• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Anniversary Maintenance Patch - 2.0.4 (Open Beta)

ImperatorSocial.png

Avē!

First, I’d like to introduce myself, I am not one of the previous Game Directors, Johan or Peter, but I am Niels Uiterwijk, the original tech lead on the project. Today my role at paradox has changed as I am the Technical Director in studio green (studio working Stellaris). But still, from outer space I look back at earth and think of Imperator sometimes and decided to make a small maintenance patch, fixing some of the issues that modders & other people ran into.

Without further ado, the patch notes:

#######################
# Bugfixes
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stablity & Performance
- Improved overall memory consumption & performance
- Improved monthly tick performance by performing some more calculations in parallel (state modifiers)
- Portrait editor no longer crashes on open
- Updated SDL to 2.0.20 from 2.0.10
- Updated Nakama to 2.4.1 from 2.2.4

# Game Mechanic
- Upped the maximum number of tags (countries) from 2048 to 8192
- Fixed levy calculations being inversed
- Fixed a bug where when annexing a country, their abroad prisoners, that were in your prison, would also be counted as an abroad prisoners for you, even though they are local prisoners.
- default pop right is now correctly working & added proper logging of pop rights
- Fixed bug where unused modifiers were still being rewarded for specific missions (local & global cohort recruitment speed)
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion
- Raised levies will select the best tactic for it's composition.
- Civil Wars will no longer just pick 1 character, but instead take far more disloyal characters.
- Fixed bug where released nations during a peace deal would have no proper pantheon.
- Fixed bug where you would never see battle results from battles against pirates, barbarians or rebels.
- Diplomatic range is now calculated between border territories. This should make it easier to hire mercenaries as a large empire. Default diplo range has been tweaked based on this change.
- Fixed bug where pops could be promoted above what they were allowed to.

# Other
- Updated default message settings
- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)
- Added option to run multiple commands at the same time (ExecuteConsoleCommands & ExecuteConsoleCommandsForced)
- Achievements now only require that the game is in ironman mode and you achieve them within the timelimit (ingame years)
Note: This means that mods that are affecting the checksums, no longer will prohibit you from getting the achievements, neither does multiplayer.
- Added four new defines to balance the game (2 related to combat overruns, 2 related to civil war & dissenters)



Integrated fixes from the "Unofficial Patch" mod.
(Thanks Umgssda!)

# Fixes

## Missions

- Fixed mission trigger to ignore city territories in generic mission "Growth of ..." or "Pearl of .." step "Fruits of ..."
- Fix check for mission goal in Seleucid mission "Syrian Ambition" step "A Mediterranean capital" to really check for the building number as shown in the tooltip
- Fix mission availability for Cartage mission "Iberian Investments" to be selectable after finishing "The Iberian Struggle" with "Hispanic Overlord"

## Events

- Fix "There are other options..." option to actually show other territories for "Babarian Bartering" event for greek Missions in western Mediterranean and Pontus areas
- Fix party approval target in event for pop integration agenda for roman boni party
- Fix "No confidence" random event to target three distinct characters
- Fix "Demodamas the Explorer" event to select a sea harbor with enough population according to the existing check
- Fix "Fall of the [Family]" event to select the family to remove with lowest instead of highest prestige

## Gameplay

- Fix Governors selecting religious conversion policy when it is pointless (thanks to Lewa263)

## Texts

- Fixed reference from Argos to Korinthos in tooltip for spartan mission "The Second Peloponnesian League" step "Eastern Capitals"
- Corrected event text for the time passed since Alexanders death in initial Alexander the Great event. (english only)
- Fix territory names in event Options for Roman Mission "The pillars of Hercules"


- New Update 11/4/2024


#######################
# Bugfixes
######################

# Game Mechanic
- Fixed bug where temp modifiers were removed when provinces are annexed as part of a civil war
- Fix a bug when using add_to_war effect, adding a defender would always make it the war leader

# Effects
- Added set_player_country effect to allow modders to swtich the player's country
- Added add_deity_to_pantheon effect to allow deities outside of the allowed pool to a country's pantheon
- Added set_automated_trading effect to enable/disable state automated trading
- Added set_governor_policy effect to change governor policy
- Added unlock_invention effect to directly unlock a invention for free (without checking preconditions)
- Added add_trade_route and remove_trade_route effects to add and remove trade routes, respectively

# Triggers
- Added is_automated_trading trigger to check if a state has automated trading set
- Added distance_from trigger to check the distance between a province and another province, state (capital) or country (capital)
- Added can_unlock_invention to check if an invention can be unlocked by country (optionally ignoring cost, dependencies and potential trigger)
- Added can_add_trade_route to check if a trade route can be added.

# Other
- Added a modifier cultural_assimilation_speed_modifier, which changes the assimilation speed. Assimilation speed less than 0 prevents assimilation.
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals


Integrated fixes provided by the Invictus team:
Thank you Imperator: Invictus Mod Development team with highlight to Robbe Vander Kerken (aka Snowlet) & Nathaniel Van Drei (aka Dementive)


# Achievements:
- Fixed the Great Destroyer achievement being impossible to obtain
- Fixed Cincinattus achievement being impossible to obtain

# Governor policy:
- Switched to more efficient iterator: any_integrated_culture
- AI will no longer attempt the religious conversion governor policy when they have major syncretism

# Inventions:
- Switched to more efficient iterator: any_integrated_culture

# Missions:
- Fixed broken tooltip in Strategic Fastness Antigonid task
- Fixed broken AI triggers in Carthaginian missions
- Fixed Hannid character not being put into the Hannid family
- Fixed AI carthage not paying for the city in Cypriot Opportunities task
- Fixed Experienced Shipwrights being impossible to complete as it requires impassable territories
- Added missing ai_mission_back_out_trigger and start_mission_ai_effect in missions
- Macedonian missions now account for Imperial Cult government type
- Fixed province investment checks not account for Spartan investments
- Addex extra sanity checks to Macedonian missions
- Fixed several Macedonian task triggers not working
- Fixed Roman AI not getting claims upon Aquitania
- Fixed Protector of the Aegean Sea not highligting subjects correctly

# Character interactions:
- Fixed still being able to bribe mercenaries from countries with the Mercenary Benefits invention

# Unit Abilities:
- Optimized check for Barca Legion from Forced march

# Events:
- Fixed released countries not having a primary culture
- Fixed missing 'equals' characters in the scripts
- Fixed wrongly set global variable for the parthian invasion
- Fixed Antigonid capital being incorrectly set upon collapsing
- Fixed Mithradaic events not properly unlocking Pontus content
- Fixed Arsaces being able to spawn twice
- Fixed ruler not appearing in Carthaginian Iberian events
- Deleted extra dot from opinion modifier in Roman Greece missions
- Fixed Eastern Empire mission not triggering if you only have land in Macedonia
- Fixed duplicated ai_chance blocks in Western Greek missions
- Added sanity checks to ports being built through effect
- Fixed league of Korinthos not properly annexing subjects
- Fixed Serapis sanctuary taking 36 and not 360 days to be built
- Added failsafe in Egyptian character creation for events
- Fixed wrong tooltip for opinion modifier in Cities of Greece task
- Fixed Epirus subjugating themselves in the Magna Graecian missions
- Fixed Pax Epirum potentially spamming the error log
- Fixed characters befriending themselves
- Fixed desecration event opinion tooltip showing the wrong country
- Fixed broken modifier duration in Armenian events
- Fixed politics events using incorrect syntax to check countries in diplomatic range
- Fixed Republic event incorrectly checking for party scopes
- Fixed Cretan event occasionally annexing the world
- Fixed Co-Consuls being deposed by going to the olympics
- Fixed most prestigious family fading into obscurity
- Fixed startup events not pointing to your country
- Fixed error log spam from a dead character losing health

# GUI:
- Removed unused GUI types from GUI files making the GUI editor more stable
- select_import_destination.gui changed the y size of a scrollarea to remain within the window
- Replaced 4 buttons in console.gui that crash the game with useful buttons for modding
- portrait_editor_window made it possible to move the window and made all features usable

# Shaders:
- Changed gfx/FX/coat_of_arms/coat_of_arms_textured_emblem.shader so textured emblems actually work, re-added their red channel which was accidentally removed.

# Localization:
- Fixed loads of spelling errors
- Fixed various grammatical errors
- Fixed Agriana being called Agrianaa
- Fixed Ati Muwer being referred to as a male
- Fixed missing apostrophe in 'Attar
- Fixed capitalization issues
- Fixed loyalty icon not appearing
- Removed extra spaces after names

# Various fixes:
- Commented out lines triggering non-existent events
- Fixed AI Rome not getting claims on Central Gaul
- Fixed Anoint heir checking for a commented out law
- Fixed Forced March checking for a non-existent terrain type
- Added many missing equal signs
- Replaced errorous 7 character with "{"
- Fixed missions checking for "mountains" instead of "mountain"
- Fixed "[" being used instead of "{" in effect syntax
- Fixed Elephantina being unobtainable due to checking for "warelephants" instead of "warelephant" unit
- Fixed Ferrata being unobtainable due to checking for "heavy_infrantry" instead of "heavy_infantry" unit
- Fixed Antigonid events in rare cases triggering a non-existent event
- Fixed League of Korinthos forming while the player is a subject of Macedon in Greece triggering the wrong event
- Fixed non-existent Rhodes sacking event being triggered
- Fixed Carthaginian naval dominance missions checking for non-existent region
- Fixed Thracian and Roman events improperly checking for Galatia region
- Fixed Oinoandia coat of arms having a wrongly defined colour
- Fixed cancelling the Death to Tyrants mission potentially finding a wrong character to put as ruler
- Fixed edge-case where recruiting a character could raise an error
- Fixed using the omen effect on Daniel having wrong syntax
- Fixed Apotheosis manpower and money effects not having a minimum setup properly
- Fixed several wrongly defined minimum and maximums
- Fixed Daring trait not increasing likelihood of injuries
- Fixed "Forced Smiles" event where Commander demands an office for a friend not triggering and not being updated to account for Governors
- Fixed wrong areas being selected in for loyalty hit in event where Governor demands they adapt to local mannerisms
- Fixed "Learning from experience" event potentially selecting a party leader and being impossible for non-republics to trigger
- Fixed several minor edge-case and syntax issues in generic infrastructure mission events
- Fixed Carthaginian trade mission events showing the wrong character
- Fixed unneeded if's in monarchy events
- Fixed "Crisis in X" event attempting to show too many characters
- Fixed Rapax and Improba distinctions never triggering
- Fixed broken edge-case tooltip in Install Philokles decision
- Fixed Egyptian marriage event potentialyl failing to find a Thracian bride
- Ensured else_if was properly used instead of using else, if
- In common\loyalty\00_events.txt line 2876 was `ymonths`, it has been changed to `months`
- In events\storms.txt there were 2 checks for `is_in_region = areas`, the areas region does not exist so these lines were removed
- In common\modifiers\00_from_events_province.txt there were a few modifiers with like `local_population_happiness = -0.1.0` that I removed the extra decimal point from.
- The monthly_tarentum_war_pulse on_action incorrectly used is_in_region = carthage_area which is an area not a region, I changed it to africa_region.
- Fix great_work_template_06 being used in gw_ai_build even though it was removed
- Fix italia_region being used instead of central_italy_region in greek missions 4
- Fix missing = in make_subject effect in 01_seleukid_missions_03_anatolia.txt and in events/me_seleukid_03_anatolia.txt
- Fix missing closing bracket in script_values/00_army_values.txt
- Fix missing = on line 578 of script_values/00_mission_egypt.txt
- Fix is_in_region = tripolitania_occidentalis_area in script_values/00_missions.txt, changed to is_in_area.
- Fix bugged is_in_area = carthage_area check in dhe_dde_pyrhus.txt events file
- Fix block of code incorrectly placed inside of a random_list effect in events/governor_policies.txt line 657
- Fix incorrectly spelled colors in coat_of_arms/00_pre_scripted_countries.txt
- Remove change_country_color = "median_color" line from form_media decisions because median_color does not exist
- Remove duplicate modifier = {} blocks from military traditions in 00_latin, 00_persian, and 00_persian_2
- Fix ai_build_city_pay_price_effect being used in area scope instead of country scope in 01_spartan_missions_02_peloponnesus.txt
- Fix incorrect use of is_culture trigger in modifiers/00_triggered_character_modifiers.txt
- Remove duplicate script values in 00_mission_antigonid, 00_mission_carthage, and 00_mission_epirus
- Fix incorrect scope for fam:40 used in scripted_effects/00_dde_pyrrhus_effects
- Fix incorrect scope for has_same_family trigger in scripted_effects/00_on_action_effects
- Fix incorrect usage of unit_owner scope in scripted_guis/desecrate_holy_site.txt
- Remove duplicate map = yes field in civilian_road_building.txt
- Change floor = 1 to proper use with floor = yes in unit_abilities/pillage.txt
- Fix incorrect scope for owns_or_subject_owns on line 624 of dhe_macedon.txt
- Fix usage of has_culture_group instead of country_culture_group in dhe_judea.txt
- Fix incorrect use of country scope in right_portrait fields of events in country_diplomacy.txt
- Fix left_portrait = yes in me_roman_2_provincia.txt
- Fix use of [ instead of { in me_greek_2_greece.txt
- Fix use of has_province_modifier instead of has_character_modifier on line 547 of rel_flavor_buddhist
- Fix incorrect scoping to head_of_family in royal_marriage.txt
- Fix missing = on line 279 of characterwindow.gui
- Fix missing = on line 246 of messages.gui
- Fix missing = on line 189 of multi_unit_window.gui
- Fix missing bracket in culture_view.gui and government_view.gui for the top level base_window block
- Fix too many decimals in debug_menus.gui line 649
- Fix too many decimals in multiplayer_lobby.gui
- Fix broken block of brackets at the bottom of game_configuration.gui
- Remove extra } at the end of overview_view.gui
- Fix missing bracket in select_fabricate_claim.gui line 77
- Remove extra bracket from the end of select_target_character.gui and create_social_profile_window.gui
- Fix missing bracket errors in gw_tower_03_bottom.asset and female_clothes_iberian_3.asset asset files
- Fix missing = in frontend_mainview, frontend_singleplayer, loadscreen, and progressbar_idler
- Fix incorrect spelling of GetNameWithNoTooltip function in shared/cooltip.gui



- New Update 12/4/2024

# Effects
- Added play_sound_effect which allows you to play a sound effect, targeting a country (ported from ck3)
- Added set_antagonist = yes/no effect.

# Triggers
- Added has_capital_surplus to check for the existance of any capital bonuses from the state's owner
- Added has_capital_bonus_for_trade_good to check for the existance of any captial bonuses for the specific trade good

# Other
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals
- Added modifiers for local_happiness_for_wrong_religion_modifier and happiness_for_wrong_religion_modifier which is applied on top of regular happiness for the same religion modifiers. Also fixed a typo with define for WRONG_RELIGION_HAPPINESS which applies always regardless of modifiers (currently set to )
- Made all hardcoded values related to civil wars moddable through define & added documentation on what they mean


- New Update 16/4/2024

# Bugfixes
- Fix release as client state crash in the UI



As you can see, this is a minor patch, and for now it will be released as an open beta on steam & windows only. The plan is to release this on all platforms at some point in the undetermined future. Please leave feedback (or links to bug reports that you want to see fixed) in the comments section, I am quite bad at replying, but I will read them.

Thanks to all the people that helped me with this!


Available now on the steam beta branch: 2.0.4 - open beta

I also have to stress that this is not a revival of Imperator: Rome! Do not expect new content or patches going forward.
 
Last edited by a moderator:
  • 260Love
  • 120Like
  • 6
  • 2Haha
  • 1
  • 1
Reactions:
@PDXKatten et al, we tried to play our weekly MP on the new patch and we had a lot of issues with the server finder. A number of our players we unable to see the lobby despite having correct checksum. Randomly it will work and then not work etc. Is there anything we can provide to help you debug this? Thanks!
Update on this: we ran another test and it seemed to be fine. I think at this point everything seems to indicate it's not necessarily a 2.0.4 issue but rather the unfortunate alignment of our weekly game with the AOW4 launch. Will update again if we continue to have issues.
 
  • 1
Reactions:
Hiring mercenaries (especially Pirate fleets) in Republics significantly affects interior politics, as they both contribute to the powerbase of the nation and exert senatorial influence in the assembly:

A small update to this - when doing my new report, I didn't realize that I had already reported this long ago, where it even got confirmed as being not WAI (for the part of senatorial influence) - linking it now here just in case this makes a fix more likely or easier:

https://forum.paradoxplaza.com/foru...ve-senatorial-influence-in-republics.1416757/ (old report)

https://forum.paradoxplaza.com/foru...l-influence-for-parties-in-republics.1580456/ (new report)
 
  • 2Like
  • 2
Reactions:
This one is kind of odd and was noticed by someone in our MP community - we have a custom window for buying / selling provinces to make it easier than the standard option to sell one province at a time. As of 2.0.4 it suddenly stopped working. There's no clear indication in the error logs as to why this stopped working.

Maybe this?
Code:
[21:58:29][console.cpp:956]: You can't add new commands while the console is still running commands.

The GUI script is this:
Code:
margin_widget = {
    size = { 0 28 }
    layoutpolicy_horizontal = expanding
    margin = { 14 0 }
    margin_right = 7
    text_button_square = {
        size = { 100% 28 }
        layoutpolicy_horizontal = expanding
        datacontext = "[GetScriptedGui('sell_provinces')]"
        enabled = "[ScriptedGui.IsValid(GuiScope.SetRoot( Player.MakeScope ).AddScope('target', DiplomaticView.GetTargetCountry.MakeScope ).End)]"
        visible = "[Not(DiplomaticView.GetTargetCountry.IsBarbarian)]"
        blockoverride "On_click" {
            onclick = "[ScriptedGui.Execute(GuiScope.SetRoot( Player.MakeScope ).AddScope('target', DiplomaticView.GetTargetCountry.MakeScope ).End)]"
            onclick = "[ExecuteConsoleCommand('gui.ClearWidgets sell_provinces_window')]"
            onclick = "[ExecuteConsoleCommand('gui.createwidget gui/sell_provinces.gui sell_provinces_window')]"
        }
        blockoverride "Center_text"
        {
            text = "sell_province"
        }
    }
}

Any thoughts?

This could be related to the fact that I ported the 'execute multiple console commands' from CK3, but in advertely broke something. I'll check it out.

A small update to this - when doing my new report, I didn't realize that I had already reported this long ago, where it even got confirmed as being not WAI (for the part of senatorial influence) - linking it now here just in case this makes a fix more likely or easier:

https://forum.paradoxplaza.com/foru...ve-senatorial-influence-in-republics.1416757/ (old report)

https://forum.paradoxplaza.com/foru...l-influence-for-parties-in-republics.1580456/ (new report)

Thanks for the report!
 
  • 12Like
  • 1
Reactions:
I'm not sure if it has been mentioned, but I'd like to see the big fixed that allows pops with only citizen rights to promote to noble. There a several but reports for this but the forum won't let me link any of them.

i-r-pop-promotes-to-noble-even-though-civic-rights-are-set-to-citizen.1465591/
 
  • 1Like
  • 1
Reactions:
Problem on the log :
[19:26:13][gamedefines.h:244]: Could not find define OVERRUN_RETREAT_UNAVAILABLE in table NCombat, set to default value: 2
[19:26:13][gamedefines.h:243]: Could not find define OVERRUN_RETREAT_AVAILABLE in table NCombat, set to default value: 10
[19:26:18][pdx_data_localize.cpp:60]: Data error in loc key 'install_philokles_egypt'
 
  • 1Like
Reactions:
Problem on the log :
[19:26:13][gamedefines.h:244]: Could not find define OVERRUN_RETREAT_UNAVAILABLE in table NCombat, set to default value: 2
[19:26:13][gamedefines.h:243]: Could not find define OVERRUN_RETREAT_AVAILABLE in table NCombat, set to default value: 10
[19:26:18][pdx_data_localize.cpp:60]: Data error in loc key 'install_philokles_egypt'
+1 also noticed this one yesterday
 
Hello, not sure if this is in the scope of the patch, but worth giving it a shot, since I suspect it is some sort of an AI issue. The issue below is observed in 2.0.4 beta patch with the mod playset provided below.

On occasion, the AI seems completely incapable of dealing with exiled armies which are stranded either on an island or territory separated by sea from the army's country of origin.

See the picture below where Carthage's army "attempts" to board the navy, but it seems stuck and not doing anything, just sitting there seemingly stuck in this animation loop without actually moving. This has carried on for many in-game years. Attaching screenshot, save and mod playset I use below in the bug report. Already spoke with the Invictus peeps and it seems it is something related to the base game and AI behaviour/logic itself. Invictus is the only game altering mod I use.

I have submitted a bug report which includes my save file and mod playlist so you can immediately load them up and see for yourself:
https://forum.paradoxplaza.com/foru...-island-or-territory-separated-by-se.1582750/

And before you ask, this has happened in vanilla many times as well, pretty sure it has nothing to do with Invictus. This is the first time I am reporting this as I never thought someone would provide some fixes to one of my favourite games.

1683655237477.png
 
  • 3Like
  • 3
Reactions:
  • 2Like
Reactions:
Problem on the log :
[19:26:13][gamedefines.h:244]: Could not find define OVERRUN_RETREAT_UNAVAILABLE in table NCombat, set to default value: 2
[19:26:13][gamedefines.h:243]: Could not find define OVERRUN_RETREAT_AVAILABLE in table NCombat, set to default value: 10
[19:26:18][pdx_data_localize.cpp:60]: Data error in loc key 'install_philokles_egypt'

Correct, I made that available to modders to override. The error log should disappear with the 'full' update
 
  • 8Like
  • 1Love
  • 1
Reactions:
stellaris and imperator are my favorite paradox games now i know why they had the same team behind them. now with the new parangons dlc all that's missing is the legion award system for the stellaris fleets hahaha.
 
  • 3Like
  • 2
Reactions:
@PDX_Gorion Have you been looking into any of my other reports or are they to complicated/not worth fixing?

 
  • 1
  • 1
Reactions:
Since the Beta update I have been able to install the game, select the 2.0.4 update and launch/play the game. After qutting Steam and trying to launch again I get the message: "An error occurred while updating Imperator: Rome (invalid app configuration)"

Think the Mac M1-chip might be the problem or maybe just Steam. Does anyone have the same problem?
 
Since the Beta update I have been able to install the game, select the 2.0.4 update and launch/play the game. After qutting Steam and trying to launch again I get the message: "An error occurred while updating Imperator: Rome (invalid app configuration)"

Think the Mac M1-chip might be the problem or maybe just Steam. Does anyone have the same problem?
The Beta is only available on WIndows.
 
  • 1
Reactions:
When adding a country to a defensive (attacker = no) war, it always becomes the war leader, no matter if leader = yes or leader = no is used. The difference works when adding to an offensive (attacker = yes) war.
 
  • 1Like
  • 1
Reactions:
Ave et Avete

This is my first post on the forums (logged into my account just for this) so apologies if I format anything incorrectly.

I have two points to make:

1. Scrolling through here I don't think anyone has mentioned the 'Levy-Merging Ruler Popularity Bug' that seems to be in the game, which may be related to the merging Legion bug where merging a Legate and a Tribune's forces together, thus removing the Tribune from command, gives a loyalty malus for revoking his office.

When one reconstitutes the Capital Region Levy (merging them back together after splitting the forces up), the ruler, who commands the Capital Levy, loses popularity. This is especially irritating when one is trying to pass the 'Divinity Statue' Law which requires 90 popularity and the ruler's popularity is constantly decreasing from merging levies while at war. It is not the splitting that causes any popularity loss, but only the merging, and it can be quite extreme, if one remerges say thirty singular cohorts back together after carpet sieging an area in a civil war or Imperial Challenge War, going from 95 popularity straight to 0 from a single click. This takes place whenever one merges ruler led troops back together, say after splitting off a small stack to assault a fort, but obviously merging many in a short time will drop it all the way to 0. I assume this is unintentional.

This has probably been overlooked and unnoticed by many as unless one constantly checks ruler popularity (for example when trying to reach 90 to pass 'Divinity Statute') one won't notice the drop, and won't be able to determine the cause unless one messes around doing tons of actions to see what causes it.

2. I see that Civil Wars have been altered in the beta to prevent them being too small, but now they appear to always be massive (half the nation every time) even if only a small percentage of the powerbase is disloyal. I tested this in my Egypt Campaign by intentionally triggering a Civil War with a single disloyal character (the governor of Nubia with 2 provinces who was a family head) through a failed 'Bring to Trial' interaction. In this scenario he has 10% of the total powerbase, needing 14% to begin the Civil War countdown.

When Civil War errupts from the single disloyal character from a failed 'Bring to Trial' half of the Country revolts (with about 50% of the population). Trying this with random other governors that weren't Family Heads, with no other disloyal characters of governors, still causes a massive devastating Civil War that is always half the nation. I understand Civil Wars are not meant to be tiny revolts and sometimes be devastating but shouldn't the size of the Civil War side against the player be somewhat proportional to the amount of disloyal characters and the disloyal powerbase?

With high tyranny which often is used late game to keep aggressive expansion low as it becomes more managable, the threshold for Civil War can be very low, so it only takes one or two characters with a small powerbase to be disloyal to somehow convince half of the entire nation to join them and tear the country apart. This seems reasonable when the disloyal powerbase is 50% for a 50/50 civil war or perhaps even a 75/25 for a 75% disloyal powerbase, or for special event/mission Civil Wars like the Roman Eastern Dictatorship but having it always be massive even when the disloyal powerbase is more region or even province sized seems unreasonable and can completely derail a playthrough when the 'Egyptian/Armenian/Persian/etc Revolt' always starts with half the nation despite the disloyal powerbase being small and these can be far to frequent with high tyranny/poor conditions so one can spend decades at a time putting down a civil wars when they should have only taken a few years or even months if it was one angry governor.

Thank you for taking a look at Imperator: Rome for an 'Anniversary Maintenance Patch'. It is my favourite Paradox game and I love the Pop system and country building, unit types and military tactics, military traditions and the Era (among other things). Also the game just looks beautiful and has such an appropriate and grand Soundtrack.

P.S. Sorry for the block of text, I was trying to be specific.
 
  • 5
  • 3Like
Reactions:
This could be related to the fact that I ported the 'execute multiple console commands' from CK3, but in advertely broke something. I'll check it out.
In regards to your first statement about the console commands, the post that guy made was a bug with Invictus and I got it fixed. So no need to do anything about it on your end the new error that was added is actually helpful for us
 
Last edited:
  • 1
  • 1Like
Reactions:
Status
Not open for further replies.