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I love this mod, and the Arsacid update is very very good, I'm really enjoying my parthian run.
Unfortunately, I'm getting a CTD on the turn of the month for my ironman save; only Invictus and the timeline extender as mods, the error long seems to point to something in the Parthian Mission Tree:
 

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Thank you so much for your work! Your mod made this game come alive for me!
Perhaps some comments will be useful.


Trade goods

1. Dyes in Armenia.
Armenian cochineal.

The main dye of Ancient Armenia is vordan karmir, known as Armenian cochineal (Porphyrophora hamelii). A bright red dye was obtained from the females of this insect, which was used to dye fabrics, threads, and also to paint miniatures in manuscripts. This dye was valued for its rich color and durability, and was also used in medicine and cosmetics production.

"It is possible that Armenian cochineal dye was in use as early as 714 BC, when the Neo-Assyrian king Sargon II was recorded as seizing red textiles as spoils of war from the kingdoms of Urartu (the geographic predecessor of Armenia) and Kilhu. The Roman-era physician and pharmacologist Dioscorides, writing in the 1st century AD, noted that the best kokkos baphike, the kermes shrub and its "grain" (kermes insect) that some ancient writers likely confused with Porphyrophora hamelii, came from Galatia and Armenia. In the Early Middle Ages the Armenian historians Ghazar Parpetsi and Movses Khorenatsi wrote specifically of a worm-produced dyestuff from the Ararat region.

The Armenian cities Artashat and Dvin were early centers of the production of kirmiz: during the 8th through 10th centuries Arab and Persian historians even referred to Artashat as "the town of kirmiz". The Arabs and Persians regarded kirmiz as one of the most valuable commodities exported from Armenia."

2. Byssus ("silk" in the Mediterranean) - 1-2 territories in Sardinia, Corsica, maybe in Egypt, in India. Although in Egypt, byssus may have been understood as a particularly fine linen fabric.


*
I drew attention to the Atlantic coast of modern Morocco.

Thymiaterion (Thymiaterium, Tamdo). It is to be identified with the Moroccan harbor of Mehdya, 40 kilometers north of Rabat in the mouth of the Sebou River.

The mouth of the Sebou River (Sububus) where the city of Lixus (Likesh) - is this in the vanilla map? In reality - Loukkos River (Locus). Have the developers decided to combine the first and third rivers of Morocco?

The city of Lixus (Likesh)- can the landscape be not forests, but plains or farm land? Trade goods - not stone, but maybe wine or salt is better (ceramics and fish are available in the territories nearby).

*
Thank you again! You are absolutely amazing!

PS The site did not allow me to insert links(
 
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You Invictus guys rock... :) So glad that the very recent update (with all the AI stuff und the changes to war exhaustion) tempted me into finally starting an IR game again. Of course I couldn't resist and activated all advanced AI systems. I don't mind losing towards the AI, as long as the game rules are fair (thats why I insist on running the mod offsetting the AI loyalty cheat boost in case of rebellions beside Invictus, too...) So I have choosen Panda and first it seemed like an easy cruise. Within 40 years I became a major power and subjugated most of the southern Indian subcontinent.
But then things start to get really interesting...and I really have to lift my hat for the follwoing AI performance...neighbouring Maurya after all my conquests, they waited until I attacked on of the last minors left and stroke against me. While it is still possible to outmanouver the AI in the tactical level, they are merciless in playing out their numerical and economic advantage, when they have it (e.g. using tons of mercs, but carefully nuturing their morale up before throwing them into batlrle). I managed to draw the war out and caused them enough losses, so that they at some point just enforced peace and took the inital war goal. So I limited my losses...but even with that: I lost that war.
And just after the mandatory peace perios was over, this repeated. If it continues this way, I'm lucky if I will survive til the end of the game...

Regarding the changes to military experience, I would like to share this screenshot - I got 57 ME for disbanding this levy:

LotsOfMEGainFromDisbandingLevies.jpg
Not sure if that is a bit too much or an intended compensation for the heavy battlefield action this unit saw...they scored a row pf "phyric victories" (just see how understaffed those cohorts are) until finally getting defeated and then even lost xp for three months until finishing retreat and being disbandable. Furs and the techs giving starting experience might have contributed to this.
 
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@Herennius I can confirm that we had the same experience in the dev clash I was invited to play every week.

@Anbeeld even said once that he felt playing against himself.

The AI will use mercs and manpower has to be saved by throwing your mercs before engaging with your own levies or you risk exhausting your nation of men.

Boost manpower generation and use the military experience to advance in military trads as well as integrating other cultures to learn their trads. By accumulating many modifiers in units you will be able to survive the never ending mercs that the AI will throw you.
 
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I guess my strategy is a bit different than intended. I usually first try to win without mercs to save money. Its only when I get stuck or I feel the enemy is too strong I withdraw my own forces to let the mercs do the heavy lifting and conserve manpower in exchange for spending money.
 
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Hello, I was playing Arachosia (at the start of the game it is satrapy of Seleukid Empire) and I noticed when I formed Greater Arachosisia via decision that I lost access to Iranian traditions in military traditions window, is it intended feature or a bug ?
 
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I'm not sure how accessible the topic of slave revolts is for modding beyond what Invictus already did (reanabling them), but if...then it would be great if they could be debugged/reworked. I did some experimenting by saving right after a revolt happened (save is attached in case it's useful) and shared my impressions over here:


I identified four core problems:

1. Instantly (= before slaves take the city where they revolt; mainly a problem in case of fortification) crushing the revolt supresses the end event, leading to slave revolts in their current, fairly broken state happening more often then the (non-firing) cooldown mechanic intends
2. Border crossing seems to be one (if not the) main factor messing up the revolts inner logic, triggering the end event when the rebel army still exists
3. Attrition might lead to the erratic movement behaviour and the revolt rarely being able to take more territory
4. Seemingly no chance for slaves to get a commander at all, which leads to boring battles with them
 

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DD98: Germania, Balancing and Request for Feedback
Dev Diary 98: Germania, Balancing and Request for Feedback

Salvete!
Today we'll be presenting the large Germania tree but before we do that, first some general balancing work that is being done.

Over time Invictus trees have gotten increasingly elaborate and powerful to the point they're extremely unbalanced. While the elaborate trees are great, we are making an effort to curb some of the most powerful modifiers you can get and the vast amount of free claims which AI would also take.
If you have any tree that you feel is very much unbalanced, do list them and we'll take a look at them to see how we could make them a bit more balanced without hurting the flavour they provide.

In addition, we'd like you to leave feedback if possible about anything you think Invictus has introduced that may be unbalanced, bugged, not fun to play, etc.
It can be about anything and if it is within the power of a mod to change without expanding the scope of the mod beyond it's vanilla+ nature. (Aka, we will not be introducing any new mechanics or fundamentally reworking vanilla mechanics.)
One such example of a change we're making is re-introducing the ability to get prisoners from annexed countries.
We do read every comment on the forums, Reddit or Discord about Invictus even if we don't respond directly.

Now with that being said, time to present for Germania for which i'll hand you over to Zorgo.


Hello everyone, it’s Zorgo with a sneak peek at some content that will be released in our holiday update, but before we jump into it, please indulge me with a little rambling beforehand.

As I prepare to show off what I've been working on, there’s an old saying that comes to mind, one that has been attributed to half a dozen artists ranging from Igor Stravinsky to John Lennon; “good art borrows, great art steals”. This was a guiding principle for this new mission tree, which reworks some pre-existing content in fun ways. Germania owes a huge debt to Albion in particular; it's available to multiple nations, assists the player in forming a higher-tiered tag, and has loads of flavor and general mayhem along the way, so special thanks to supermash for showing the way forward.

But there's still tons of original content waiting for you, even if you notice that a thing or two from other mission trees have been added to this dish. The more flavor the merrier, I say! With a splash of Boihaemian colonization and a cheeky pinch of Parthian terrain modifier sprankled right on top, baby you’ll have a stew going before you even know it.


But yes, it's basically reskinned, more balanced Albion with new localization, modifiers, event chains and objectives. Since I’m in an aphorism-dispensing mood, here comes another hackneyed one liner to wrap up this already longwinded intro; “it takes a village…”, so, as always, I’d like to give shoutouts to supermash, peterson, Pureon and Shinymewtwo for helping with code, ideas, artwork, models, support and inspiration. And away we go!

This new mission tree will be available to any tag that can form Germania, and all of those trees that we reworked in our last content update will be able to play this mission once they’ve completed their first (and/or second) mission tree. If you don't have unique content at game start, once you own fifty territories within the lands needed to form Germania, the tree appears.

The variety of starting locations will allow for some absolutely amazing/cursed playthroughs, but more on this later when we take a look at some of the new flags that have been added. For today’s roleplaying purposes, we will be following along with the Nuithonians, who have done a decent job of unifying their homeland and are now ready to level up.
1761404501723.png


And here’s a nice blurry pic that shows off the size of the tree. The left side focuses on all things barbarian; raiding, fighting, enslaving, pillaging, with options to colonize a barbarous wasteland at the edge of civilization. The chunk of the tree in the center is focused on growing your nation's infrastructure, and the right side deals with war and government.
1761404512960.png


Let’s check out the right side, where war councils will determine the direction in which your armies should expand. There will be diplomatic consequences for your aggressive ambitions, but don’t let the mewlings of your weak neighbors deter you from fulfilling your destiny as a mighty conqueror. You’ll send your armies throughout Germania Magna, Scandia and Venedia, destroying all that foolishly oppose your power - any lands inhabited by the Germanic tribes are fair game.
1761404539739.png


The way these initial tasks work is as follows; conquer a good portion of your home provinces and then you will receive claims on the rest of the region. One by one, your enemies will fall before your armies.
1761404550881.png
1761404565298.png
1761404574028.png


There aren't too many conquest tasks outside of these initial ones; this tree is focused on building up your nation, not subjugating your neighbors. Economic growth will remain an important objective, and you will need access to foreign markets if you desire to sell the valuable trade goods that you have in abundance, so you better start building!
1761404583343.png


The mania for building up your infrastructure might even see your Tribal Chieftain order the armies to spend the campaigning season in your capital instead of raiding settlements.
1761404590999.png


Riches await you if you’re able to get the amber trade up and running…
1761404598691.png

1761404624173.png


If you are able to get enough capital civilization level (values still to be changed), you’ll be rewarded with stability and access to even more infrastructure missions.

It should come as no secret that many of the territories needed to form Germania are uncolonized tiles, so there will be some assistance in populating the wildlands.
1761404771406.png
1761404778595.png



Keeping in mind how annoying it is to constantly move tribesmen and slaves manually in order to colonize settlements, these next tasks were borrowed and modified from the Boihaemia tree. You’ll be able to quickly colonize the basin as long as you have the manpower and gold to make it happen. The culmination of your brazen theft of Boihaemian clay will consider the question of their status within your growing realm; should you have Gallic friends or thralls?
1761404783266.png

1761404789776.png

1761404794725.png


As you become more powerful and centralized, the thorny question of the future of your government will be raised. Who is better equipped to rule over your people; a Republic dominated by the tribal Elders or a dynastic line of Kings? You’ll be presented with two paths, but before any of your plans can be set into motion, you’ll have to suppress the power of the elites that helped you become what you are - a dangerous period for the Nuithonians.
1761404826377.png
1761404834325.png
1761404839198.png



Depending on which branch you take (embrace glorious Republic play, you cowards), you’ll receive rewards and honors befitting your station.
1761404844828.png
(Modifier values still to be changed)

1761404864830.png
1761404900393.png
1761404905953.png


Even if your ambitious Tribal Chief decides to give up power, forming a Germanic Republic with its messy politics and penchant for perpetual squabbling instead of claiming the crown, the “Bloodline of the Germanic Kings” will still be available to you; think of it as a way of acknowledging the achievements of your predecessors, even if they voluntarily relinquished ultimate power to the Senators of a Republic.
1761404910955.png
1761404921363.png
1761404926916.png


One of my favorite additions to this tree is only available at the very end; an event chain you’ll gain access to if you are able to secure the services of a zealous High Priest. We will circle back to the task “Cities in the Forests” in a bit.
1761404936428.png


Once this religious ritual has been completed, your High Priest will begin to receive strange visions.
1761404951523.png

I’m not going to spoil what happens on the event chain, but I am going to show off what you will be rewarded with if you are found worthy by Wodenaz - a massive thanks to Pureon for making this new Great Wonder.
1761404980260.png
1761404984406.png

1761404989092.png


Now that we have sort of followed some branches all the way to the end, we return to the top to take a look at some other tasks in the central branch. These are an entire group of missions that will unlock once your technology isn’t completely terrible; another throwback to Albion. This Germania tree might already be stretching the limits of historical plausibility, but you’ll have to have the technical know-how if you’re really trying to build up your society.
1761404997038.png


In rapid-fire succession, a whirlwind glimpse of yet more infrastructure tasks.
1761405002783.png


1761405016339.png
1761405019627.png


You get the gist; build up your technical expertise and stockpiles of goods in order to lay the foundation for what’s to come…and in your case, that happens to be building cities.
1761405028409.png


If you really tech up and acquire the knack for building impressive cities in the middle of the forests, you’ll gain access to a special modifier - thanks again to peterson for implementing this in the Parthia tree and looking the other way as I shamelessly yoinked it.
1761405033574.png
1761405039948.png


As cities sprout up throughout Germania, some will pressure your ruler to abandon your barbaric past, but rest assured that you will uphold your traditions in the face of a changing world.
1761405048413.png


There will be many benefits to becoming a civilized society, and you will be personally responsible for making decisions that will impact countless generations to come. How will your records be kept? What will your policies towards foreigners be? What army units will comprise the backbone of your legions?
1761405056284.png
1761405062326.png
1761405066385.png


If you’re worried that all of this soft civilizing stuff will ruin the experience of playing as the feared Germanic tribes, then you will have fun with these tasks on the left.
1761405071673.png
1761405074467.png
1761405077537.png


There is a “Colonial Adventure” event chain where you will send colonists into the Fennic wastelands in search of a location to build a trading city, and I added an option to tag switch over to Soodak once all is said and done. Why, do you ask? Because this will finally create a tag in-game that allows you to form Duna, a tier one country that is currently impossible to make at the moment. The Androphagians were once able to take the decision, but I removed this option in order to not mess up their tree. This has finally been changed, so feel free to start your campaign over as a Fennic settled tribe on the island city of Soodak! You’ll lose access to the Germania tree and probably won't have an awesome tree of your own that was made by two of our devs, but you’ll gain bragging rights as one of the first players to form Duna.

Soodak will also get a pretty sick flag, if that's reason enough to entice you to switch over. The land cursed by the sun will have a proper banner, thanks to our Master Vexillologist Shiny - more on his other contributions in a bit.
1761405084428.png
1761405087793.png


I haven’t even gotten to any of the “advanced infrastructure” tasks that will see you make your capital into a true imperial city and regional trade hub, but all good things must come to an end and so, too, must this Dev Diary. Let’s look at the last task before we go; one of the final things you’ll be able to do after forming Germania is select a powerful modifier that will define your people in the decades to come.
1761405092947.png
1761405095962.png



What these modifiers do exactly will remain a secret, but you'll get a juicy boost for twenty five years that will allow you to double down on the choices you've already made in the tree.

Before I go, we will take a look at some of the other flags created by Shiny for when you take the decision to form Germania. There are a bunch of new variants that have been added, and some are pretty interesting. Are there secret options available, including some choices that require having specific ruler traits? Of course there are, but let’s look at a few of my personal favorites without spoiling everything. What happens if you start as Frisia, invade Britannia, form the Anglo-Saxon Kingdom, and then return to the continent in order to form Germania? You’ll get this super fun flag.
1761405223448.png


Are you crazy enough to start as Chattia, form Francia through your two mission trees, and then turn eastward to form Germania? Well, this is the banner your armies will carry into battle.
1761405227070.png


Just look at these borders and those glorious map colors.


As you can see, there is plenty of flavor and adventure waiting for you in this new tree; the culmination of our efforts to rework all of the older Germanic missions and give them some mid to late game content. Thanks for reading and I’ll see you soon!
 
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(...)
In addition, we'd like you to leave feedback if possible about anything you think Invictus has introduced that may be unbalanced, bugged, not fun to play, etc.
It can be about anything and if it is within the power of a mod to change without expanding the scope of the mod beyond it's vanilla+ nature. (Aka, we will not be introducing any new mechanics or fundamentally reworking vanilla mechanics.)
One such example of a change we're making is re-introducing the ability to get prisoners from annexed countries.
We do read every comment on the forums, Reddit or Discord about Invictus even if we don't respond directly.
(...)
Speaking of prisoners...could you have a look on the ransom mechanic? Or more precisely: the calculation of the ransom sum? The prices demanded are -again: it was early after release once already a problem, got then fixed...and broken again, see my report from 2020 here: https://forum.paradoxplaza.com/foru...ms-for-ransoming-out-prisoners-again.1387090/ - still far too high:

SomethingWrongWithRansomPrice.jpg

I need to pay more than 630 Gold to get my commander back. Neither does it make sense for me to consider buying out someone for this price nor will you see any AI making an offer (I activated the message setting informing me about inter AI ransom payments and never got noticed of one...). I suspect that for some reason the offered gold sum is somehow devalued in the acceptance logic, as the positive modifier "price" is only +140 in my pic. I think having to pay 140 Gold would make a lot more sense. Still fairly painful, but at least somewhere in a range to consider.
 
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Dev Diary 98: Germania, Balancing and Request for Feedback

Salvete!
Today we'll be presenting the large Germania tree but before we do that, first some general balancing work that is being done.

Over time Invictus trees have gotten increasingly elaborate and powerful to the point they're extremely unbalanced. While the elaborate trees are great, we are making an effort to curb some of the most powerful modifiers you can get and the vast amount of free claims which AI would also take.
If you have any tree that you feel is very much unbalanced, do list them and we'll take a look at them to see how we could make them a bit more balanced without hurting the flavour they provide.

In addition, we'd like you to leave feedback if possible about anything you think Invictus has introduced that may be unbalanced, bugged, not fun to play, etc.
It can be about anything and if it is within the power of a mod to change without expanding the scope of the mod beyond it's vanilla+ nature. (Aka, we will not be introducing any new mechanics or fundamentally reworking vanilla mechanics.)
One such example of a change we're making is re-introducing the ability to get prisoners from annexed countries.
We do read every comment on the forums, Reddit or Discord about Invictus even if we don't respond directly.

Now with that being said, time to present for Germania for which i'll hand you over to Zorgo.


Hello everyone, it’s Zorgo with a sneak peek at some content that will be released in our holiday update, but before we jump into it, please indulge me with a little rambling beforehand.

As I prepare to show off what I've been working on, there’s an old saying that comes to mind, one that has been attributed to half a dozen artists ranging from Igor Stravinsky to John Lennon; “good art borrows, great art steals”. This was a guiding principle for this new mission tree, which reworks some pre-existing content in fun ways. Germania owes a huge debt to Albion in particular; it's available to multiple nations, assists the player in forming a higher-tiered tag, and has loads of flavor and general mayhem along the way, so special thanks to supermash for showing the way forward.

But there's still tons of original content waiting for you, even if you notice that a thing or two from other mission trees have been added to this dish. The more flavor the merrier, I say! With a splash of Boihaemian colonization and a cheeky pinch of Parthian terrain modifier sprankled right on top, baby you’ll have a stew going before you even know it.


But yes, it's basically reskinned, more balanced Albion with new localization, modifiers, event chains and objectives. Since I’m in an aphorism-dispensing mood, here comes another hackneyed one liner to wrap up this already longwinded intro; “it takes a village…”, so, as always, I’d like to give shoutouts to supermash, peterson, Pureon and Shinymewtwo for helping with code, ideas, artwork, models, support and inspiration. And away we go!

This new mission tree will be available to any tag that can form Germania, and all of those trees that we reworked in our last content update will be able to play this mission once they’ve completed their first (and/or second) mission tree. If you don't have unique content at game start, once you own fifty territories within the lands needed to form Germania, the tree appears.

The variety of starting locations will allow for some absolutely amazing/cursed playthroughs, but more on this later when we take a look at some of the new flags that have been added. For today’s roleplaying purposes, we will be following along with the Nuithonians, who have done a decent job of unifying their homeland and are now ready to level up.
View attachment 1386504

And here’s a nice blurry pic that shows off the size of the tree. The left side focuses on all things barbarian; raiding, fighting, enslaving, pillaging, with options to colonize a barbarous wasteland at the edge of civilization. The chunk of the tree in the center is focused on growing your nation's infrastructure, and the right side deals with war and government.
View attachment 1386505

Let’s check out the right side, where war councils will determine the direction in which your armies should expand. There will be diplomatic consequences for your aggressive ambitions, but don’t let the mewlings of your weak neighbors deter you from fulfilling your destiny as a mighty conqueror. You’ll send your armies throughout Germania Magna, Scandia and Venedia, destroying all that foolishly oppose your power - any lands inhabited by the Germanic tribes are fair game.
View attachment 1386506

The way these initial tasks work is as follows; conquer a good portion of your home provinces and then you will receive claims on the rest of the region. One by one, your enemies will fall before your armies.
View attachment 1386507View attachment 1386508View attachment 1386509

There aren't too many conquest tasks outside of these initial ones; this tree is focused on building up your nation, not subjugating your neighbors. Economic growth will remain an important objective, and you will need access to foreign markets if you desire to sell the valuable trade goods that you have in abundance, so you better start building!
View attachment 1386510

The mania for building up your infrastructure might even see your Tribal Chieftain order the armies to spend the campaigning season in your capital instead of raiding settlements.
View attachment 1386511

Riches await you if you’re able to get the amber trade up and running…
View attachment 1386512
View attachment 1386513

If you are able to get enough capital civilization level (values still to be changed), you’ll be rewarded with stability and access to even more infrastructure missions.

It should come as no secret that many of the territories needed to form Germania are uncolonized tiles, so there will be some assistance in populating the wildlands.
View attachment 1386516View attachment 1386517


Keeping in mind how annoying it is to constantly move tribesmen and slaves manually in order to colonize settlements, these next tasks were borrowed and modified from the Boihaemia tree. You’ll be able to quickly colonize the basin as long as you have the manpower and gold to make it happen. The culmination of your brazen theft of Boihaemian clay will consider the question of their status within your growing realm; should you have Gallic friends or thralls?
View attachment 1386518
View attachment 1386519
View attachment 1386520

As you become more powerful and centralized, the thorny question of the future of your government will be raised. Who is better equipped to rule over your people; a Republic dominated by the tribal Elders or a dynastic line of Kings? You’ll be presented with two paths, but before any of your plans can be set into motion, you’ll have to suppress the power of the elites that helped you become what you are - a dangerous period for the Nuithonians.
View attachment 1386521View attachment 1386522View attachment 1386523


Depending on which branch you take (embrace glorious Republic play, you cowards), you’ll receive rewards and honors befitting your station.
View attachment 1386524(Modifier values still to be changed)

View attachment 1386525View attachment 1386526View attachment 1386527

Even if your ambitious Tribal Chief decides to give up power, forming a Germanic Republic with its messy politics and penchant for perpetual squabbling instead of claiming the crown, the “Bloodline of the Germanic Kings” will still be available to you; think of it as a way of acknowledging the achievements of your predecessors, even if they voluntarily relinquished ultimate power to the Senators of a Republic.
View attachment 1386528View attachment 1386529View attachment 1386530

One of my favorite additions to this tree is only available at the very end; an event chain you’ll gain access to if you are able to secure the services of a zealous High Priest. We will circle back to the task “Cities in the Forests” in a bit.
View attachment 1386531

Once this religious ritual has been completed, your High Priest will begin to receive strange visions.View attachment 1386532
I’m not going to spoil what happens on the event chain, but I am going to show off what you will be rewarded with if you are found worthy by Wodenaz - a massive thanks to Pureon for making this new Great Wonder.
View attachment 1386533View attachment 1386534
View attachment 1386535

Now that we have sort of followed some branches all the way to the end, we return to the top to take a look at some other tasks in the central branch. These are an entire group of missions that will unlock once your technology isn’t completely terrible; another throwback to Albion. This Germania tree might already be stretching the limits of historical plausibility, but you’ll have to have the technical know-how if you’re really trying to build up your society.
View attachment 1386536

In rapid-fire succession, a whirlwind glimpse of yet more infrastructure tasks.
View attachment 1386537

View attachment 1386539View attachment 1386540

You get the gist; build up your technical expertise and stockpiles of goods in order to lay the foundation for what’s to come…and in your case, that happens to be building cities.
View attachment 1386543

If you really tech up and acquire the knack for building impressive cities in the middle of the forests, you’ll gain access to a special modifier - thanks again to peterson for implementing this in the Parthia tree and looking the other way as I shamelessly yoinked it.
View attachment 1386544View attachment 1386546

As cities sprout up throughout Germania, some will pressure your ruler to abandon your barbaric past, but rest assured that you will uphold your traditions in the face of a changing world.
View attachment 1386547

There will be many benefits to becoming a civilized society, and you will be personally responsible for making decisions that will impact countless generations to come. How will your records be kept? What will your policies towards foreigners be? What army units will comprise the backbone of your legions?
View attachment 1386548View attachment 1386549View attachment 1386550

If you’re worried that all of this soft civilizing stuff will ruin the experience of playing as the feared Germanic tribes, then you will have fun with these tasks on the left.
View attachment 1386551View attachment 1386552View attachment 1386553

There is a “Colonial Adventure” event chain where you will send colonists into the Fennic wastelands in search of a location to build a trading city, and I added an option to tag switch over to Soodak once all is said and done. Why, do you ask? Because this will finally create a tag in-game that allows you to form Duna, a tier one country that is currently impossible to make at the moment. The Androphagians were once able to take the decision, but I removed this option in order to not mess up their tree. This has finally been changed, so feel free to start your campaign over as a Fennic settled tribe on the island city of Soodak! You’ll lose access to the Germania tree and probably won't have an awesome tree of your own that was made by two of our devs, but you’ll gain bragging rights as one of the first players to form Duna.

Soodak will also get a pretty sick flag, if that's reason enough to entice you to switch over. The land cursed by the sun will have a proper banner, thanks to our Master Vexillologist Shiny - more on his other contributions in a bit.
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I haven’t even gotten to any of the “advanced infrastructure” tasks that will see you make your capital into a true imperial city and regional trade hub, but all good things must come to an end and so, too, must this Dev Diary. Let’s look at the last task before we go; one of the final things you’ll be able to do after forming Germania is select a powerful modifier that will define your people in the decades to come.
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What these modifiers do exactly will remain a secret, but you'll get a juicy boost for twenty five years that will allow you to double down on the choices you've already made in the tree.

Before I go, we will take a look at some of the other flags created by Shiny for when you take the decision to form Germania. There are a bunch of new variants that have been added, and some are pretty interesting. Are there secret options available, including some choices that require having specific ruler traits? Of course there are, but let’s look at a few of my personal favorites without spoiling everything. What happens if you start as Frisia, invade Britannia, form the Anglo-Saxon Kingdom, and then return to the continent in order to form Germania? You’ll get this super fun flag.
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Are you crazy enough to start as Chattia, form Francia through your two mission trees, and then turn eastward to form Germania? Well, this is the banner your armies will carry into battle.
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Just look at these borders and those glorious map colors.


As you can see, there is plenty of flavor and adventure waiting for you in this new tree; the culmination of our efforts to rework all of the older Germanic missions and give them some mid to late game content. Thanks for reading and I’ll see you soon!
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Looks great!

Here's me hoping we'll get something for Scandinavia as well as some early proto-Vikings coming to raid along the coasts. :p
 
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Hello with current patch I tried playing as my favorite nation Herakleia Pontike and I was surprised that at the start of the game it is tributary of Antigonid Kingdom, because lot of their missions are dependent on that that you can make allies and because you are tributary you can't make allies and when you finally brake free from tributary status some of these countries that you should make your allies will not exist, for example Tieion was annexed by Mithidatic Kingdom early on, another problem is that in their mission tree, when you befriend ruler of Armenia, than Armenia becomes your ally, but when you are tributary, than nothing happens.

My solution to this, is to make Herakleia Pontike at the start of the game independent nation (like it was in previous patch) or change their mission tree to not be dependent on making allies.

EDIT: Another thing that I found out, Herakleia Pontike is at the start of the game in defensive league with Teion and Sesamos, but because Herakleia Pontike is tributary of Antigonid Kingdom you will not be called to their aid if some enemy attacks your legue members, so I think the best course of action would be to make Herakleia Pontike at the start of the game independent nation, because reasons I explained.
 
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I would like to suggest a choice to make cultural decisions revokable, because now they are permanent, so if you make some mistake you can't revoke it, and in iron man that's little frustrating.