Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Mos Maiorum v1.5
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30 Jun, 2024 @ 7:44am
10 Sep @ 11:49am
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Mos Maiorum v1.5

Description
Mos Maiorum not only aggregates some of my other older mods but also goes above and beyond them in integration of mechanics and polishing.

Mos Mairoum aims to bring more DIPLOMACY - GOVERNANCE - TRADING - ECONOMY - AVENUES TO VICTORY in combination with a more challenging AI (optional). In addition, it includes a couple of bug fixes for vanilla issues.

  • DIPLOMACY: a new envoy brigade with emissary, spy and trader stances that triggers various events if stantioned in foreign cities, ability to forge alliances and request contributions from allies, a game option that lets the AI better manage it's economy and defenses
  • GOVERNANCE: a new society skill tree with various thematic skills, a new system for political culture that gives buffs and debuffs, administratve cost dependent on distance from capital, expanded build options to influence political culture and administration, a new system of reputation and loyalty for generals and ways to influence these
  • ECONOMY: a reworked and expanded economy skill tree, new economy upgrades, inflation, an expanded naval skill tree for trade and a trading post upgrade

See the Mod Diary for some more background.

The mod comes with additional entries to the in-game pedia, so hopefully many of the mod's features and new mechanics will be explained there. If there's something opaque, then hit me and I'll see what I can do to improve.

Please refer to the discussion threads for more information on Known Issues and Integrated Mods. To know which mods you can use together with MoMa check out the Compatible Mods.

I highly recommend to play this together with Fristi61's excellent Alternative Start Dates mod.

Special thanks go to
  • Fristi61 for his untiring help in every possible regard and letting me use imagery from his Latium mod
  • CA_Putt for many inspirations and letting me use imagery from his Hegemony 500 mod
  • mazytus for all the bug reports re my older mods, which gave me sleepnless nights but also promted me to improve
  • Iakovosian for many bug reports and balance suggestions
Without your help and feedback I might have given up long ago!


DISCLAIMER: the mod is fully playable in its current state but also still under continued development. Therefore there will be small-medium patches, every few days or weeks, which might change balance, gameplay or require a fresh game to be functional.

All your feedback, suggestions, requests and bug reports are welcome and help me to improve this mod!

Last but not least, if you like my work, you don't need to buy me a cup of coffee - just giving a thumbs up would already help to get some "steam workshop stars" to this mod, which is my ultimate goal in life ;-)
Popular Discussions View All (5)
479
26 Aug @ 12:28pm
Bugfixes & other comments
Iakovosian
11
27 Feb @ 12:21pm
Console errors
Tellmarch
4
12 Sep @ 11:05pm
PINNED: Compatibility with other Mods
Canute VII
183 Comments
Canute VII  [author] 23 hours ago 
Hey, thanks, glad you like it so far. The current system wouldn't make sense for the faction leaders for several reasons, the main ones being that besides "reputation" there's also "loyalty", which doesn't fit a leader (loyalty to himself?), and some actions also don't fit (e.g. send the leader to the family estate?). So something special for the leader is needed, which I had some ideas about, but left them out due to fear of complexity when I introduced the reputation/loyalty system. I'm still weighting options though if and what to do with leaders. Maybe in some future update, we'll see.
Mourdeeb 13 Sep @ 8:26pm 
Hello! Love the mod!
Is it possible to allow the Faction Leaders to have/gain Reputation?
Currently you can send Generals to their family estate to hopefully gain a positive attribute, however, it requires Reputation, which the Faction Leader does not have.

You have recreated the game, better than it ever was. Congratulations!
Canute VII  [author] 10 Sep @ 12:09pm 
v1.5 has been released - please see patchnotes for details
Canute VII  [author] 6 Aug @ 1:39pm 
@markdeakin14: alright, found the issue. For vanilla faction groups I had been loading the society skill tree twice whena version of the classical world mod was active. Fixed in v1.4.24. Thx!
Canute VII  [author] 4 Aug @ 5:53am 
Yes, that's how you should do it. I was just wondering if that could be a possible cause of the dublication.
markdeakin14 4 Aug @ 5:12am 
No, I guessed that having both active might trigger conflicts so I deactivated it.
Canute VII  [author] 3 Aug @ 10:07pm 
Could it be that you have CW9 still activated in the mod menu?
markdeakin14 3 Aug @ 4:23pm 
I'm playing CW10, I've got your mod and KWs buildings mod and that's it?
Canute VII  [author] 3 Aug @ 1:24pm 
Do you play in some modded scenario, maybe?
markdeakin14 3 Aug @ 12:59pm 
It's both. The society skill tree is duplicated and I get the morale penalty whenever I log in. Cheers, I'll try that.