As stated before, I don't have enought time for total conversion, nor am I convinced that this game is ready for it. The games surely need modding, and many mods try to cover various areas that Rome is not good enought in. I'll adress some of those issues as well, but in the same time I'll try to make my changes as other-modders-friendly as possible. That's why I propose this modding project.
This "small world" project will be a series of mini-mods, each changing other part of the game. For each one I'll start a diffrent topic, and try to keep them as 'clean' as possible, for possible future use in other mods. In this topic I'll combine them all, to give you kind of 'vanilla flavour' mod. I'll also list my mods in here, so consider this topic as mother for all the children that will be borne as need arises and time allows.
DOWNLOAD LINK:
[KER] Mikrokosmos Mod
CIVIL WAR BUG FINALLY FIXED
Contains:
-[KER] New Improved Military Mod
-BUGFIX: Research rates should work properly (2.5 Citizen to RP ratio);[defines.txt\country]
-BUGFIX: Religion spread properly, even overseas; it's now governor-dependant;[events\religion.txt]
-BUGFIX: Civil war reinforcements tweaked heavily; wealth-to-treasury ratio decreased (fires rarely), loyalty as additional factor; option to decline help (character's loyalty drop); amount and types of troops depend on country type and era (early troops, late troops, steppe cavalry);[events\morecivilwar.txt]
-changed some province resources:[history\provinces]
Roman: Etruria (iron->fish); Rome (wine->iron); Campania (fish->wine) [balance reasons - Rome has now ability to build many HI units due to superior trade capabilities of capital; Etruria was known for seafaring, Campania for it's superior agriculture]
Massilia: Emporion (wine->stone); Cassetani (stone->wine); this should give Massilia some more staying power, yet limit it's trading income
Carthage: Theveste (elephants->horses); Phazania (horses->elephants); this will give Carhage better 'punch' against improved Roman Capacities. Also, Carthage had strong heavy cavalry historically (including Sacred Band Cavalry); on the other hand, Elephants were recruited from interior.
Egypt: Cyrenaica (iron->stone); Ammon (stone->iron); pure balance reason (helps Egypt to defend against Carthage, moves it's strategic resource deeper inland)
FUTURE PLANS:
-tweaked 'new nations' events
-rewiev of family prestige
-move some province resources
-making civil war more dangerous by tweaking low loyalty characters (I'm thinking about making them rivals to rulers
automatically if it reaches 0, or automatically switching them to rebel faction)
-characters more likely to die/be wounded in battle, especially when defeated
Credits:
TheRegent, for only not mine part of this mod, Religion BUGFIX
TheLand, for constant help in many areas
and bacchus451, Battlecry, rasmus40, spl and zarinth for their help, testing and encouragements.
FUTURE PLANS, CURRENTLY IMPOSSIBLE:
CHARACTER SYSTEM:
-more characters! As it is now, i.e. Rome start with plenty of characters, yet most of them die childless. It's even worse with Seleucids, who can hardly cover all of their provinces with governors, not mentioning commanding armies & sending diplomats etc. I'd like to see many more (yet much inferior - with avarage skill 4/5)
-woman! Our characters need more woman. I don't know is it only me, but I noticed in my test game that most characters live & die without wives. I'd like to have some more role-playing in this respect. Not mentioning that without it increasing family's prestige is usually pointless if they'll soon die anyway.
-increased chance for character capture. I've got much less captured characters (1 or 2; in demo around 8). Again, we'll need more characters to cover this losses.
-option to remove all governors & tech researchers from their positions automatically at start, for those of us that like micromanagement and don't want to take loyalty hits
-ability to autoassign characters later
OTHER:
-possible losing of colony if occupied by barbarians and certain conditions apply (low population-some will go back; drop of civilization)
This "small world" project will be a series of mini-mods, each changing other part of the game. For each one I'll start a diffrent topic, and try to keep them as 'clean' as possible, for possible future use in other mods. In this topic I'll combine them all, to give you kind of 'vanilla flavour' mod. I'll also list my mods in here, so consider this topic as mother for all the children that will be borne as need arises and time allows.
DOWNLOAD LINK:
[KER] Mikrokosmos Mod
CIVIL WAR BUG FINALLY FIXED
Contains:
-[KER] New Improved Military Mod
-BUGFIX: Research rates should work properly (2.5 Citizen to RP ratio);[defines.txt\country]
-BUGFIX: Religion spread properly, even overseas; it's now governor-dependant;[events\religion.txt]
-BUGFIX: Civil war reinforcements tweaked heavily; wealth-to-treasury ratio decreased (fires rarely), loyalty as additional factor; option to decline help (character's loyalty drop); amount and types of troops depend on country type and era (early troops, late troops, steppe cavalry);[events\morecivilwar.txt]
-changed some province resources:[history\provinces]
Roman: Etruria (iron->fish); Rome (wine->iron); Campania (fish->wine) [balance reasons - Rome has now ability to build many HI units due to superior trade capabilities of capital; Etruria was known for seafaring, Campania for it's superior agriculture]
Massilia: Emporion (wine->stone); Cassetani (stone->wine); this should give Massilia some more staying power, yet limit it's trading income
Carthage: Theveste (elephants->horses); Phazania (horses->elephants); this will give Carhage better 'punch' against improved Roman Capacities. Also, Carthage had strong heavy cavalry historically (including Sacred Band Cavalry); on the other hand, Elephants were recruited from interior.
Egypt: Cyrenaica (iron->stone); Ammon (stone->iron); pure balance reason (helps Egypt to defend against Carthage, moves it's strategic resource deeper inland)
FUTURE PLANS:
-tweaked 'new nations' events
-rewiev of family prestige
-move some province resources
-making civil war more dangerous by tweaking low loyalty characters (I'm thinking about making them rivals to rulers
automatically if it reaches 0, or automatically switching them to rebel faction)
-characters more likely to die/be wounded in battle, especially when defeated
Credits:
TheRegent, for only not mine part of this mod, Religion BUGFIX
TheLand, for constant help in many areas
and bacchus451, Battlecry, rasmus40, spl and zarinth for their help, testing and encouragements.
FUTURE PLANS, CURRENTLY IMPOSSIBLE:
CHARACTER SYSTEM:
-more characters! As it is now, i.e. Rome start with plenty of characters, yet most of them die childless. It's even worse with Seleucids, who can hardly cover all of their provinces with governors, not mentioning commanding armies & sending diplomats etc. I'd like to see many more (yet much inferior - with avarage skill 4/5)
-woman! Our characters need more woman. I don't know is it only me, but I noticed in my test game that most characters live & die without wives. I'd like to have some more role-playing in this respect. Not mentioning that without it increasing family's prestige is usually pointless if they'll soon die anyway.
-increased chance for character capture. I've got much less captured characters (1 or 2; in demo around 8). Again, we'll need more characters to cover this losses.
-option to remove all governors & tech researchers from their positions automatically at start, for those of us that like micromanagement and don't want to take loyalty hits
-ability to autoassign characters later
OTHER:
-possible losing of colony if occupied by barbarians and certain conditions apply (low population-some will go back; drop of civilization)
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