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Great work!

Enjoyed a run with Macedonia - no game-breaking bugs encountered.
Balancing will surely be adjusted, it is hard to get trade running if all the other countries do not have available trade routes...I never build that much league cities just to have trade partners.
Food is in a good spot IMHO, can't grow desert places to metropolis anymore without a grand invest into province investments.
AI could need some buffs, Rome was very docile, even they had a strong levy available.
 
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Some quick questions:

Do you plan any buffs to navies, and the navy tech tree? They lack the proper impact they had IRL, in my opinion.
Will you bring more depth to trade? Maybe more trade goods, mali for not having certain trade goods, a whole different system. Any of those?
And of course more internal stuff. Gladio et Sale had an update with implements new kinds of laws. Copying that might be a good choice?
Copying the cultural military differences from Vae Victis might be nice too.


Thank you for the mod it's highly enjoyable and hopefully will become the future of I:R vi continuous updates and improvements
 
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Just wanted to say that this is such a great mod, I’ve been enjoying a run with Massalia so mucho. Just a quick question, I’ve integrated the roman culture to citizen status, but how can i unlock the military traditions of the romans? Thank u very much 4 the mod
 
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Just wanted to say that this is such a great mod, I’ve been enjoying a run with Massalia so mucho. Just a quick question, I’ve integrated the roman culture to citizen status, but how can i unlock the military traditions of the romans? Thank u very much 4 the mod
It's a cultural decision
 
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DD9: Generic Independence missions + Judea missions + Patch notes
Dev diary 9: Generic Independence missions + Judea missions + Patch notes
Salvete readers!
Today we will be talking about a generic tree for subjects, new content for Judea/Samaria and the latest patch notes.
But first, the Dev Clash will be held on the 18th of July on Sunday from 9PM CEST till 1AM.
I mislabeled the exact time last DD, my apologies. The Dev Clashes will be streamed every Sunday on the host, Vespasian’s twitch:
and the content creators participating will most likely also stream their POV.


Hi there, my name is sealionforever. This week I’ll be unveiling a new generic mission tree available for all subject nations. The tree gives players tasks that help to increase their autonomy and ultimately, cast off their overlord. It should make starting out as a subject a lot more interesting and our hope is even when getting vassalized in multiplayer, wouldn’t be the end of the world. Only players will be able to use it, the AI should never take it.

There are 3 paths of gaining your freedom within the mission tree: an aggressive approach, a diplomatic approach and a subterfuge approach (which will not be available initially).
The aggressive approach will focus on preparing for war and ending with sending your overlord an ultimatum. Either grant you independence, or fight to keep you.
The diplomatic approach will focus on improving relations with your overlord and gaining the favour of their ruler himself. You will request them for independence in a friendly manner and create a peaceful state of relations if granted.
The 'sneaky' approach will only become available if the overlord refuses the request from the diplomatic path. You can then focus on disrupting normal operations in the overlord’s country, infiltrating their government, and undermining it from within.
But let’s start at the beginning.

Initial Task
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The first task involves a lot of internal discussion to which approach should be taken. Each argument will be a main proponent in the form of a character in your nation. While this is progressing you can influence the outcome via events that will pop up periodically. When the task is done (no matter which side won the debate), you can still pick either approach but be warned; if you choose the path opposite of the consensus reached in the first task, that will cost you a hefty stab hit. Also the character whose approach you didn’t choose, might come back later to cause some problems…

The Aggressive Approach: optionals
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When you have selected the Attempt Revolt task, there’s no more turning back. Your overlord will also be notified that you are going down this path.
There are a bunch of optional events available to you when you start down this path. In order to advance, you must complete at least 3 before you can select the Making Final Preparations task and proceed to the end of the Mission tree. I won’t go into detail for every single one of them, but there are a couple I want to highlight.
Securing Support will have you contact the heads of family in your nation and try to guarantee their support for the foreseeable future. Greedy and entitled as they tend to be, they might ask for something in return… If you don’t give them what they want, that character might come back to mess up your plans.
Asking For Favours focuses on gaining extra resources for your nation by asking favours from certain characters in your nation. The characters you demand something from, will not forget this slight and could pose a problem in the future.
Seeking Allies is relatively simple. It looks for nations of the same rank as your overlord and you can ask them for their support in case of a war.

The Aggressive Approach: final tasks
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When you start the Making Final Preparations task, the optionals will no longer be available. This is the time when those characters I’ve been hinting at could come in and potentially sabotage your efforts. As a general rule, the fewer characters you slight, the less complications you will have here. In these events, you can spend some PI to avoid having your chances of bloodless independence decreased.
Sending An Ultimatum does what it says. It sends an ultimatum to your overlord: grant independence to the subject player or declare war. The AI will base their decision on how many preparation tasks you’ve completed against their relative strength. The more prepared you are, the more likely it is they will grant you your independence.
  • If they accept, you will become independent and gain a truce with your overlord. The overlord will also gain claims on all of your territories.
  • If they decline, you will start an independence war with them. Nations that pledged their support will be called in on your side.

The Diplomatic Approach: optionals
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Moving to the other side of the tree, here when you have selected the Attempt Diplomacy task, there’s similarly no going back and your overlord will be notified that you are going down this path.
As in the other path, you’ll need to finish at least 3 optional tasks before you can initiate the Drafting The Deal task and move on. Here are a few of the tasks I want to shed a little light on:
Character Exchange will let you choose a character from a pool of 4 volunteers to send over to your overlord as advisors/hostages. That character will move to the overlord’s country and be granted citizenship. Once this has happened, they might decide to send someone back as well. There are some good opinion boosts attached to this exchange. There is one case where if your overlord is a monarchy and certain conditions are met, instead of a character exchange you can initiate a political marriage with even better opinion boosts.
Political Gifts works very similarly to Asking For Favours from the other path, only here you will demand from characters in your government to send resources to your overlord. Each resource you send over will increase their opinion of you by a lot. However, again each character you force into this position could hold it against you later.

The Diplomatic Approach: final tasks

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Drafting The Deal works very similarly to the mirrored task in the other path. Slighted characters will pop up in complication events and cause some issues and potential setbacks. You can also pay some PI to avoid decreasing your chances of gaining your independence.
Sending A Proposal sends the deal to your overlord to gain your freedom.
  • If they accept, you will gain independence and start an alliance with your former overlord. If they are a great power, they will guarantee you instead.
  • If they deny, you will remain their subject, however the third path to independence becomes available...

The 'Sneaky' Approach
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This path focuses on undermining your overlord and causing major issues in their nation. I won’t go into too much detail here, since this part is still very much in development. Some of my ideas (that are not implemented yet and are subject to possible change) include mapping out the overlord’s capital and giving it a massive defensiveness debuff, convincing/bribing good characters and have them move to your own nation, and sending out bands of brigands to terrorize the overlord’s countryside (and sporadically bring home some spoils).

I hope this tree will provide some flavour and story while playing as a subject nation. While this tree focuses on gaining your independence, I will hint at a possible future DD where a different sort of tree for subjects might be looked at…
That’s all from me.






Hello there, I'm Stephan, today I am going to present to you the mission tree for Judea and Samaria (it is the same one). Please bear in mind that this mission tree is still WIP and that some tasks may change and more can be added or removed.
The mission tree is based on the holy sites of Judaism that are scattered throughout the middle east. Your task will be to reconquer them and build them up, reaching new heights. On the way there you will be able to take revenge against specific nations for deeds (like being enslaved) from ages past, most notably on the Babylonians and the Egyptians. Before moving into detail about the mission, I want to quickly discuss the 'Form Israel' national decision. The form Israel decision has been slightly reworked, with the most notable change being the addition of a few more territories required to form it…
The mission tree consists of two different branches; one is the larger main branch and one is much smaller and is entirely optional. The optional branch is geared towards the early game and focuses on reuniting with your neighbour, be it playing as Samaria or as Judea. It also allows you to join the diadochi wars on either Ptolemy’s or Antigonos’ side. Every aide comes with a price, no? After the war between the two has ended, you will be able to demand the land around you which has your culture as dominant (with a few more territories for better borders). That should kickstart you already :)
The last task in the small tree will allow you to search for an ally - what you do afterwards is up to you.
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The other, bigger tree, is the main tree. It has multiple branches, which converge after a few tasks. On one side, you will be tasked to build up a settlement and then consecrate it to one of the Jewish prophets. After that, you will have to build up your capital city, so that it can keep up with the splendor of your nation. The next branch guides through the conquests of Syria, Assyria,Mesopotamia and ultimately culminates in the conquest of Ekbatana and Sousa, where the holy sites to Esther and Daniel are located, respectively. Obviously, you have to ruin Babylon to show these pesky Babylonians who can be forced from their homelands…
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The last branch requires you to conquer the Sinai peninsula, where the holy site to Moses lies. After these conquests you can expand into Arabia and meet the Queen of Saba again, although this is entirely up to you…
The last few tasks concentrate on the holy sites themselves.
The final rewards includes, but is not limited to, a new unique government type - yes, tier 4 - after restoring and reforging the Kingdom of David.
One last thing is that we added a unique heritage for Samaria, so that there is an incentive to not only play as Judea for a Jewish playthrough. The conversion speed reduction they share with Judea, as we consider it to be the “common denominator”. Keep in mind that the -25% conversion speed is in the vanilla Judean Heritage as well. But Samarians will get a reduction to aggressive expansion and a boost to manpower recovery speed to reflect their martial inclination.
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Screenshots for the new heritages for Rome and Carthage post the latest hotfix.
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We also have patch notes for the hotfix "Just the beginning" which was released at the same time as this DD.
- Added new technologies to certain bloodlines
- Fixed the Macedonian mission trees
- Fixed the Galatian invasion triggers
- Fixed slave revolts in the first 8 years of the game
- Fixed the Irish content not appearing, Hibernia playthrough now has content
- Some more things have been translated to Spanish
- Added a button to Give up claims, mainly useful for making your puppets happy.
- Fixed the health bar on Characters appearing and displaying the exact health percentage.
- Consolidated military traditions code and added better tooltips
- Fixed unit abilities not being unlocked from new Military traditions
- Removed some levy_size modifiers from heritages (mainly Roman and Carthaginian heritages)
- Removed invisible scroll areas from console
- Fixed AI_plans potentially causing tribes not to expand
- Changed Byzantine heritage (-5% morale changed to -3% slave output)
- Changed some if’s to trigger_if’s to make the error log stop complaining
- Fixed prisoners giving you stab hits, as a temporary workaround for invisible prisoners
- Changed Mauryan heritage so it collapses more (added -10 loyalty of characters)
- Satraps no longer take diplo slots, same as feudatories

Finally we have a teaser for next DD:
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A gold coin of Cyrene in (not surprisingly) Cyrenaica. Head of Zeus Ammon left (bearded figure with ram horns). Yes, ancient coins are my hobby, I collect them.
 
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As usual, a great DD :) A general mission tree for subjects is a nice gameplay improvement, if you start out that way or happen to be unlucky in your game. And bringing unique flavour in the periphery around the main center of action is always welcome. Especially smaller tags getting love is great, as starting out small and reaching your goals is extra rewarding (tastes might differ, but I prefer the small Boi's over the big ones to bring that pun...)

- Fixed slave revolts in the first 8 years of the game
Maybe I have missed it, but does this mean Imperator Invictus features slave revolts? If so, something along what earlier IR versions habe by default or a different mechanic?

---

And the teaser... unless the depicted imperator is the hint, it's for sure the coin and a coin can be only something great...smells like something related to gold, currency, inflation, trade...whatever: Keep it coming :cool:

---

EDIT: Firing up the mod and investigating potential tags to play I stumbled over two minor things:

1) Tieion is a Hellenic Black Sea republic, but has no access to the two mission trees I suppose it should have:

NoInitialMissionsAsTieion.jpg


2) The Thracian Heritage lacks a description and the term is diplayed as "thracian_heritage":

thracian_heritage.jpg
 
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And the teaser... unless the depicted imperator is the hint, it's for sure the coin and a coin can be only something great...smells like something related to gold, currency, inflation, trade...whatever: Keep it coming :cool:
Well, as I wrote earlier, this coin is from Cyrenaica, so I assume next DD will focus on that part of the map. Though I'd love to see some content related to coinage. Ancient era is probably the most fascinating era when it comes to numismatics. Extremely rich variety, plenty of various themes and incredible skill of ancient engravers resulting in small pieces of art...

When it comes to Cyrenaica, I hope they will mention silphium somewhere. It was a plant used as spice IIRC, apparently it was very tasty and the demand for it was very high and it started to disappear in ancient times already. If I recall correctly the last few plants of silphium were found somewhere in Cyrenaica and sent to Rome as a gift for Nero. It was so important for some local economies that it's depicted on bronze coins of at least one of local civic coinages.

When it comes to Israeli missions... I know it's a game, and it's possible to create Israeli Empire from India to Gaul, but I was hoping for a more... local mission trees. Something about improving the existing realm more, just like Herod did. Building the Masada, renovating the Temple, building and expanding ports (like Caesarea), enforcing monotheism etc. Something to do without the need of ahistorical expansion of Israeli empire.
 
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When it comes to Cyrenaica, I hope they will mention silphium somewhere. It was a plant used as spice IIRC, apparently it was very tasty and the demand for it was very high and it started to disappear in ancient times already. If I recall correctly the last few plants of silphium were found somewhere in Cyrenaica and sent to Rome as a gift for Nero. It was so important for some local economies that it's depicted on bronze coins of at least one of local civic coinages.

Sent to Nero you say? That does sound vaguely familiar....

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Is it? I cannot find it anywhere. I thought this mod disallowed multiple trees?
Good question...I tried to browse the DD's to find an answer, but failed. However, I might have just missed this part - or if that chnage is in, it might be rooted in one of the mods Imperator Invictus includes.

However, this leads me to an organisatoric point - would it be possible to link all DD-posts in this thread in the first post, @Snowlet ? The longer this thread gets, the more difficult it becomes to find them quickly and it would be a shame, if such a great source of information (and where a lot passionate effort was put in) drowns in the growing thread.
Even giving Imperator Invictus its own sub-forum might make already sense. I'm aware that overall traffic in the IR forums is currently low, but apart from that this hopefully changes in future again, the magnitude of this mod justifies IMO having more than one thread for it (e.g. beside an official annoucement/DD one, one for each general dicussions, bugs and suggetions) - and that's that moment were a sub-forum would be handy. Also in hindsight that Imperatix: Victoria might become a similar "mod-monster" once it releases...
 
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At the top of the page, click on “threadmarks” and you should get a scroll down tab which lists all the DD’s.
:cool: Thanks for sharing, though I wonder if I'm the only one who doesn't know that function (or is there even ahint on it in the first post?).

EDIT: BTW, to come back to @gaius valerius question: It is in the 2nd DD... https://forum.paradoxplaza.com/forum/threads/mod-imperator-invictus.1473328/page-5#post-27558393
But it is only mentioned that their should be such a cultural decision and that you can't revoke integration after having accessed MT this way.
 
Maybe I have missed it, but does this mean Imperator Invictus features slave revolts? If so, something along what earlier IR versions habe by default or a different mechanic?
Memo to myself: Don't ask, just play this great mod - and welcome back Spartacus :D

Sklavenaufstand.jpg
 
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Good question...I tried to browse the DD's to find an answer, but failed. However, I might have just missed this part - or if that chnage is in, it might be rooted in one of the mods Imperator Invictus includes.

However, this leads me to an organisatoric point - would it be possible to link all DD-posts in this thread in the first post, @Snowlet ? The longer this thread gets, the more difficult it becomes to find them quickly and it would be a shame, if such a great source of information (and where a lot passionate effort was put in) drowns in the growing thread.
Even giving Imperator Invictus its own sub-forum might make already sense. I'm aware that overall traffic in the IR forums is currently low, but apart from that this hopefully changes in future again, the magnitude of this mod justifies IMO having more than one thread for it (e.g. beside an official annoucement/DD one, one for each general dicussions, bugs and suggetions) - and that's that moment were a sub-forum would be handy. Also in hindsight that Imperatix: Victoria might become a similar "mod-monster" once it releases...
You can use threadmarks to find all DD's, or just look up my reddit posts.
 
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DD10: Cyrenaica part 1 + latest hotfix
Dev Diary 10: Cyrenaica part 1 + latest hotfix
Today we’ll be talking about part 1 of Cyrenaican content coming in the future.
At the end of the DD, you can find the latest patch notes from the hotfix on Sunday.


Hello, I’m Torugu and I’m working on the Cyrenaica expansion that will be coming to Imperator: Invictus soon. My content will add flavour to just about every aspect of your Cyrenaica playthrough, including, a more historical starting setup, new deities for the native Libyans, new holy sites, new bloodlines and more historical characters.

The main feature however are the new Cyrenaica missions. And it’s a big one. Currently planned are 6 mission trees with a total of 90~100 tasks. (For comparison, that’s roughly the same number of tasks as the vanilla missions for Rome and Carthage.)

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The New Cyrenaica (spot the differences)



With that out of the way, let’s get into the details of the new missions:

AS ALWAYS EVERYTHING IS WIP, AND MINOR CHANGES ARE TO BE EXPECTED

The vanilla game represents Cyrenaica as an independent nation. Most mods I can think of change them to be a subject of Egypt which arguably better represents the historical reality. But we’re not going to talk about this for now. We have something very special planned for the first Cyrenaica tree, but it’s not quite ready to be revealed yet. (Look forward to part 2 of this Dev Diary.)

Instead, we will talk about some of the choices you have once you have won your independence and been crowned King of Cyrenaica. Unless noted otherwise you are free to complete these missions in any order once you have completed the initial independence tree.


Avenging Ophellas

Just before the start of the game, Agathocles of Syracuse convinces the previous ruler of Cyrenaica, Ophellas, to lead an invasion force into Carthage. Ophellas was promised any territory in Africa that they could conquer while Agathocles would receive the Carthaginian possession in Sicily. Ophellas army successfully penetrated the Carthaginian lands, however when his army met up with that of Agathocles, he was betrayed and attacked by his own ally. Ophellas was killed in the fighting, what remained of his army absorbed into the Syracusan army and Cyrenaica’s ambitions westward ended there.

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Cyrenaica’s new rulers might not care terribly much about Ophellas personally, but that doesn’t stop them from using it as an excuse if they want to pick a fight with Ophellas’ old enemies. Thus the Avenging Ophellas tree is divided into two paths. The left branch focuses on invading Carthage, while the right branch is all about getting back at Syracuse. Note that the first task of each branch locks you out of the other branch for several years. (Thus you CAN follow both paths simultaneously eventually, but you will have to pick which objective to pursue first).

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In preparation for your invasion of Carthage you can try to recruit adventurers from the Greek mainland. In practice this works by giving you a temporary mercenary state subject which will fight for you like any other subject. However the bigger benefit might be that once you have conquered some land in Africa the mercenaries will ask to settle in a territory. If given permission a sizable fraction of the subject capital pops will move to one of the conquered territories where they will found a city (giving you a bunch of free Hellenic pops and a free city).

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The second half of the Carthage branch is all about founding Greek colonies in Punic lands. A number of tasks either give you free cities or reward you with settlers if you found them manually. Finally, once you have taken the city of Carthage itself, you’ll have to choose how to deal with your new Punic citizens. Either integrate the Punic culture (giving you access to Punic military traditions) or spread Hellenic culture to the west (giving significant bonuses to assimilation speed, but at the cost of a massive happiness penalty).

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The Syracuse branch is a bit shorter and is mostly focused on invading the city of Syracuse. To help you along you have the option of purchasing a small fleet of heavy ships from shipbuilders in Greece. Your planned invasion might even receive some support from the widow of the dead Ophellas. She happens to start the game married to Antigonus’ heir Demetrios and if the Antigonids made it through the Diadochi war intact her help might be quite substantial. (Note that this doesn’t mean Demetrios will send his armies).

Once the city is conquered you are given the choice on how to punish it for Agathocles transgressions. You could of course leave them unharmed or kill everyone, but if you want to be more economical you could also send the entire city into exile somewhere else in your empire…

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You don’t have to rule Sicily yourself if you don’t feel like it


Aegean Dominance

Next up is the Aegean Dominance tree. Somewhat smaller than the Ophellas tree, this tree has you completing three objectives: Conquer Crete, acquire and develop the ancient homeland of the Cyrenes in Thera, and establish hegemony over the Aegean Sea.

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The Cretan branch gives you the opportunity to acquire a foothold in Crete by helping one of the local powers in their wars against their neighbours. Once the war is won, your chosen ally will become your subject.

The Thera branch will help you along as you build up the small island of Thera into a major regional power. For that though you will first have to take control of the Cyclades. Unfortunately, the Cyclades start the game as a vassal of the Antigonids. Fortunately, the mission tree offers you a way to convince them to switch to your side, though you’ll have to prove that you’re a better overlord than Antigonus.

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Once Crete is conquered and Thera is developed all that’s left is to conquer Rhodes and make sure that you control at least 30 island territories in the Aegean Sea to complete your hegemony. (If 30 sounds a lot, keep in mind that Crete alone has 12 territories or so).


Politics of the Pentapolis

The final mission I want to show off today is about the internal politics of Cyrenaica. At the beginning of the game, it isn’t quite clear what Cyrenaica actually is. It’s obviously a country with clearly defined borders and an independent ruler (since you have completed the first unannounced mission). But is it a successor to the old Greek kingdom of Cyrenaica? A Diadochi state along the lines of Thrace or Egypt? Maybe even more a collection of autonomous city republics?

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In game you’ll be able to settle that question using the four key tasks circled in the mission tree above. The centre two are fairly safe, middle of the road options. They both represent alternative forms of monarchy based on the old, pre-Persian Kingdom of Cyrenaica. The outer two however are more radical: “Expel the Foreign Kings” will get rid of the monarchy entirely, converting your country into a republic. “Diadochi King” on the other hand allows you to form the Magid Kingdom, a Macedonian successor state along the lines of the Ptolemies, Seleucids etc.

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Screenshot is from a test version without the rest of Invictus, don’t overinterpret.

However, making radical changes to your government is not a simple matter. Over the course of the tree each choice you make (and there are many) will increase monarchist or republican support within your country. To take the outer most tasks you will need a certain amount of republican/monarchist support. However, if you acquire too much of the opposite kind of support your country will erupt in civil war the moment you click complete task.


We also have the patch notes of the latest hotfix V1.0.2a.

- Major powers now have access to full legion laws as a temporary workaround
(instead of only Great Powers)

- Removed inappropriate loc from a formable

- Fixed a bug with the Macedon Rhodopes tree checking the wrong province
 
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I want to know the story behind that Nuceria in the screenshot lol
 
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One last thing is that we added a unique heritage for Samaria, so that there is an incentive to not only play as Judea for a Jewish playthrough. The conversion speed reduction they share with Judea, as we consider it to be the “common denominator”. Keep in mind that the -25% conversion speed is in the vanilla Judean Heritage as well. But Samarians will get a reduction to aggressive expansion and a boost to manpower recovery speed to reflect their martial inclination.
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This seems a bit... off. At the time, about 1/3 - 1/2 of the Jewish Israelite population were of the Samaritan religion, and would have taken offense at the description, considering they viewed David as an arch-heretic. Samaritans had a separate scripture, a separate line of High Priests (the position passed exclusively father-to-son), and the Second Samaritan Temple (according to the Samaritans; it was their first according to the Jews) was standing until destroyed by John Hyrcanus in ~110 BCE - which didn't stop the religious service BTW. I was hoping you would properly add Samaritanism as a separate religion (although it might be difficult to get a list of their prophets), rather than completely erase their existence.
 
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