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So, uh, how is the Galatian invasion supposed to work now, as a player? I've played Galatia games in earlier builds, starting as one of the three tribes in central Pannonia (Tectosagia, Tolistobogia, Trocmia) and waiting for the event to teleport me after the Antigonids collapse. And that worked.

Now it... doesn't? Started as Tolistobogia, the Antigonids collapsed, and... nothing. It's been decades, so I figure it's not happening. I check my missions, decisions, nothing. Checking the game rules, the Galatian Invasion is enabled.

Digging a little further, the galatian_invasion.1 event will not fire at all if the player is one of the three tribes previously mentioned, Scordiscia, Dindaria or Celegeria, unless the player_invasion_eligible variable is set. This variable is set in two places; by one of the missions in the galatia_settled mission tree (which I assume was part of the Galatia rework that was teased in DD38, but does not appear to be finished and is not accessible ingame), and by the start_galatian_invasion decision. I assume the latter is the way you're supposed to start this now, but it's only accessible to the Scordiscian tribes- the Eraviscians are there but commented out.

So, if you're playing one of those, the invasion just... can't happen? At all?

Is this unfinished or bugged or what's going on here?
 
The Iberia mission, in the branch to obtain the Pharnavid bloodline, has requirements that are impossible to achieve in the course of Pharnavid's life (at least for me), because 18 innovations are needed to fulfill said requirements. Either the innovation requirements change or that a direct relative of his can complete it, if not, that part of the mission does not make sense.
 
So, uh, how is the Galatian invasion supposed to work now, as a player? I've played Galatia games in earlier builds, starting as one of the three tribes in central Pannonia (Tectosagia, Tolistobogia, Trocmia) and waiting for the event to teleport me after the Antigonids collapse. And that worked.

Now it... doesn't? Started as Tolistobogia, the Antigonids collapsed, and... nothing. It's been decades, so I figure it's not happening. I check my missions, decisions, nothing. Checking the game rules, the Galatian Invasion is enabled.

Digging a little further, the galatian_invasion.1 event will not fire at all if the player is one of the three tribes previously mentioned, Scordiscia, Dindaria or Celegeria, unless the player_invasion_eligible variable is set. This variable is set in two places; by one of the missions in the galatia_settled mission tree (which I assume was part of the Galatia rework that was teased in DD38, but does not appear to be finished and is not accessible ingame), and by the start_galatian_invasion decision. I assume the latter is the way you're supposed to start this now, but it's only accessible to the Scordiscian tribes- the Eraviscians are there but commented out.

So, if you're playing one of those, the invasion just... can't happen? At all?

Is this unfinished or bugged or what's going on here?
I think they planned to change it for a mission, but it's not finished, if you look in the missions folder there is one but it's not finished. On the other hand, to play currently you have to remove # in the first part of the decision file from nations X07, X08 and X09, to be able to make the decision when you play with them and start the invasion
 
The Iberia mission, in the branch to obtain the Pharnavid bloodline, has requirements that are impossible to achieve in the course of Pharnavid's life (at least for me), because 18 innovations are needed to fulfill said requirements. Either the innovation requirements change or that a direct relative of his can complete it, if not, that part of the mission does not make sense.
Are you playing with the timeline extender? That increases the time it takes to gain innovations.
 
I hope this is the right place to post this.

I'm playing with Thebes and their mission tree but I've noticed over several attempts that I simply don't have the time to follow the mission tree and raise money to afford mercs to take over Boiotia before the Macedonians take over that territory themselves. Thus negating the mission tree.

So I feel that I must ask if someone knows how to do this mission tree and bring Boiotia under Thebes?
 
I hope this is the right place to post this.

I'm playing with Thebes and their mission tree but I've noticed over several attempts that I simply don't have the time to follow the mission tree and raise money to afford mercs to take over Boiotia before the Macedonians take over that territory themselves. Thus negating the mission tree.

So I feel that I must ask if someone knows how to do this mission tree and bring Boiotia under Thebes?
I have completed it with the previous versions and although it is complicated, you can always do it, maybe you need to collect a little gold before attacking or hire cheaper mercenaries
 
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I have completed it with the previous versions and although it is complicated, you can always do it, maybe you need to collect a little gold before attacking or hire cheaper mercenaries
The problem I've had previously is that I need money to pay the mercs for recruiting, upkeep while they raise their morale and then also during the war. So maybe 250-300 money units or something. And with like 1,2-1,4 income per month that takes a long while to get. :(

But I'll try again and maybe try some classical tactics to find a rich guy, find him guilty of something and then fine that wealth to my pocket?
 
The problem I've had previously is that I need money to pay the mercs for recruiting, upkeep while they raise their morale and then also during the war. So maybe 250-300 money units or something. And with like 1,2-1,4 income per month that takes a long while to get. :(

But I'll try again and maybe try some classical tactics to find a rich guy, find him guilty of something and then fine that wealth to my pocket?
I did it with 120 gold and an income of 2.4 more or less, look for some mercenaries with a cost of 2.1. The key is not to attack Boeotia directly, attack the minion it has and become an ally of those who are in the defensive league in which it is Boeotia, with that and the soldiers they give you it is enough to defeat Boeotia, Macedonia is another theme, you have to wait for your moment.

tebas.jpg


a way to get gold fast:
tebas2.jpg

It's not much but it helps to complete at certain times.
 
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So, uh, how is the Galatian invasion supposed to work now, as a player? I've played Galatia games in earlier builds, starting as one of the three tribes in central Pannonia (Tectosagia, Tolistobogia, Trocmia) and waiting for the event to teleport me after the Antigonids collapse. And that worked.

Now it... doesn't? Started as Tolistobogia, the Antigonids collapsed, and... nothing. It's been decades, so I figure it's not happening. I check my missions, decisions, nothing. Checking the game rules, the Galatian Invasion is enabled.

Digging a little further, the galatian_invasion.1 event will not fire at all if the player is one of the three tribes previously mentioned, Scordiscia, Dindaria or Celegeria, unless the player_invasion_eligible variable is set. This variable is set in two places; by one of the missions in the galatia_settled mission tree (which I assume was part of the Galatia rework that was teased in DD38, but does not appear to be finished and is not accessible ingame), and by the start_galatian_invasion decision. I assume the latter is the way you're supposed to start this now, but it's only accessible to the Scordiscian tribes- the Eraviscians are there but commented out.

So, if you're playing one of those, the invasion just... can't happen? At all?

Is this unfinished or bugged or what's going on here?

I think they planned to change it for a mission, but it's not finished, if you look in the missions folder there is one but it's not finished. On the other hand, to play currently you have to remove # in the first part of the decision file from nations X07, X08 and X09, to be able to make the decision when you play with them and start the invasion
The Galatian invasion is really meant only for AI atm. I've uncommented the X07-9 tags for the next hotfix, this should make it playable.
 
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I have vanilla Imperator, played a bit pre 2.0, and decided to try now the new version. I have found this mod, and it seems very interesting, and I am planning to use it. My question is, is it worthwhile to buy the DLCs when using this mod (since they are now in promotion on Steam)?
 
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Great work on fixing Imperator!

A question: Now that spearmen exist as a unit, what is light infantry supposed to represent? Previously for barbarians light infantry represented unarmored warriors with spears I.E spearmen.

For Greeks light infantry used to represent either light hoplites or peltasts I.E either spearmen or archers/skirmishers.

It seems to me like "light infantry" is obsolete in Invictus and is much better represented by spearmen and archer/skirmisher units.
 
Great work on fixing Imperator!

A question: Now that spearmen exist as a unit, what is light infantry supposed to represent? Previously for barbarians light infantry represented unarmored warriors with spears I.E spearmen.

For Greeks light infantry used to represent either light hoplites or peltasts I.E either spearmen or archers/skirmishers.

It seems to me like "light infantry" is obsolete in Invictus and is much better represented by spearmen and archer/skirmisher units.
Take a look at Dev Diary 20. The spearman unit represents more heavily armored spearmen, as opposed to the swordsmen that heavy infrastructure usually implies.
 
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I have vanilla Imperator, played a bit pre 2.0, and decided to try now the new version. I have found this mod, and it seems very interesting, and I am planning to use it. My question is, is it worthwhile to buy the DLCs when using this mod (since they are now in promotion on Steam)?

i bought imperator a couple of days ago to play this mod, and i asked on reddit, it seems heirs of alexander is probably good to have, so that is the one i bought + basegame :)

edit: actually i bought imperator to be able to play imperatrix: victoria when it is released, but i wanted to try imperator as well while i have the game :D
 
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I recently decided to play with a migratory tribe, to test their feasibility, and it turns out that it is feasible to play with them but with certain details, since if the nation you want to invade is very large, it will therefore have powerful armies that will fire your light infantry, Unless that nation is in decline like the Antigonids, but in general against most nations it is possible to invade them, but you have to keep a few things in mind:

You have to have between 10 and 20 pop if you invade a nation without allies or between 30 and 50 depending on the number of allies you want to invade, since each pop becomes 500 soldiers but light infantry, and it also depends on what No matter how powerful the nation is by itself, I invaded Crete already unified that had 13k soldiers and I with about 100 pop and to defeat them I had to unite 70% of my troops.

Another thing is that it has in favor, is that you can go looting cities along the way and gather gold and influence, but if a nation already has an opinion of -100 or higher, looting a city is immediately declare war.

otherwise you will not be able to invade territories that exceed the number of pop that you possess, in other words the number of territories to take plus the number of pop in them has to be less than your pop or you will not be able to "colonize" those territories although you can always occur through the peace agreement.

against you have to declare war on a distant nation in which you do not have casus belli reduces your stability by 25 and some aggressive expansion. Another is that the nation cannot be too far away either, there are certain limits but you still have a fairly large range.

Another thing against (although it may be debatable) is that there are almost no formable nations that do not depend on a specific culture (except for Crete and Cyprus), or additional objectives that encourage you to invade a territory except what the territories themselves possess, such as its cities and wonders.

Even though the time of the great barbarian migrations occurred more than anything at the end of the Roman Empire, it would be interesting to be able to carry them out whenever one wanted, but there is no incentive for those nations of the steppes and of Germany to be attractive to carry out this type of migration. I am referring to some formable outside their natural territories such as Galatia for the Gauls and I am not saying a chain of events like the Galatian invasion, if not, nations formed by kingdoms of the steppes or Germans, such as the kingdom of the Visigoths, that of the Ostrogoths, Hungary (which I think was founded by some tribes from the steppes) even the Huns or some "this is our new home" style decision and its corresponding created kingdom modifier.

My suggestions would be to reduce the loss of stability by declaring wars without casus belli if you are already a migratory horde, the creation of formable nations, both those that existed (although some time later) and some ephemeral nation that could have existed if they were successful in a migration similar.
 
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DD71: Nhialic and Swanco religions
Dev Diary 71: Nhialic and Swanco religions

Salvete!
Today we’ll be: talking about the Nhialic and Swanco religions, announcing another Discord AAR-challenge and show some amazing models made by MattTheLegoman.

But first, a much requested feature, here’s a map showing every mission tree in the mod.
1684771301373.png

Now onto the challenge - and its reward. Some of you might remember the AAR contest that we had to celebrate 10,000 subscribers - the winner then suggested ideas for a mission tree, which resulted in the “Pirate Illyria” campaign that you can now play. Well, we are reviving this idea for the next month or so while we wait for the next update! Make an AAR about your Invictus campaign. Our favourite AAR will be chosen, and the winner of it will get to choose a region or country that will receive a mission tree. There will be more info, prizes, and challenges on the Discord in the ‘challenges-aars’ forum which you can here: https://discord.gg/eaPhRbSq73

As for the amazing models by MattTheLegoman for the Insular (British) Celts. Here’s some screenshots, all of these were added in the hotfix which released yesterday.
859580_20230519131730_1.png

With that being said, time to hand you over to Izn and his religious reworks.
Hello i’m Izn, and I’d like to pull your attention to, beyond the bounds of Egypt and Nubia, the Nilotic people and their Nhialic religion!
1684771301595.png

The Nhialic religion is very distinct from its surrounding faiths. The Nilo-Saharan pantheon includes a strikingly Abrahamic-God like supreme being in Kowth Nhial. With him are lower spirits called Cowlics, or Sky spirits, and below them are the Earthly spirits. They currently have 8 new deities that I will briefly go over.

War
Macardit, a powerful spirit of lightning. He would be seen as an evil figure later in the Nhialic mythos for some Nilotic peoples. It is said that those who he smites with his lightning were deservedly killed.
Tutgar, the great Kowth Nhial in his powerful Ox form. The supreme being can more easily interact with mortals in this mighty form.
Economy
The Cowlic Deng, the strongest of all the Cowlics, this sky god can help build civilizations from the ground up.
And his son Garang, the god of the Sun, his powerful nature is similar to that of his father.
Culture
Kowth Nhial himself, the supreme being, the Kowth spirit of the faith. This god of gods is sometimes compared to Abrahamic God in his supremeness over the Nilotic peoples.
Nyikang, the legendary founder of the Nilotic peoples. Though a mere mortal, his legendary spirit is sure to attract followers in his reverence.
Fertility
The great goddess Buk reigns as both a Sky and Earth spirit. She is the mother of the strongest Cowlic, Deng, thus it’s only natural for her to have a reverent place among the people.
And the mysterious goddess, the Colwic of Abany. This goddess’ name is lost to time, but her legacy continues in the goddess Hathor of the Egyptians, for the Colwic Abany the Proto-Hathor.
Nhialic comes with spread teetering down from the lower Nile, and holy sites sitting at the upper end of it.
1684771301696.png


NOW, another religion at the edge of the map, this one I’m super excited about. Replacing the worst religion in the game, in the depths of the Tarim Basin, the Indo-European isolate faith, enter Swanco!
1684771301747.png

Yep, that’s right, Ritualistic is no more! It was split up into a few other religions, including this Tarim Basin religion. The Tocharians and their religion was quite interesting to piece together. Along with the Hittites, they were one of the earliest branch offs from the Indo-Europeans. This means their faith and language is most comparable to the ancient Anatolians, oh how the world works in strange ways. The deities for Swanco are quite interesting in my opinion, so let’s talk about them!

War
Witerhu, the god of war. While there’s no direct naming of the god of war, this is a reconstructed name based upon the Hittite god Terhu and the Tocharian word witare, which means ‘to fight.’
Yakwi, the twin horse gods. In many Indo-European faiths, there is the presence of the twin horse gods, as such, the name ‘Yakwi’ literally means ‘two horses.’
Economy
The second most important deity of the Tocharians, the goddess Menya. Menya was, in fact, important to the point that she may have held equal importance as the head of the pantheon, who we will get to later.
Now, Swese, the goddess of weather. A rather fun reconstruction, Swese comes from the Tocharian word for rain. Her presence in the pantheon here can be credited to the Hitties and their rain god with very similar roots.
Culture
The goddess Kem, another Tocharian goddess of high importance. Kem follows the Indo-European trope of an Earth-Mama goddess.
The god Iprer, which comes from the Tocharian word for Sky. Since there is an Earth-Mama, there is reason to believe there was a Sky-Daddy too. Iprer probably existed as a lesser deity for the Tocharians who seem to prefer their goddesses.
Fertility
Kaum, the goddess of the Sun… although not the goddess of the Sun. It’s hard to know how Kaum fits into the pantheon. Her name may be of foreign origin, however, she seems to be a Tocharian goddess nonetheless; perhaps important too, given her similar theme to the head of the pantheon.
And finally, the greatest of the Tocharian deities, the goddess of the Sun, Swancho! She is the most widespread and best attested deity of the Tocharians. Her name comes from the original Tocharian word for the Sun, and it’s clear she held great importance for the Tocharians.

And of course, there’re holy sites spread throughout the Tarim Basin.
1684771301836.png


You might be wondering what replaces the rest of the Ritualistic religion. The religious rework in that region, however, will have to be saved for another time!
 

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Very happy to see more development in the tarim basin and central asia
Outside the new religions are there any planned changes or additions to the two areas?
They are some of favorite in the game
 
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