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CaptinObvious

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Sep 28, 2017
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This mod originally started out as a rant gone out of hand, and aims to rebalance and enhance the game while keeping the same vanilla 'feel' and 'play' while making stuff more interesting/challenging;

this is accomplished by fixing a lot of the tedious and odd design choices that seem to have been made in a vacuum, while removing/fixing some the most frustrating bits of the game, while generally improving management/warfare by tweaking balance and changing some functionalities

Most major changes:

End date now honours the Optimus Princeps (870.8.8)

Made warscore reduction costs from inventions much much stronger to account for the massive increase in WS costs by late game.

Supply trains now move at speed one.

Rebalanced food for armies, armies can now only carry limited amounts of food, and will need constant resupply to not starve.

Rebalanced food for population, you now need to import food to almost all well-urbanised provinces.

Rebalanced subjects to encourage vassal play, as well as reduction of vassal swarming by Feuds, as they now have to pay 5k% extra cost for armies/navies [AFAIK there is no way to outright block them](Feuds weren't allowed to build their own armies), and in exchange, Feuds now give 100% of manpower, integration of subjects will no longer be a total pain, as integration speed has been boosted considerably (IRL they were either forcefully annexed or their monarchs left the country in their will to the overlord, but whatever).

Governors policies no longer cost PI to change.

Totally reworked how settlements work, instead of 100% slaves, they now get 5% citizens, 40% freemen, and 50% slaves, tribals still have a 50/50 split between tribals/slaves.

Settlement buildings now totally change the ratios of pops to 100% of the building's target (mines/farms/slave estates now make slaves 100%, barracks makes freemen 100%, and tribal settlements now makes tribals 100%)

Cities have their ratios at N/C/F/S/T 10%/30%/40%/20%/0%

Metros at 15%/35%/35%/10%/0%

Reworked diplomacy so that countries and subjects just dgaf about AE, this is 303 BC, nobody cared back then, as a side effect, diplomacy and trade now exists past the first month.

Slightly increased base fertility.

AI budget now 40 Army, 30 Forts and navy

Romans get free roads, normal roads are cheaper.

Assaults have been made saner.

Mill XP now gained solely from unit XP, Drilling made free

Disloyalty threshold now at 40.

Ranks 3,4, and 5 now give -15%/-25%/-35% manpower regen and 15%/25%/35% more expensive armies to help stop late-game bloat.

Extra time to enforce peace from ranks has been removed, if you are making a modifier to help the small guys vs big guys, why are you using it to screw the small guys harder?

Removed call for peace, never worked with IR's wars, and is very out of place for the era.

Combat width now at 120, it kinda broke the UI; flanks are now 5/10/20.

Ships have been rebalanced, their prices have been fifthed, cause we out here in 3rd century BC making the USN look like chumps, no for real, look up Battle of Cape Ecnumus, possible largest in history

change governor policy cost invention now gives 2.5 loyalty instead.

Speed up integration from rank

LI now slightly cheaper to help oppress the pea- I mean keep the peace, the also scale cost per rank less now.

Buffed Democratic Republics
Athens now starts as a client, as to make them playable

Buffed Diadochi war goal to 50%

Added new war goal, Aftermath of Alex, it is only usable by and on:

tag = EGY
tag = MAC
tag = TRE
tag = SEL
tag = PRY
tag = EPI
tag = BAC
tag = PAR
tag = PRN
tag = BIT
tag = PON
tag = PAP
tag = ARM
tag = CAP
tag = CYR
tag = HCP
The Diadochi can use it after they have the Epigoni event, it is meant to represent how fast changing this area was, and also to help the th eastren blobs and co to grind their death on each other

Tweaked governor policies

But most importantly, National Ideas have been rearranged to be OCD friendly

20200818001558_1.jpg

[CRAB RAVE]

Compatibility warnings:
This mod is compatible with my Map mod;

common:
buildings
defines
diplomatic_stances
economic_policies
governments
governor_policies
heritage
ideas
inventions
modifiers
opinions
pop_types
prices
province_ranks
subject_types
terrain_types
titles
trade_goods
unit_abilities
units
wargoals
localization:
english:
diplomacy_l_english
setup:
main:
00_default

The full changelog is a bit too long for this one comment, so I'll post it in another comment
 
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SIKE!
It's so long, I need to segment it further
It is segmented by what folder the change was in was in
End date now honours the Optimus Princeps (870.8.8)

Upped starting cohorts per MP to 0.5, Diaodachi shouldn't be as wrong now [still way off, but I can't push this higher}
Increased Starting ships per port pop to 0.15, Carthage shouldn't be as wrong now [Carthage now starts with 101 ships]
Upped max PI to 1k, and starting to 200
Minimum cost for integration now 1
Base integration cost now 0.1 per pop
Ranks now go 0/1/50/150/300
Removed call for peace, never made sense for the era, and especially not with IR's warfare
Techs now on 15 years, you have a greater than haha chance of reaching end tech now
Revolts and Civil wars now tick at double speed (5)
Lowered base naval range to 500
One extra possible choice for mission
Great battles now 50k (whatever that means)
Unit XP now reduces dmg by 50%
Increased land MP dmg to 0.3
CW now at 120, no more beating around the bush with half the army
Combat dmg multi now 0.05
Nav popularity no longer 50% of land
Siege defenders now only lose half as much as attacker, not a blonking tenth
Increased max breaches to 3
Assault width now 5, so is force needed multi
Attrition on food consumption now 25%
Flanks now 5/10/20
Removed extra days to enforce peace per rank, what the heck is the point of making a mechanic to help the small guy if you just use it to screw them over?
Removed extra cost for side participants, same culture, and religion (WTF PDX?)
You can now intervene at 50 opinion
Max annexe size is at 3
You can now show up 8 extra months late to the party (20 month join war deadline)
AE no longer impacts opinion, people just DGAF.
Doubled opinion needed to get stab hits from dow, just be a ****
Warscore reduction can now go to -99%
Increased base kids per couple to 2.5
Large court now 100, child per family penalty at 1.5
Disloyalty now at 40
No loyalty penalty from wrong religion
Great Powers now have 6 families
Internal trade now gives 35% of value, importing now 60%
AI budget now 30 Nav, 30 Forts, and 40 Army
AI now targets 60 stab
AI slightly less likely to charge Hannibal with 16 legions (upped better general factor to 0.5)
AI no longer has a bias to disband capital forts (why TF does this exist?), and slightly tweaked biasing to placing forts.
Upped war goal peace reasons to 15
AI now takes two years to ask again after rejection
AI now tries to keep cultural happiness at 50%
Al now doesn't care about minorities bellow 150 pops (there seems to be no way to scale this so that it only affects extra-large AIs)
AI now only integrates cultures if above 20%

Ports now slightly better (15% extra routes)
Slaves now slightly more unhappy for being denied freedom, (30%)
Nobles, Citizens, and Freemen now slightly less happy for just being in a civilised place, barbs extra unhappy for being clean
Civilised places have ~~more food to plunder~~ higher supply limit
Free housing now slightly more attractive (0.3)
Normal land now has 6 supply limit
Foreign cultures now allowed to think at full capacity.
You no longer get paid for theoretical trade routs
Governor troops now slightly more oppressive more efficient (-5)
Buffed XP from battle (0.075)
Buffed XP from sieges (0.04, 0.015)
Nerfed XP decay (0.035)
Buffed base land Morale recovery (0.05)
No more base Mill XP gain, you gotta earn it
Slaves no longer have a base 10% desired ratio
All Mill XP now from army XP
It's no longer tyrannical to proclaim that every ruler is a god
Diplo rep now gives 0.5 integration, rather than 0.05
Buffed MP recovery from revanchism to help the AI stay afloat (0.35)
AE no longer affects subject loyalty, nor claim fabrication speed (why is this even a thing? like I am already warmongering, no need for an excuse)
Starting from rank 3, all countries now suffer progressive penalties for army upkeep and MP recovery speed
Rank 3: 15% upkeep and recovery penalty, 0.15 extra integration speed
Rank 4: 25%, 0.3
Rank 5: 35%, 0.75
Rank 5 now has it's extra culture "slots" correctly applied (0.016 to 0.16)
Tribals now want 50% tribesmen, 10% freemen, and 40% slaves in settlements [the math is kinda wonky]
Monarchies now no longer have extra ratio for freemen, handled elsewhere
Republics no longer have extra ratio for freemen in settlements, handled elsewhere
Fully centralised tribes now only suffer 15% army cost modifier
Stabbing slightly cheaper (0.5 modifier) and slightly better (0.15)
Halved instability from integration

Pops:
Taxes now have been imposed on everyone, something something death and taxes

Nobles :
Now pay 0.01 in tax.
Slightly harder to keep happy (-0.6)
No longer eat like pigs (0.35)
They are now traitors (1 assimilation and conversion)
PDX forgot to make Nobles highlight research, made them do it

Citizens:
Now pay 0.01 in tax
Citizens and freemen ate the Noble's cake (0.35)
They now generate 0.05 trade routs because nice numbers
Slightly harder to keep happy (-0.4)
Slightly better at thinking (0.25)
PDX forgot to make Citizens highlight MP, made them do it

Freemen:

Now pay 0.01 in tax
Let's storm the Noble's granary, the can't stab us all (0.3)
Slightly harder to keep happy (-0.25)
Not as treasonous (0.35 assimilation and conversion)

Slaves:
Slightly less tax paid (0.02)

Bleeding heart liberals have petitioned for more food rations for slaves, what's next? abolitionism? are they insane? (0.15)
Slightly less happy about their situation (told you feeding them more was a bad idea)(-0.4)

Slightly cheaper to hold games (300% of monthly income)
Roman roads now free, normal roads now cost 10
Sacrificing someone no longer costs stab, the joke writes its self
Tributaries get extorted harder (25% of monthly income)
Socii now actually pay all of their manpower
Tribal vassals now pay 20% of gold and MP
Satraps now pay 30% of gold and MP
Clients now pay 25% of gold and MP
Cities now cost 100 gold, Metros cost 250
Holy sites now cost 250
Inventions now cost 3 months worth of gold, not an arm, a leg, and a prayer to Arheo
Changing gods now costs 35 PI
Megalomania slightly cheaper Defifing ruler now costs 150
Governor Policy now costs no PI to change, because **** them
New ruling parties in republics no longer destabilising
Good relations now less destabilising to break (15 for great, 7.5 for good)

Settlements:
No longer has -0.75 migration speed malus
Ratios now N/C/F/S/T 0%/10%/40%/50%/0%

Cities:
Ratios now 10%/30%/40%/20%/0%
Base resources now 2
Buildings now 3

Metros:
Ratios now 15%/35%/35%/10%/0%
Base resources now 3

Price of grain has been raised (let's hope the peasants don't revolt) (0.35)
Grain is no longer as nutritious, only gives 4 food
Horses now priced 0.35, no idea why they were so cheap, they also give 10% discipline to both Cavs now
Fish now give 2 food
Spices now priced 0.6, let's hope the Dutch won't invade
On account of just how big and fickle the things are, Elephants now barely net any money from trade (0.1)
Exotic beasts from far away land now slightly more exotic (0.3)
Gold now gives gold (1.0)
Stepp horses (assuming that they come with the rider) now priced 0.4
Cattle now only gives 1.5 food, because unless you were rich, you generally didn't eat that much meat
Dyes slightly higher priced (0.5)
Marble now more marbellous (0.4)(yes, I only changed the price to make this awful joke)
Silk now heckin expensive (0.75)

This is going to be split into a land section and a naval section

Mostly removed attrition weight from units, as it conflicts with almost everything I changed w.r.t. uints

Archers:
Now Counter HA, 1.25
Can only carry 12 months of food
Increased manoeuvre to account for extra CW, now 3

Camels:
Increased manoeuvre to 8
Now costs 10
Now carries 15 months of food

Chariot:
Manoeuvre set to 2, and speed to 3

Heavy Cav.:
Manoeuvre set to 6
Now only carries 6 months of food

Heavy Inf.:
Now only carries 10 months of food
Now costs 10
Slightly less good vs. elephants, 0.75

Horse Archers:
Manoeuvre now at 10, Crassus prepare to meet your fate
Stronger vs. elephants, 1.25, weaker vs. Archers, 0.9
Only carries 4 months of food

Light Cav.:
Manoeuvre now 10, Varro, are those Numidians that are about to smash into our rear?
Carries 12 months of food

Light Inf.:
Maneuver now 4
Carries 12 months of food
Stronk vs. elephants, 1.3
Keeps the half weight, makes sense
Slightly cheaper, 4, just a dude in loincloth and a stick for chucking

Supply Train:
Now only moves at 1, manoeuvre 0
Only carries 20 units of food, consumption set to 0

Elephants:
Now move at 2
Weak vs. Light Inf., 0.75
Attrition weight now at 2
Slightly more expensive, 30

Only carries 4 months of food

Fifthed the price of ships, cause we out here in 3rd century BC making the USN look like chumps, no for real, look up Battle of Cape Ecnumus, possible largest in history

Libs:

Owned with facts and logic
Manoeuvre at 20
Costs 1
Build time 200

Threes (yes, I am taking the lazy way):
Manoeuvre at 15
Costs 1.6
Build time 300

Fours:
Manoeuvre at 12
Costs 2
Build time 450

Sixes:
Manoeuvre at 8
Costs 3
Build time 600

Eights:
Manoeuvre at 4
Costs 5
Build time 750

Tens+:
Manoeuvre 0
Costs 20
Build time 900

Tax:
Low taxes buffed (-30% taxes, +25% happienss)
High taxes now actually taxes extra (0.5 global tax)
Now that higher taxes are taxes that are higher, more brainpower has to be diverted to paying them (-0.3 research)

Commerce:
rebalanced to make it so that enlightened centrism isn't the only way
Low stance now gives one route, and removed the import debuff
High stance now gives one route, and removed the export debuff

Army:
Low pay now at -35%, let's hope the troops won't coup us if we so much as hover over the button


Diplo stances:
Neutral now gives 3 extra slots
Appeasement now slightly better (sit down Chamberlain)
Trade now gives 50% cheaper routs, but only 20% extra income
Warmonger now gives 1.5 claim speed, 20% WS cost, -15% army upkeep, and +0.025 AE/month
Buffed vassalage stance to 0.5 integration speed, and 15 loyalty

Heritages:
Rome now has 10% MP recovery speed, 0.25 integration speed, and 25% loyalty gain chance
Slightly buffed Carthage's
Byzantion now has -15% upkeep on ships, 25% fort defence, but civil war thresh hold -10%

Inventions:
Dip. Rep. inventions now back to Dip. Rep. no need for it
WS cost now 20/20/20

Opinion:
Buffed vassal oppinion from vassalage stance

Subject types:
Tribal Vassals:
Will now join your wars
Can now be integrated
Reduced base Diplo offset to -50
Feuds:
In an attempt to make them less annoying, they have been given 5000% army cost and upkeep
In an attempt to make them less annoying, they have been given 5000% navy cost and upkeep
Size 30 can now be Feuds
Reduced base Diplo offset to -50

Terrain:
Mountains now slightly more mountainous (-3 roll)
WHAT ARE YOU DOING IN MY SWAMP!!! (Marches now have -2 roll, and 0.8 supply cost)
For some bizarre reason, jungles had no negative modifier, they now have two, something something Vietnam jokes

Titles:
Co-rulers demand an equal share of the bribes equal status to the ruler, so are now paid the same and such
Admirals union has struck, they now have equal pay and status to their land slugging counterparts

Uint abilities:
Now that it's the only way to make mill XP, drilling no longer cost extra, this is the army kiddo, not summer camp

Wargoals:
Fourth war of Diaodachi war goal buffed to 50% reduction, Yo Seleukos, wanna partition the Antigonids?
Added new war goal to represent the general chaos of the whole region after the Fourth Diaodachi, it's only available to the aforementioned tags, and for the Diaodachi after they are done with the Fourth, gives -25% WS cost, is only usable on those same countries; should help the are be a bit less death-blobby

Governments:
Made Democracies better, now has a fourth religious idea, and 40 civ value (used to be 30, I mean what the hell is it with PDX and seaming pro-authoritarian tendencies?!)
Dictatorships no longer have a consort, this is a military dictatorship, not a wuss-ass monarchy

Governor Policies:
Both conversion and assimilation give 2.5 now, no idea why conversion was more powerful than assimilation
Buffed social mobility, I would make a joke here, but it's too high class for the forums
Civilis-ughhh, FINE. Civilization effort has been buffed (0.1), PDX clearly needs to apply it studio wise with these wrong spellings and datings of stuff
 
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New Update:

So I got sick of waiting for 1.5.3, so I decided to update it now, Most important:

High AE no longer causes cultural unhappiness
Mill XP now gained 50% faster
Reduced tax and research output across the board
Massively reduced base pop unhappiness

Disabled negative money events, they were effing feuds too hard, and the events were just
bad game design, to account for this, deficit now gives -0.4 monthly stab

You can now go on more than one colonial venture (just not more than once for the same culture)

You no longer lose stab for giving a city self-rule (that has to be one of the dumbest things in this game, why do I lose stab, for freeing a city? just from a balance perspective this makes it a bad idea)

Fixed the @#$%show that's the Cisalpine Gaul mission

Diplo stances:
Warmongering now gives 0.04 AE/Month

Modifiers:
High AE no longer gives negative culture happiness
Mill XP now gained 50% faster

pop types:

Citizen:
Base happiness now -0.6
Research now 0.13
Tax now 0.0085

Freemen:
Base happiness now -0.4
Tax now 0.0085

Nobles:
Base happiness now -1 (!!!)
Tax now 0.0085
Research now 0.30

Trade goods:
Salt now gives 5% more food (water consumption increased by 10%)
Honey now sweeter (5% more food)
Vegetables can now be actually eaten, instead of just used to make more food, (1 food)

Events:
Disabled negative money events, they were effing feuds too hard, and the events were just
bad game design, to account for this, deficit now gives -0.4 monthly stab

Culture Decisions:
You can now go on more than one colonial venture (just not more than once for the same culture)
Cultural rights that were -10 now at -5 stab, so they are actually useful
Cultural rights that were -5 now at -2.5 stab
You no longer lose stab for giving a city self-rule (that has to be one of the dumbest things in this game, why do I lose stab, for freeing a city? just from a balance perspective this makes it a bad idea)

Missions; Fixed the @#$%show that's the Cisalpine Gaul mission:
You can now set up Coloniae in the Insubria mission in suitable places, like farmland wine with a river bonus, rather than in Mordor, the Mojave wasteland, or on Carthage[3565][3554]
Added event For Cenomannia[3573][3585][3586] and Ferraria[3593][3595][3590]

common:
buildings
defines
diplomatic_stances
economic_policies
governments
governor_policies
heritage
ideas
inventions
missions[Fixed the Cisalpine gaul mission]
modifiers
opinions
pop_types
prices
province_ranks
subject_types
terrain_types
titles
trade_goods
unit_abilities
units
wargoals
localization:
english:
diplomacy_l_english
setup:
main:
00_default
events:
deficit
roman_conquest
cultural_decisions
 
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Nice.
 
have the game on GOG, could you upload this mod somewhere I can download it that isn't the steam workshop?

These are the files for the current version, put into one folder and compressed, just make a faux mod and drop the common, culture_events, events, localization, and setup in it, don't drop the descriptor or thumbnail
 

Attachments

  • current version.zip
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These are the files for the current version, put into one folder and compressed, just make a faux mod and drop the common, culture_events, events, localization, and setup in it, don't drop the descriptor or thumbnail
thank you dude, I appreciate you uploading this for me, but I do not understand your instructions. I made a folder in my C:\Users\USERNAME\Documents\Paradox Interactive\Imperator\mod folder and I put the common, culture events, events, localization, and set up folders into that folder. but It doesn't work. What is a "faux mod" and how do I make it?
 
thank you dude, I appreciate you uploading this for me, but I do not understand your instructions. I made a folder in my C:\Users\USERNAME\Documents\Paradox Interactive\Imperator\mod folder and I put the common, culture events, events, localization, and set up folders into that folder. but It doesn't work. What is a "faux mod" and how do I make it?
You make it from the launcher, not by hand

you go to the launcher, go to mods, mod tools, create a new mod, which will create the two things needed for a mod to work, the mod file and the UGC file which tells the game where the mod is, you drop the mod's files as per instructions there

let me know if this was too vague or if it didn't work
 
Out of curiosity, the call for peace thing.

Are you saying that we can't sue for a white peace? I'm a bit confused by that. Some clarification would be awesome!
I have removed (made it have little to no effect) call for peace, it was a modifier that gave you war exhaustion if you were winning a war by something like 75% or more for 6 months without signing a peace treaty, due to how IR wars work, this never worked right, often driving up war exhaustion to dangerous amounts before you can demand any significant amounts of land