more question about Christianity mechanics, how does the early christian community mechanic work with the settlement that has that buff applied? Does rooting the Christians out stop that settlement from converting people to Christianity?
wantedranger96 18 Mar @ 5:16pm 
Sorry then. This might be unrelated to the mod then, I had just assumed that it was. I just didn't want anyone else to fall the for same 'glitch' lol
tinwiz  [author] 18 Mar @ 3:36pm 
So far I haven't come across that problem but I can't troubleshoot for all the mods and combinations.