• 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:
I get a bit weary with all the tedium of social drama pop-ups in the game. Especially the "He cheated on me, do something" type nonsense.

It would be more interesting if you Dev's gave us an extra option among our multiple-choice options, and here's my proposal:
- D. Throw all of them to the Lions in the Arena, and gain +100 Food (fewer mouths to feed, including Lions).

And choosing that option puts a Fear Factor on all the people who then don't complain about such drivel for at least 50 game years.
 
I managed to reproduce the issue with pops of cultures with only citizen civil rights ignoring that limitation and promoting to nobles anyway. I posted about it earlier in the thread and both @IsaacCAT and @hurleyef expressed the desired to see it getting fixed as well, so I invested some time to properly reproduce it under 2.04.

My new report is here (with the inital post showing that the restriction is ignored at game start with Maurya as example and the following post showing a case where the game is ignoring it during a playthrough):


For the sake of completeness as usual also the inital and older bug thread of user Volkirius with my older confirming save:


---

I'm usually not bringing stuff up again I have already posted about, but the reason here is that I feel this is a quite far reaching bug, which directly impacts a great feature and also negatively affects the balancing. With the citizen-only-restriction being ignored, we are currently in a situation where integrating is a very one dimensional thing - integrate and get nobles. Not to talk of this opening a cheap exploit to avoid the extra penalty you are suppoed to get when integrating cultures and allowing nobles...currently you just pick "citizen", circumvent the penalty that way and enjoy nobles anyway because of the restriction not working.

Maybe a fix is not so easy as I imagine it to be, which would be really sad, but of course we would have to except it...but it would be really unfortunate, if this just falls off the table unchecked or a fix fails because of a lacking fresh example. That's why I put in the effort I linked above and that's why I kindly ask you @PDX_Gorion to have a least a quick look on the matter :) Thanks in advance and once more - you already did great things to the game and for the IR community with what you included in the current version of this "small" patch!
 
  • 4Like
  • 2
  • 1Love
  • 1
Reactions:
Edit:
Sorry, I seem to be a bit blind. Missed the Windows only

It seems to me that the 2.0.4 update does not work on Linux. It simply refuses to do any updating when I change from no-beta to the 2.0.4. beta and I keep getting Steam giving me below error message when I then try to launch. Using Ubuntu 22.04.2 LTS and never had such a problem with any other Paradox title before, nor with the other betas of Imperator.

This problem does not appear when I use Proton (this does slow down everything and reset the mod configs...)

1683796930549.png
 
Last edited:
It seems to me that the 2.0.4 update does not work on Linux. It simply refuses to do any updating when I change from no-beta to the 2.0.4. beta and I keep getting Steam giving me below error message when I then try to launch. Using Ubuntu 22.04.2 LTS and never had such a problem with any other Paradox title before, nor with the other betas of Imperator.

This problem does not appear when I use Proton (this does slow down everything and reset the mod configs...)

View attachment 980595
As I said in a previous post, the beta patch is only avilable to Windows.

Edit: That also is said in the opening statement by Gorion.
 
  • 1
Reactions:
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.
On civil wars not being proportional to the disloyal characters, I have been thinking and I believe it is true to the spirit. When the conflict explodes, all characters are faced by the question of who they support. Independently of their status, some can be turned when a faction rebels and a civil war usually means splitting the nation in two.

Your are with me or against me, type of situation.
 
  • 2
  • 1
Reactions:
On civil wars not being proportional to the disloyal characters, I have been thinking and I believe it is true to the spirit. When the conflict explodes, all characters are faced by the question of who they support. Independently of their status, some can be turned when a faction rebels and a civil war usually means splitting the nation in two.

Your are with me or against me, type of situation.
In general in Paradox's entire game catalogue, I've always considered the portrayed rebellions to be far overpowered in contrast to more reality. It's not just the fact that by appearances - an army of far too large a size appears, but this other consideration -- the level of quality/training/gear would be substandard in contrast to "regular" forces, especially a Legion-type standing army. Paradox games, in general, do not portray effectively the nuances in training/organization differences that occur between a "regular army" and a hodge-podge ("let's go, boys") type of ad-hoc army.
Frankly, this is how the "300" defend off a massive invasion, and many other historic stories of "regular" well-trained forces defeating much larger disorganized forces.

How to portray this difference in training, organization, and equipment in-game? Simplest nerf would be a -20% or more reduction in Discipline of that army (since Discipline most directly factors into "killing" ability of our virtual armies in game).
 
  • 1
Reactions:
On civil wars not being proportional to the disloyal characters, I have been thinking and I believe it is true to the spirit. When the conflict explodes, all characters are faced by the question of who they support. Independently of their status, some can be turned when a faction rebels and a civil war usually means splitting the nation in two.

Your are with me or against me, type of situation.
I understand that it might be larger than the few initially disloyal characters and their powerbase, but always being 50% of the country no matter what seems to be far too much. Sometimes it should be bigger than 50% perhaps if the government/ruler is incredibly unpopular, but having one disloyal governor that is your rival refusing to be removed because of low loyalty while the rest of your nation and characters are both loyal and stable that you decide to use 'bring to trial' to remove (which is what it is for - removing characters that are a large problem from your court or provinces that have too much power/important position(s) to simply be thrown in jail with no consequences by trying to imprison them through a trial which can have multiple outcomes: success/failure with stab hit/failure with civil war) being able to convince half of the entire nation to rebel when they overall have few greivances with the administration is both unrealistic and not fun.

Engaging in a Civil War in this period was extremely dangerous (has been throughout history) and could result in complete confiscation of all property, loss of noble status, mass execution of leaders and nobles involved (and you have that option upon winning to 'forgive' or 'punish' the rebels) so convincing someone to commit treason was usually somewhat difficult, especially when the initial rebellion was small so had a small chance of success. Thus, when given the option of 'with or against me' for the rebellion of a single councilor, governor, or family head most people are going to respond with 'Certainly not, I like my head being attached to my shoulders and my skin not being flayed'. As per the rebellion expanding, that does happen when more provinces get occupied and immediately flip, so even a single governorship rebelling could become a massive problem if your forces are elsewhere and they carpet siege multiple regions, thus encouraging the player to be careful and proactive with dealing with dissent and rebellion.

Large Civil Wars that immediately start with 50% of the country, often half your capital region too, are a massive pain and can take decades to put down and completely wreck you, and if any other power decides to attack you the playthrough can effectively be over. Now, that should certainly be possible, that half the nation rises against you, but it should not be for every single civil war - there should certainly be gradations of Civil War from province-governorship(s)-quarter/half/more than half the country depending upon the circumstances, both within and without the player's control. The initial complaint about some of them being too small was perhaps warranted, and perhaps they should have been enlarged, but having every single one be 50% is too much. A 10% disloyal powerbase should not be able to 100% of the time get 50% of the nation to revolt - perhaps there should be a chance that it ends up larger, even significantly larger, than the initial disloyal powerbase, but it should not be the only option.

As for the historic precedent, many Civil Wars happened that were not half the population. A significantly powerful individual that has enough of a grudge, or was likely to lose everything anyway might, and did, go for a last resort 'all or nothing' and this is simulated through a single powerful individual/small group being threatened with complete imprisonment in the 'Bring to Trial' action. Having a low Civil War threshold from an unstable country also might prompt a smaller group to 'try their luck' and in game if you are stretched thin and weak, they might succeed too.

I have less of a problem with the strength of the rebellion's troops (a province levy will be able to pick up arms in the same way if their governor raises them) and a defecting legion will bring it's skills, but the sheer initial size being completely disproportional to those prompting the revolt I feel should be altered to more reasonable gradations.

An all-out Civil War can be fun and has it's place when your realm is very unstable and disloyal, or is shifiting governments, or going through a mission/event like the Roman Eastern Dictatorship, but it seems wrong for it to always be massive and half the country, because they often weren't and it allows one character to destroy your large loyal realm. The current state is so disruptive and would make using 'bring to trial' never usable because it now becomes 'roll for chance of 50% civil war to remove one disloyal governor' which is never worth it unless you are a tiny country, to the extent that I actually preferred the inital system as it did allow large ones too, even if some were perhaps too small.
 
  • 2
  • 1Like
  • 1
Reactions:
Achievements in multiplayer as well?!
That is amazing since IR is the best Pdox MP game.
 
  • 5
  • 1Like
Reactions:
Thank you for working on this one last patch for Imperator, this is one of my favourite games and I really liked making mods for it as well.

Speaking of which, since this game will be kept alive mostly through mods, could you look into the possiblity of allowing us to mod the types of succession, I would really appreciate it.
 
  • 6Like
Reactions:
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.
Replying to myself to add to the 'Levy-Meging Ruler Popularity Bug'. It also seems that disbanding the ruler's levy also removes popularity for some reason. I am not sure what is causing this in the code, but it is certainly strange. Something is definitely going on with merging/disbanding split capital province/ruler stacks that absolutely demolishes ruler popularity for some reason.
 
  • 1
Reactions:
Where and how do we get the open beta patch? My game still has 2.03 running and I cannot find a link anywhere.

Thanks,
GM
Right-click Imperator in your Steam games list, then select Properties>Betas.
 
Is there a code I need? It is asking for one.
In the Beta section select the open beta from the drop down list, it is at the bottom of the list.
 
Another very major bug I just remembered. Revolts, civil wars, and newly created countries in general tend to destroy far too many buildings to the point to where it makes no sense and really hurts game play. Often immediately after revolting an AI country will destroy nearly every one of their buildings just to buy mercenaries in a war they are destined to lose anyway. This is especially bad when it comes to the destruction of forts, because new countries will destroy way too many forts and actually screw themselves because those forts were essential to their survival. We have tried to fix this with AI scripts in our mods but nothing we have done has been able to fix it. I and many others would love to see this get fixed because it can ruin an entire play through when you've developed an area for hundreds of years and the AI takes over for 2 months and destroys all your progress.

Another bug that goes along with this that I would like to see fixed. When territories change owners they lose all of their modifiers, which can be frustrating with province investments or unique mission tree bonuses that you spend a lot of time investing into or can never get back again.
It seems to me that there is a small change you could make to some effects that would fix this. When adding province modifiers with the add_permanent_province_modifier effect the modifers actually do not go away when the province is conquered. So if the behavior of the add_province_modifier and add_state_modifier effects was the same as the add_permanent_province_modifier effect this bug would be fixed.
Alternatively, you could make it so uses of add_province_modifier and add_state_modifier that use duration = -1 never get removed either way would be good I think.
 
Last edited:
  • 5
  • 3Like
Reactions:
These are some things I feel like are missing from the script system, would add more possibilities for modders, and would probably not be too awful to implement on your end. For each of them I explain why we need it, how I think you could possibly implement it, and give an example of the syntax.

1. Defensive Leagues. There is no way to change defensive leagues after game setup so modders can't do much with them and the AI often does not establish new ones. These problems cause Defensives leagues to have a very minimal impact on the game. If we had 2 effects that basically mirror add_alliance and break_alliance but for defensive leagues we could take full advantage of the mechanic. The syntax would be:
Code:
c:CAR = {
    # Add rome to defensive league with carthage
    join_defensive_league = c:ROM
    if = {
        limit  = {
            # Check if carthage is in a defensive league with rome
            has_defensive_league = c:ROM
        }
        # Remove rome from defensive league with carthage
        leave_defensive_league = c:ROM
    }
}

2. Auto Trade. Currently the only way to set auto trade for a province is with the button in the UI which is not very flexible. Once you have hundreds of provinces it can be tedious for the user to click the button for all hundred provinces. If the ProvinceWindow.ToggleAiTradeAllowance function is implemented as a effect in script used on the state scope modders would have more control and be able to flesh out this highly requested feature. The syntax would be: set_ai_trading = yes and is_ai_trading = yes

3. Playing Sound effects. Adding the play_sound_effect effect from CK3 would allow modders to greatly enhance the audio experience of the game, currently there are a lot of soundeffects in the game that are bugged and do not properly play when they should, this would allow us to fix all of those and add more sounds where appropriate. The syntax would be: play_sound_effect = "event:/SFX/UI/Character/Unique/sfx_ui_character_give_free_hands"

4. Wrong religion happiness. There is currently no modifiers for wrong religion happiness adding them would help modders make better flavor that models minority religions. These would basically just be the opposite of the existing same religion happiness modifiers. The syntax would be: happiness_for_wrong_religion_modifier = -0.1 and local_happiness_for_wrong_religion_modifier = 0.1

These are not really bugs so feel free to ignore these if other bugs need fixed instead but I think they are all worth considering because they would be huge improvements to the game with (what I suspect to be) not too much work.
 
Last edited:
  • 7Like
  • 3
Reactions:
Speaking about modding features, it would be nice to have local variants of
Code:
Tag: build_cost, Categories: country
Tag: build_time, Categories: country
 
Last edited:
  • 1
Reactions:
Status
Not open for further replies.