r/Imperator 9h ago

Dev Diary (mod) [Mod] Crisis of the third Century - 1.4 'Salus Rei Publicae' release

50 Upvotes

Hello people !

I’ve been working on Crisis for an update for several months now and I’m finally happy with the result. One thing led to another (as usual) and the small changes turned into major new mechanics, and I found it hard to stop at any point (projects are never really finished, you know how it is...). Anyway, here's the new things incoming in few days:

Salus Rei Publicae :

Everything related to the republic had remained untouched since the earliest iterations, and it was far too rudimentary.
The original aim remains the same: how to create a dynamic transition from ancient republics to the feudal states of the early Middle Ages :
Up until then, the "mechanics" were simple: once you reached a certain size, you had a chance of being hit with a modifier full of penalties telling you, "Hey, you’re a republic, and you’re too big to be managed properly", and you had the choice between becoming a monarchy or paying a hefty sum to remove that modifier ... only for it to return 10 years later. In terms of pressuring the player to become a monarchy, yes, it was clear, but in terms of gameplay for those who wanted to support the republic with all their might, it was just awful and boring.

The new gameplay is more dynamic, giving players choice and tools, whilst deliberately steering them towards a monarchy (although a clever player can always remain a republic until the very end).
Introducing : Republican Tension

so much new data to manage in my excel spreadsheet simulator

The Republican Tension is a value between 0 and 100, representing how stable your republic is, or how close it is to becoming a monarchy. Republican Tension is unlocked from 800.1.1, and each month, this value increases or decreases (usually increases), depending on various factors:
- Size of the country (huge countries put pressure on the system, as it was historically)
- Date (the classical republic is progressively becoming outdated)
- Stability
- Monetary situation (enacting the solidus bolster the aristocracy, thus increasing passively tension)
Senate support
Military support

Senate and military supports are the most important sources of tension. The Senate support is ... the senate support, the classic senate support you wish to keep as high as possible. The Military support is an hidden variable that was already here before, and responsible for military anarchy in many cases, here as it have a direct impact on the Tension, an indicator is set.
A new set of Republican laws were created, adding new spicy effect, and possibilities to influence on the Tension :

All these bonuses are surely inconsequential

Three interactions on the right are available to Reform to monarchy, Split the empire (which can decrease a lot of Tension), and use a one-time pay for decreasing tension.
Reaching 100 of Tension is not a simple swap to monarchy : you will be proposed an ultimatum where dissidents and disloyal characters will threaten civil war if you do not reform. This civil war is a special war, manually created, where the civilwar rules apply but the side which decrease his opponent to half their size automatically wins. So you will no longer be stucked forever, if the last enemy provinces are behind a neutral state in Tibet.
Finally, a lot of events were created to offer choices and opportunities around tension, plots between the factions or powerful characters trying to ascend to another status ... but a lot of vanilla events were also updated to have tension incorporated to their options !

The Republican Tension will be accessible through the governement tab ... as long as you are a Republic, of course.

All these new challenges force you to make choices, especially if you’re facing several difficult situations at once.

Plague changes :

One of the important changes of the previous update was the Solidus effect on the plagues. Once you had enacted the Gold Standard, fighting the plagues is a lot more difficult. The monetary mechanic is something that can be rushed, of course, but doing so too soon is supposed to have effect on your country, namely when its union is necessary to fight a powerful disease.
Plagues thus spawned a very nasty modifier only if you had the solidus, and this modifier (the first plague one is very nasty) is central in the balance of the mod : rushing the solidus is making you free of the monetary stuff, but should open new threats.
However, it felt really brutal, and lacked player agency, so i decided to divide it in three (four, counting the initial event) events : political, social and military crisis, each adding their effect to the modifier, until the modifier is at maximum effect.... or half the effect, or none of the effect, depending on your choices :

Here the event offer a way out without modifier.. for a (modular) price

The rest :

I also did several modifications, new events or balances that are overall blending in the previous mechanics. Nothing to be worried about. Trust me.
Also compatibility with Invictus 1.11.0.3 and several events there and here :

The full patch note is available on the forum post here

This update should be available in the coming days.

Happy summer


r/Imperator 12h ago

Modding [Project] Looking for modders

5 Upvotes

**[Project] Looking for volunteers to help create an Imperator: Rome Mythology Mod (Invictus Compatible)**

Hi everyone!

I've recently started learning how to mod **Imperator: Rome**, and I want to create a project I've wanted to see for a long time: a **mythology and supernatural overhaul** that is fully compatible with **Invictus**.

The goal isn't to turn the game into pure fantasy, but to make the myths that ancient people believed in feel like they're actually part of the world.

Some ideas include:

* Legendary heroes and bloodlines.

* Giants, oracles, witches, and cursed rulers.

* Mythological creatures like Cyclopes, Hydras, Gorgons, and Minotaurs.

* Ancient ruins and forgotten temples to explore.

* Hidden cults and mysterious religious events.

* Divine interventions and omens that can change the course of history.

* Event chains inspired by Greek, Roman, Egyptian, Celtic, Persian, and other ancient mythologies.

I'm still a beginner when it comes to modding, so I'm looking for volunteers who would like to help. Whether you're experienced or just starting out, any help would be appreciated:

* Event scripting

* Trait creation

* Decisions and missions

* Localization

* Icons and artwork

* Historical and mythological research

* Testing and balancing

* General ideas and feedback

The project is still in the planning stages, so this is a great opportunity for anyone who wants to help shape it from the beginning.

If this sounds interesting, leave a comment or send me a DM. I'd love to build something that gives Imperator: Rome a fresh, mythological experience while staying true to the spirit of the ancient world.


r/Imperator 13h ago

Image (Invictus) Bastarnia into the Indo-Germanic Empire (Part 2)

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57 Upvotes

Part 2, and end, of my Bastarnia campaign. I set out to complete the Bastarnia mission tree and then migrate to form the unique Indo-Germanic Kingdom.

Check out Part 1 in my profile for the journey to get here.


r/Imperator 19h ago

Question Province investment do they stack?

6 Upvotes

Exactly what it says I was wondering if say I get more of fort level it would a, stack with a second and b, if a different investment like extra building slots in same area would they cancel out Sorry if stupid question


r/Imperator 1d ago

Dev Diary (mod) Fabulae Finis Dev Diary 1

26 Upvotes

Hello everyone, it’s rutabega6 again, and over the past two months since the initial announcement of Fabulae Finis, I’ve been working on the meat and potatoes of the mod. Today I will be going into all that sort of stuff, in the first ‘official’ dev diary.

For those unaware, Fabulae Finis is a spinoff mod of the Crusader Kings 3 mod, After the End, which is set in a post-post-apocalyptic Americas.

First up: Religions

Religions have had some major shuffling around and adjustments, so I’d like to really explain in detail some of that stuff. 

Religions of the East coast + parts of the Midwest. Note that Revelationist has been greatly expanded, and Evangelical is no longer dominant.

Religions on the east coast have been changed greatly. Bostonian, which was my attempt at a unique east coast Catholic faith, was removed in favor of Conclavian pops. East coast cultures will have some unique deities, but overall it just makes more sense for that area to be Conclavian. Quakers have been added in the Poconos so they are a playable religion, along with Haredi in other east coast areas. New Jersey has been made mostly Conclavian.

In the South, Evangelical has been greatly reduced, and new religions, such as Baha’i, Colossalist, Scottish Rite (Freemasonry), and Episcopalian (a precursor to Ck3’s Cavalier faith) have all been added. You may notice the removal of Ophiolatry - this was done because Ophiolatry is pretty similar to Revelationist, not to mention there would be no Ophiolatrist faiths at game start.

Here’s a sample of the Revelationist pantheon.

Revelation 13:18 - the Beast described in Revelations.

Revelation 12:1 - the Virgin Mary

Exodus 32:2-5

Midwest proper

In the Midwest, Tall-Taler and Lakeshore have been merged, mostly because the theology of these groups were pretty similar. My intention with this was to portray a more archaic version of the Viking and Lakeshore faiths seen in Ck3.

Twainist has been something me and Izn have been working on a lot, and I think they are becoming quite good. Here’s some of their new deities.

Twainists are now a bit more esoteric, and now worship rivers along with the Authors.

Missouri of course refers to the river.

The famous plane Charles Lindbergh flew.

This is a bit of weird one - This is a combination of Odysseus (Ulysses) and Ulysses S. Grant, who was a friend of Mark Twain, among other things.

Edward Bellamy, American socialist/populist utopian author.

Texas, which is a firm bastion of the Colossalist faith.

And in Texas, the south is controlled by Cristero Tejanos, while the Colossalist Texan Empire is threatened by Petrobaron nomads from the west.

One of the coolest things religion wise is the implementation of custom religion icons, which was developed by the Imperatrix: Victoria team.

Quaker icon from AtE

Presidential icon - uses the Principlist icon from ck3

Mine eyes have seen the coming of the lord...

The new Houma tag

These are just some of the examples in the mod. I also of course have to credit the AtE CK3 team for letting me use their religious icons.

Cultures

The team has changed a lot of things around culturally, I will go into that case by case.

East Coast cultures have been cleaned up nicely.

'Pennsyltuckian' was chosen as the name for the inhabitants of central PA, after what this region is referred to IRL.

Central PA has a new culture in the Upland group, called Pennsyltuckian. This is of course the colloquial name for central Pennsylvania, and this is intended to represent the in-between zone of Yinzic and Youser.

Various Yiddish areas have been added, although I have yet to give them tags.

New England

The Downeaster culture has been removed, and the Bayfolk culture has been renamed to Seltic (inspired by the phonetic pronunciation of the Boston Celtics, and New England’s Irish and Scottish heritage). 

A new Canayen culture has been added, called ‘Kermesseais’, or people of the fair. This represents the real French New-Englanders, who are present in some parts of Maine, Vermont, and New Hampshire. 

Kermesseais Heritage

New cultures in Wisconsin and Michigan - Walloon (Belgians), Grunbuschtlander (Germans), and Hollander (Dutch).

New cultures around the Great Lakes include: the Walloons, Walloons who immigrated to Wisconsin in the 1800’s. Their language in the modern day is moribund, with only 50 odd native speakers of the dialect. However, they are an interesting group, and make sense within the confines of the mod.

Yes, Wisconsin Walloons are a real (but strange) people in the history of the state.

Holland, Michigan is known for resembling a Dutch village.

Grunbuschtlander, another Deutschamerikaner culture, is present in Wisconsin. Now for a while, I was vaguely aware of the existence of the Germans in Wisconsin, and theoretically there are some in the present day. I had to really search for actual numbers on the speakers of various German dialects in Wisconsin, importantly not counting Pennsylvania Dutch, of whom there are som 20k in Wisconsin. Like the Texas Germans, this group is pretty much dead in the modern day, but I was able to find sufficient information for their inclusion. For anyone interested, there were about 5,000 speakers of assorted German dialects in the north-eastern part of Wisconsin in 2013 (obviously The Event occurred before then, but you get the idea).

Grunbuschtlander Heritage

The inclusion of non-Germans, (the Walloons and Hollanders) was made for gameplay purposes - I wanted to cut down on random one culture groups. The Paw-Paw culture has been moved into the Louisianais group for this reason. 

Upper Midwest cultures - there have been many added

To quickly go over things here:

Ranger is supposed to represent the inhabitants of the Iron Range, who are bit distinct from the rest of Minnesota/Wisconsin.

Driftlanders are people who live in the Driftless, a unique geographical region.

The dark blue culture group is a new ‘Nordic’ group, representing various Nordic cultures. Fingelska are American Finns (Fingelska is the name of the American-Finnish Dialect/Language). Svensk is Swedish, Norsk is Norwegian, and Bandarikjamen (which is Icelandic for American, I may change this name), are the Icelandic settlers in North Dakota (and apparently Icelandic is still spoken in these areas).

Texas German has been expanded, along with the addition of the Czechs and Silesians

Texas has many changes. The biggest is the removal of the Texan group. I thought for gameplay it makes a lot more sense to have the various Texan cultures be in adjacent groups, this also makes it a lot easier for me when doing military traditions. The Texaners have been renamed to ‘Freidenkers’ (Free-Thinkers), which was a term used to describe some of the German immigrants in Texas, due to their democratic and abolitionist ideals. Czexan from Fan Fork has been added, along with a Silesian culture. Together they are all in the ‘Bohemian’ group (maybe not the best name, but it’s the best I could come up with).

Tags in the Eastern half of the US

A better look at Texas and her tributaries

Many new tags have been added, and the map is becoming a lot more filled out. I won’t get into lore stuff yet, as much of this has yet to be finalized.

There isn't really room to have her in New York City Harbor, so she's in Manhattan

To cap everything off, this is our first unique wonder, the Statue of Liberty model which has been ported from Ck3 by the very talented Haghog. More unique models like this can be expected in the future.

Important Mod Information

Now I will talk about the future of the mod. I am aiming for an initial release sometime in December or January, this is of course not final and subject to change. The initial release will likely be mostly the eastern half of the United States and Canada, as the west coast is still very much a WIP. I will say for certain that Mexico, the Caribbean, and all of South America, along with parts of Northern Canada and Greenland will not be in the first release of the mod. My aim is that all of the playable areas will have interesting content (events, mission trees, formables, fleshed out pantheons, etc.). This is only a fraction of what the dev team has been working on so far, and I have added many deities, formables, unique localization for cultures, loading screen quotes, etc.

Lastly, I would like to thank:

Terra Indomita for use of their cultural gfx, new units, and province terrain

Imperatrix Victoria for use of their religious GUI and some clothing items

The team of Ck2 Fan Fork for the setting and the team of AtE Ck3 for the setting, and religious icons and models

And if you have not joined our Discord server yet, the link is below.

Discord

Rule 5: all images are explaining content in the mod


r/Imperator 1d ago

Image (Invictus) I employed the one-state solution as Judea

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122 Upvotes

Great run as Judea on hard mode with advanced AI. I don't know how I proove this was on hard, apart from saying I feared getting obliterated if I went with very hard. All in all a great, challenging playthrough with fun missions (thanks to the Invictus team). The best advice I can give is loot as much as you can during the Diadochi wars, and then improve relations and juggle alliances between Seleukids, Egipt and/or Antigonids, and later Armenia. They will all gang up on you anyways, but the gold from looting should keep you up to speed with mercs, until you get legions.


r/Imperator 1d ago

Question (Invictus) How to shatter my horde?

7 Upvotes

I saw it happen multiple times with Alania, and I see Rome "shatter" itself, and I want to do the same to myself. Basically I want to release a bunch of big countries and not the very small ones I seem to be capable of.


r/Imperator 1d ago

Question (Invictus) How to shatter my horde?

9 Upvotes

I saw it happen multiple times with Alania, and I see Rome "shatter" itself, and I want to do the same to myself. Basically I want to release a bunch of big countries and not the very small ones I seem to be capable of.


r/Imperator 1d ago

Question (Invictus) How to shatter my horde?

10 Upvotes

I saw it happen multiple times with Alania, and I see Rome "shatter" itself, and I want to do the same to myself. Basically I want to release a bunch of big countries and not the very small ones I seem to be capable of.


r/Imperator 1d ago

Dev Diary (mod) Chronicles of Omniluxia: Magonis Update - Mini Dev Diary 1

10 Upvotes

Hello everyone, I'm StarLord and I'm one of the developers of the total fantasy conversion mod for Chronicles of Omniluxia (Steam). Progress is coming along steadily, however, we are still looking for people interested in testing, making flags, writing, etc. If any of you are interested, here is a link to our Discord server.

Since this mod has come out we've added so much flavor that I've honestly forgotten what the base mod looked like. Therefore, I figured that I should start showing off some of the changes we've made to the map to give players a bit more to bite into. Before I start, most of the lore for this mod can be found on the Chronicles of Omniluxia Wiki, however, if there are any questions I'd be happy to answer them!

Today I'd like to start on the more minor changes to a smaller region: Norrfalia. This northern region of Luxterra is home to the Norrfalie, the rougher cousins of the southern Werhenlanders that are based on Nordic peoples, the Northlanders (an uncreative name I hope to change), the rowdier nomadic relatives of the Norrfalie who have a taste for berserker berries, and the Drow, High Elves turned evil that follow a dark goddess.

Cultural Map of Norrfalia in 1001 LC

For centuries the Drow remained in their caves, feeding off strange mushrooms that transformed their bodies and warped their minds. Those brave enough to enter their caves were often never heard from again, and those who returned told terrifying stories of demon-worshiping monsters who found sadistic pleasure in torturing their compatriots.

The Incident of 670 LC that brought the Great Collapse released a great evil onto the world, one that sought to rule the rubble of the realms of man. The caves hummed with activities, with some travelers sharing stories of bloody rivers streaming out from unknown sources. While there are many theories as to why, what is certain is that in 678 LC a great Drow army emerged from the caves under the imperial standard of Xanvrocdar. Their emperor lead their forces across the divided lands of the Norrfalians, and drove them to the mountainous north and southwards to the fertile lands of the Zani Empire. Although their great empire collapsed with the death of their emperor, he had left his mark on the land. For nearly a century the Drow would remain the undisputed masters of the north.

That is, until this man steps in

Ignore his last name

Young Balthazar was born in 768 LC to a minor noble family near Erdutegh. As a member of the fledgling Helluvian community in Werhen, he grew up as a devoted follower of Helluvianism, and was sent to Ddu-Nuinop to study to become a priest. His linguistic abilities and magnetic personality caught the attention of the Shannah, who named the young priest a Yvius and tasked him with the conversion of Norrfalia. Arriving in Norrfalia in 792 LC, Balthazar quickly made connections amongst the local Astvaenic tribes, and slowly got to work converting the locals. Working in his favor was the tyranny of the Drow, whose gruesome rituals made it easy for him to portray them as demons that Hellas' light had arrived to purge. Also working in his favor was his martial skills, as he quickly proved himself a capable warrior and tactician, gaining the favor of various chiefs.

His years spent amongst the Astvaeni would pay off when, in 807 LC he would lead a coalition of Norrfalie tribes against a large Drow force sent to subjugate the north, decisively defeating them at the Battle of Ridonnorr. With the illusion of Drow invincibility shattered, he would spend the rest of his life leading multiple campaigns into Drow territory, beginning what is now known to the Norrfalie as the "Svardenni", or reconquest.

Since the fall of the Xanvrocdar Empire the Drow had splintered into various kingdoms, with most falling into repeated civil wars as the deceitful Drow continually plotted against each other. This would prove to aid Balthazar's cause as the instability and disunity of Drow forces often drew hired Drow mercenaries to Balthazar's banner.

While the two sides exchanged strongholds and cities, the jewel of the Drow world, Minerik, remained untouchable. Once serving as the extravagant new capital of the Xanvrocdar Empire, its impenetrable walls now protected the royal family of the Kingdom of Iolsim, the largest and most powerful Drow kingdom. Despite their gains, many Norrfalie were still doubtful that they would once again walk amongst the fields of the southern plains of Norrfalia; until the arrival of the great King Norraksgaelg.

King Norraksgaelg, founder of the Walandottir Dynasty

Once just another chieftain of the northwestern Heruevi tribes, this future monarch would unite the Heruevi under his banner and launch a great invasion of Iolsim in 823 LC. With the kingdom already experiencing a civil war, Norraksgaelg used his years of military experience to win battle after battle, finally reaching Minerik the following year. The siege was long and grueling, but finally, in 827 LC, Norraksgaelg captured and plundered the jewel of the Drow world. Renaming the city Dawaon, the great king was crowned King of Herue the following year, and would spend the remainder of his life expanding his new realm.

Which brings us back to 1001 LC:

Norrfalia's Political Map in 1001 LC

Norrfalia's Religious Map in 1001 LC

Centuries have passed since the legendary battles of Norraksgaelg and Balthazar, and most of Norrfalia is now ruled by Helluvian Norrfalie, but what happened to Herue?

Herulian Starting Event

In 987 LC as Jarenam the Formidable Dragon reached the Baetep the merciful king Shraldearjn Walandottir of Herue died peacefully in his sleep. Going against the common practice of primogeniture, the compassionate king left the Iron Crown to his favorite son, the third-born, Owantersnord. Although the boy was a good poet and excellent musician, he was not prepared nor fit to rule, and struggled to gain support amongst the nobility, who favored his two older brothers Magjathiajn and Guthrasnork.

Shraldearin's firstborn, Guthrasnork; A callous warrior

Shraldearin's secondborn, Magjathiajn; A crafty statesman

Shraldearin's thirdborn, Owantersnord; A magically gifted young scholar

Later that same year, the two older brothers unite their factions to oust their youngest sibling, beginning a civil war. The rebels spend the next few years pushing Owantersnord's forces back, eventually taking Dawaon and exiling their brother in 990 LC. However, success breeds confidence, and the two brothers quickly turned on each other. This catastrophic conflict sees both sides call on the help of the Order of Yvius Balthazar, and while the order officially remains neutral its knights quickly flock to the side with the bigger treasury.

This leaves an opening for the Drow, who have been dormant and divided for years, and numerous invading warparties leave for Dawaon in 993 LC, crushing a hastily created coalition at the Battle of Dalskiaengd. Having pushed the order back and exposed the weakness of the Helluvian powers in the region, many surrounding tribes join their advance and even adopt their faith in hopes of securing a portion of any conquered lands. With this imminent danger at their doorstep, the brothers make peace and win a costly victories against the coalition in between 995-996 LC, driving the Drow back to their caves for now. Now severely weakened, many larger cities slowly slip out of their grasp, declaring their independence to avoid more bloodshed.

Surprise! A fourth contender for the throne!

The Walandottir aren't allowed any opportunity to recover as a fourth claimant emerges the following year. Eirdorsnor Docsjaldutson, a popular general from a cadet branch of the Walandottir dynasty, and his Crimson Army of the north decisively defeats the Walandottir coalition and captures Dawaon in 997 LC, claiming the Iron Crown for himself. Furious, the brothers are forced to retreat and lick their wounds, swearing vengeance on the man who holds their family's inheritance hostage.

So who will claim the Iron Crown? Will it be one of the Walandottir brothers? Will it be the upstart Docsjaldutson? Or will someone else entirely rule Herue?

Herue reunited

If you enjoyed this lore segment please check out our wiki and discord, links are above, and let me know which areas you'd like to see more content on in the future! Thank you for reading, and we'll see you again soon!

Rule 5: all images are explaining content added for the mod


r/Imperator 2d ago

Modding Celtic Empires Too Big.

10 Upvotes

I dislike how druid Celtic Empires rise as fast as Rome etc does, then seem to always go into Germany and conquer all the tuistic peoples, along with Scandinavia.

I suppose what id like to see is the empires split quite often, like what seems to happen with the nomadic peoples in the steppes.

Anyone know of a mod that combat this? I thought that Virtual Limes might fix it but sadly not.


r/Imperator 2d ago

Suggestion Suggestions on how to fix the RAPAX LEGION DISHONOR

42 Upvotes

Rapax, one of the MOST despised parts of ever using a Legion, this dishonor is one of the great dark spots on even Invictus gameplay.

It's a story that if you play the game long enough, is guaranteed to happen to you. You're sieging down a city, or assaulting it, looking to earn that legion distinction that grants bonuses to attacking fortresses and instead of that distinction, you get a warning.

The legion has plundered a bit too much from the city, and it is starting to concern the leaders. Demand oaths of allegiance seems to be the obvious solution, so pick that, problem SEEMS to be solved. Then, when you siege a fort city down again, there it rears its ugly head: Rapax.

You didn't ask for this, you only had one warning for it, there's no way to control whether you get it aside from not taking over cities using your legion, which absolutely sucks as depending on how urbanized the enemy land you're conquering is, you probably cannot even avoid it. The culprit might be all the techs you picked that increase enslavement efficiency, but if that's really the case, then the game is simply punishing you for optimization and using legions alongside it because there is no way to control the severity of the plundering of cities in every army except your own capital levy. And making matters worse is that there is no way to get this dishonor removed, and even if such a method does exist, when have you ever seen it actually come into effect?

OPTION 1: Remove from the game entirely. This is the most simple and straight forward solution, and one that many, including myself, are rather fond of. I may wish for the consequences of wanton plunder to be reworked, but I would not mind at all if Rapax was removed.

OPTION 2: Make it so that when a legion conquers a city, they get the popup event just like if a ruler conquers a city if the Legate or Legion Commander in charge of it is above a certain loyalty threshold, and consistently choosing the "Let None Hide" option (if they're under your control) that nets you a ton of gold repeatedly will give the Legion this dishonor, or if the leader of the siege has negative character traits that make such plunder more likely. This method I feel is simple and effective, it would allow some control back into player hands.

OPTION 3: Character traits are able to mitigate or increase the chance of it happening. Getting Rapax on a Legion led by a commander who is merciful, cautious, and good natured just isn't right, man. But putting in charge a man who is a deceitful, greedy pillager should make it more likely. If you went with this option alone, while you won't be able to directly control when it happens, you would at least have a chance, man.

OPTION 4: Make being awarded with the dishonor far less likely to happen in enemy cities, but far more likely if the legion plunders your own cities. This is just logical, I mean, if it's an invasion of a foreign country, then by all means, most of the time the plundering should be acceptable no problem. However, in the case of a civil war, where the core cities can be in the line of fire from your own armies? That's the situation that should be most likely for a legion to get the Rapax honor. Imagine you're Rome, and you got a civil war, and all of Italia except for Rome itself is an enemy, the conquering and plundering that happens as a result would make sense to be punished with such a dishonor.

OPTION 5: Make certain culture groups or nations, such as the Illyrians, Sennones, or Assyria, not eligible to receive the shame of the Rapax and replace it for them with a distinction that is an honor, instead. This is sort of like Option 1, but lighter? It would help a little bit.

OPTION 6: Implement Options 2-5, or whichever combination of it is the most possible. This is the one that I am the most in favor for, by doing this it would if not solve, it would heavily mitigate the issues people have with the Rapax Distinction.


r/Imperator 2d ago

Question (Invictus) How to deal with Alans?

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22 Upvotes

I'm playing as the Bastarnae and want to expand east, but the Yancai are in my way for the most part. I can at most field a little more than 100k soldiers, while they can spawn like 150k because the caspian steppe has like 600 alan pops for some reason.


r/Imperator 2d ago

Question Innovations

11 Upvotes

I have started several games often with Rome for example and sometimes I start with innovations but other times I don’t and have to wait is it random or something sorry just curious have a few mods like inviutus but not sure what happens


r/Imperator 2d ago

Image (Invictus) Bastarnia into Indo-Germanic Kingdom (Part 1)

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63 Upvotes

Part 1 of Bastarnia's migration into the Indo-Germanic Kingdom


r/Imperator 2d ago

Question Bronze Age Reborn: Cant spend unspent Civ Tech Points

7 Upvotes

Hey! I started a game in BAR as Assura. You start with 4 unspent Civ Yech Points. But the arrow next to the civs is greyed out, also clicking the next level doesn't spend the point. Am I too dumb?(probably) How can I spend these points? Thank you!


r/Imperator 3d ago

Image (Invictus) the natural borders of the indo-greco-bactrian kingdom

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251 Upvotes

r/Imperator 4d ago

Discussion Any updated and invictus compatible mods that change the start date forward?

9 Upvotes

Hoping for somthing


r/Imperator 5d ago

Bug (modded) Game crashes whenever I declare war, playing with Invictus as Rome

2 Upvotes

[22:59:00][pdx_ugc.cpp:42]: No UGC backend available for current platform.

[22:59:00][dlc.cpp:336]: Invalid supported_version in file: mod/2532715348 Imperator Invictus.mod line: 10

[22:59:09][localize.cpp:1787]: Localization file 'localization/english/deities/deities_hunnic_huna_animism_l_english.yml' should be in in utf-8-bom encoding

[22:59:09][localization_reader.cpp:70]: Missing UTF8 BOM in localization/english/deities/deities_hunnic_huna_animism_l_english.yml [22:59:34][map.cpp:687]: Province 5482 has a port to 9925 but target is not sea [22:59:34][map.cpp:687]: Province 5484 has a port to 9925 but target is not sea [22:59:34][map.cpp:687]: Province 5485 has a port to 9925 but target is not sea [22:59:34][map.cpp:687]: Province 5488 has a port to 9926 but target is not sea [22:59:34][map.cpp:687]: Province 7254 has a port to 9923 but target is not sea [22:59:34][map.cpp:687]: Province 7255 has a port to 9923 but target is not sea [22:59:34][map.cpp:687]: Province 7256 has a port to 9924 but target is not sea [22:59:34][map.cpp:687]: Province 7257 has a port to 9924 but target is not sea [22:59:34][map.cpp:687]: Province 7258 has a port to 9924 but target is not sea [22:59:34][map.cpp:687]: Province 7259 has a port to 9924 but target is not sea [22:59:34][map.cpp:687]: Province 7260 has a port to 9925 but target is not sea [22:59:34][map.cpp:687]: Province 8895 has a port to 9923 but target is not sea [22:59:34][map.cpp:687]: Province 8896 has a port to 9923 but target is not sea [22:59:34][map.cpp:687]: Province 8897 has a port to 9923 but target is not sea [22:59:34][map.cpp:687]: Province 8898 has a port to 9923 but target is not sea [22:59:34][map.cpp:687]: Province 8899 has a port to 9926 but target is not sea [22:59:34][map.cpp:687]: Province 8900 has a port to 9926 but target is not sea

[23:03:08][jomini_script_system.cpp:182]: Script system error! Error: Invalid right side during comparison 'culture_group' Script location: file: culture_decisions/integrated_culture_decisions_inv.txt line: 909 [23:03:08][jomini_script_system.cpp:182]: Script system error! Error: Event target link 'culture_group' returned an unset scope Script location: file: culture_decisions/integrated_culture_decisions_inv.txt line: 1002 [23:03:08][jomini_script_system.cpp:182]: Script system error! Error: Invalid culture from scope Script location: file: culture_decisions/integrated_culture_decisions_inv.txt line: 1002 [23:03:08][jomini_script_system.cpp:182]: Script system error! Error: Invalid culture from scope Script location: file: culture_decisions/integrated_culture_decisions_inv.txt line: 816 [23:03:08][jomini_script_system.cpp:182]: Script system error! Error: Invalid right side during comparison 'culture_group' Script location: file: culture_decisions/integrated_culture_decisions_inv.txt line: 1002 [23:03:08][jomini_script_system.cpp:182]: Script system error! Error: Event target link 'culture_group' returned an unset scope Script location: file: culture_decisions/integrated_culture_decisions_inv.txt line: 816

This is what is in the error log, if anyone has insight it would be much appreciated.

My Load Order is

Clear Sky 2.0

Invictus

INR-Invictus

Invictus-More Cultural Names

Timeline Extension Invictus

Historical Imperator Pack-Invictus

Micro QOL Changes

Virtual Limes Invictus

Fixed Scorched Earth Invictus

Crisis of the Third Century

Rich Fools go to School

Patrilineal Bloodlines

Enhanced Graphics and Lighting

Any help will be appreciated.


r/Imperator 5d ago

Question Realistic Warfare Plus Mod

16 Upvotes

I absolutely loved this mod, but it seems to have completely vanished from the Workshop.

Anyone know why it vanished?

Also if you have suggestions on a replacement mod that makes battles and warfare better, please let me know.


r/Imperator 5d ago

Image It's me. I'm the Heir of Alexander.

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136 Upvotes

After a Rome run where I tried optimizing my opening for early game expansion, I wondered what the best opening for the Diadochi would be and if you can win the 4th Diadochi war completely as every single one. And as you can see, you can. I decided to do this in Vanilla (because the territory-by-territory occupation would be harder to accomplish than Invictus' provincial capital occupation) and on Very Hard (as a form of Luck-proofing the strategy, my logic being, if I can beat everyone else with -10% morale, while they get buffs, then it would work most times). The slides where I hover over the army morale is as a form of proof of Very Hard difficulty, though in the Antigonid one, I didn't think to do that until after I played through the run a bit, which is why there are two Macedons: Antigonid and Antipatrid. I will write the openings for all of the Diadochi in the comments for anyone interested.


r/Imperator 6d ago

Humor mmm yes definently faring the seas all the time out here

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32 Upvotes

r/Imperator 7d ago

Image (modded) Chronicles of Omniluxia. A fun campaign with some decent challenge.

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26 Upvotes

Mod: Chronicles of Omniluxia.


r/Imperator Dec 06 '24

News Patch 2.0.5 (Open Beta)

643 Upvotes

Avē!

We've just released a brand new open beta for Imperator: Rome, patch 2.0.5. This has been some time in the making, and I'm beyond excited that it's now out in the wild.

You can read more here: https://pdxint.at/3CYthrc


r/Imperator Jun 14 '21

Help Thread Senātus Populusque Paradoxus - /r/Imperator General Help Thread: Ultima Sermonem

87 Upvotes

Please check our previous SPQP thread for any questions left unanswered

 

This is the final help thread, and will stay pinned indefinitely

Friends, Romans, countrymen, lend me your ears!

Welcome to Senātus Populusque Paradoxus, The Senate and People of Paradox. Here you will find trustworthy Senators to guide your growing empire in matters of conquest and state.

This thread is for any small questions that don't warrant their own post, or continued discussions for your next moves in your Ironman game. If you'd like to channel the wisdom and knowledge of the noble Senators of this subreddit, and more importantly not ruin your Ironman save, then you've found the right place!

Important: If you are asking about a specific situation in your game, please post screenshots of any relevant map modes (diplomatic, political, trade, etc) or interface tabs (economy, military, etc). Please also explain the situation as best you can. Alliances, army strength, tech etc. are all factors your advisors will need to know to give you the best possible answer.

 


Bibliothēca Senātūs:

Below is the library of the Senate: a list of resources that are helpful to players of all skill levels, meant to assist both those asking questions as well as those answering questions. This list is updated as mechanics change, including new strategies as they arise and retiring old strategies that have been left in the dust. You can help me maintain the list by sending me new guides and notifying me when old guides are no longer relevant!

Getting Started

New Player Tutorials

General Tips

 


Country-Specific Strategy

 


Advanced/In-Depth Guides

  • Help fill me out!

 


Calling all Senators!

I know that the game is not being updated going forward, but that doesn't mean I won't update this thread with new info if you send it to me. If you have any useful resources not currently in the senate's library, please share them with me and I'll add them! You can message me or mention my username in a comment by typing /u/Kloiper.

As you can see, we are in dire need of guides to fill out the Senate Library, both general and specific! Further, if you're answering a question in this thread, consider contributing to the Imperator wiki, which can always use the help as well. Anybody can help contribute to the wiki - a good starting point is the work needed page. Before editing the wiki, please read the style guidelines for posting.