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I noticed that each subunit has its own damage modifiers and 'Raised from' information in the 'Show Subunits' panel. Does this mean it could be possible to add new modifiers to create a province/territory characteristic subunit?

I also really hope that conquered regions do not lose their characteristics. If there were a way to allow conquered regions to retain region-scale military traditional modifiers of the previous culture, that would be great.

Of course, pessimistically speaking, since version 2.0, it's no longer possible to freely form subunits at any location. Even with legions, subunits are created by randomly selecting territories. Additionally, levies on territories are also dynamically and randomly generated. The potential significance of the aforementioned local modifiers might not be substantial.:(
 
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Thank you so much for this! It's an amazing holiday present for us fans :D

If I can, I'd like to make one request of a possible addition to this patch for when it moves out of beta.

In the anniversary patch 2.04, a modifier was added: cultural_assimilation_speed_modifier and when this modifier was less than 0, assimilation was stopped.

I was wondering if an equivalent modifier could be added for religious conversion speed (e.g. religion_conversion_speed_modifier) with the same idea that if the modifier value is less than 0, religious conversion is stopped.

My reasoning for this is thus: Many religious sects were tolerated and permitted to "do their own thing" in the ancient world, and it would be awesome if we could give specific groups the ability to worship freely and not be assimilated to the state religion. An example of this could be the Fiscus Judaicus whereby Jews in the Roman Empire were required to pay a special tax to Roman authorities but as a result were exempt from worshiping the cult to imperial state deities. I know that this is after the timeline of the game, but even places like Ptolemaic Egypt had large Jewish and other minority communities that continued to exist and were not assimilated into Greco-Egyptian syncretic faith (and this did occur within the game's timeline).

As it stands right now in game, just occupying lands with minority religions for extended periods of time will almost inevitably result in your state religion becoming more common if not the majority over the course of a century or more.

Thank you again for taking this into consideration!
 
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This is awesome! However, it would be remiss of me not to mention some issues that have long plagued this game.

1- UNACHIEVABLE: The Achievements "Cincinnatus" and "Alea Lacta Est" are not possible to accomplish in modern Imperator. I was told that these events are dependent on a decision that would fire for Republics who have a dictator. However, how Republics work was changed, this event no longer fires, meaning you need to go back to a vastly earlier patch in order to get the events, therefore, the achievements. I wish for the achievements to be possible to get in modern Imperator Rome.

2- AI DEMOLITION PARTIES: This thing drives me up a wall to no end! AI Nations, especially rebellions, will just come up and delete forts, including their own capital forts, leaving themselves completely vulnerable! This is probably because of the way AI calculate their economies, which is completely HORRIBLE, but AI rebellions completely cannibalize every building they take, too! And checking the AI behavior option that prohibits the deletion of buildings does not work!

3- LIQUID SENATE APPROVAL: It has been a known problem for a long LONG time that whenever you reload a game as a Republic, your Senate Approval inexplicably changes! Which is just plain terrible.

4- CIVILIZATIONAL CANNIBALISM: I don't know if this is still possible in the current build of the game, since I haven't had a civil war in years, but whenever a territory or province is lost to a revolt, *all* of the benefits and provincial investments disappear! Bye bye who knows how many free provincial investments, political influence, and money you poured into your land! This is particularly devastating if a province has a lot of cities, and now without the "State Sponsored Infrastructure" the cities don't have close to enough space to hold all of the people, and they start dying!

5- IF YOU CAN'T BEAT 'EM, JOIN 'EM: One thing that could really improve the gameplay is the idea that you could switch to playing as the revolt with an event that fires, and declare war to overthrow the country. This would improve so many things, and open up numerous possibilities, it would also be a good way to salvage a game that was screwed because 90% of your nation rebelled against you.

6 - OVERHAUL ESPIONAGE: The ability to send a spy into an enemy country is an awesome ability, however, this is a mechanic that is woefully underdeveloped in Imperator Rome. For starters, you completely lose track of the spy once they infiltrate the field, the only way not to lose them is to favorite them before sending them into the field: This is not ideal. And so far, from what I've seen, the only thing you can do with a spy is steal enemy technology. There should be loads more you could do with a spy in enemy lands! For starters, you could have an event fire where they remove a claim the country they're infiltrating has against your people. You could have them poison the supplies of an enemy army that they have currently raised, causing damage, significantly reducing their supplies, reducing their discipline, or even having the chance to kill one of their baggage trains. You could have certain technologies affect espionage actions, for example, the Town Criers tech could also reduce the effectiveness of spies in your country by 10%. There is so so much more that could be expanded upon.

7- GREEDY BARBARIAN LOGISTICIANS: There is a rather glaring issue with Tribal armies that I've noticed, namely, that the baggage trains are all hogged by the 1st levy, meaning that every other tribal army only has fighters. What's more, this negatively affects the 1st Levy because those baggage trains affect the levy composition of that particular army! you have a couple dozen cohorts, with archers, heavy cavalry, and heavy infantry, and you feel that right now is THE best time to go to war? Well guess what! Your chieftain only has six light infantry, and eight baggage trains! So you better only use him for sieges!

I think if some of these issues or suggestions are acted upon, then I think these changes would make the game significantly better.
 
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Thank you so much for this! It's an amazing holiday present for us fans :D

If I can, I'd like to make one request of a possible addition to this patch for when it moves out of beta.

In the anniversary patch 2.04, a modifier was added: cultural_assimilation_speed_modifier and when this modifier was less than 0, assimilation was stopped.

I was wondering if an equivalent modifier could be added for religious conversion speed (e.g. religion_conversion_speed_modifier) with the same idea that if the modifier value is less than 0, religious conversion is stopped.

My reasoning for this is thus: Many religious sects were tolerated and permitted to "do their own thing" in the ancient world, and it would be awesome if we could give specific groups the ability to worship freely and not be assimilated to the state religion. An example of this could be the Fiscus Judaicus whereby Jews in the Roman Empire were required to pay a special tax to Roman authorities but as a result were exempt from worshiping the cult to imperial state deities. I know that this is after the timeline of the game, but even places like Ptolemaic Egypt had large Jewish and other minority communities that continued to exist and were not assimilated into Greco-Egyptian syncretic faith (and this did occur within the game's timeline).

As it stands right now in game, just occupying lands with minority religions for extended periods of time will almost inevitably result in your state religion becoming more common if not the majority over the course of a century or more.

Thank you again for taking this into consideration!

I agree with this fully, "integrating" religions like you can with cultures would cause them to not convert, but why not go even further? Have small events happen for accepted religions that allows them to grow in their own provinces, or even spread in your nation, or convert a few of the "integrated" religion anyway! And have your subjects who follow the religion you "integrate" like you a bit more (though not as much as it would be if you had the same religion to begin with), and add in an event where you could even forcefully determine the faith your subject follows!
 
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It's a start. On the other hand, it would also be cooperative to:
- allow to work on successions (put all types of agnatic to enatic).
- It would be cool to be able to create invasions like on CK3 with countries without provinces.
- It would be cool to correct the problem of women who never have children if they have positions or are queen or leader (I created in my mod a way to have only women in positions and as leaders and they never have children I had to get around it but I don't like it).
- Allow like gender equality to have a possibility of having societies dominated by women (we have it on CK3 so it would be good to put it on imperator).
- Put happiness and conversion modifiers according to a specific religion (for example increase or decrease the happiness of the Hellenic, increase or decrease the conversion rate of Jews).
- Make cultures able to have cultural modifiers.
-Also make more possibilities for religions in terms of diversity like ck2 or ck3.
-Allow the creation of a pillaging army for tribes.
-Allow the creation of nations without countries like the papacy or countries outside the map.
-Give the possibility of changing the culture and/or religion of a non-colonizable province during the game, especially on the edge.
-In the deities, make it so that it can give happiness to several religions, especially for those who want to create the arrival of Christianity and its many heresies.
-Offer the possibility of creating units based on variables. For example, a unit specific to a culture or religion or a specific variable.
-For the republic, offer the possibility that characters join a group based on a variable.
-Allow a variable to be set to a character based on a characteristic of the character (hair color, ethnicity, or other).

If you do that we can already do a lot of things.
If you have other ideas people don't hesitate I may have forgotten some.
 
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For a second I thought this would be a Project Caesar open beta announcement... You had me frightened for a second there!

I'm so glad and relieved it's "just" another patch for Imperator: Rome. Those have done something herculean for my trust in PDX as a company.
 
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Damn looks good and some of those features were on my wishlist so thank you very much, I'm very happy and glad you're still supporting I:R in a meaningful way :)

Though speaking of wishlists, if it'd be possible I'd like to suggest couple more QoL stuff for modding I'd kill for:
- on_action for on war declared;
- way to check if a war is a great conquest (diadochi, imperial challenge, civil war) or a "normal" one. Essentially a check if a war uses civil war mechanics(it exists, but for defining a war category, not for checking for any_war or sth);
- in add_truce make it so that it adds truce with a number of days instead of adding months to 3y 1month basis(as I believe it does rn), so add_truce = 365 gives a one year truce, instead of 4y 1m truce. Minor thing but could be worthwile;
- add_to_war effect adding countries to war even when there's a truce with opposite war leader, or making another action that forces that (add_to_war_despite_truce or whatever).

Last one with end_truce is less relevant though, but about first 2 I really care about bc it would make my mod for flipping whole areas in great conquest wars less janky
Though ngl some official fix to this, and to subjects whitepeacing like nothing ever happened when great conquest war is concluded would be even better
 
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This IS great many thx for the update! Levy and trade stuff looks like something i could use very soon in my personal mod lets see what Can be done with the rest :)
 
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It's a start. On the other hand, it would also be cooperative to:
- allow to work on successions (put all types of agnatic to enatic).
- It would be cool to be able to create invasions like on CK3 with countries without provinces.
- It would be cool to correct the problem of women who never have children if they have positions or are queen or leader (I created in my mod a way to have only women in positions and as leaders and they never have children I had to get around it but I don't like it).
- Allow like gender equality to have a possibility of having societies dominated by women (we have it on CK3 so it would be good to put it on imperator).
- Put happiness and conversion modifiers according to a specific religion (for example increase or decrease the happiness of the Hellenic, increase or decrease the conversion rate of Jews).
- Make cultures able to have cultural modifiers.
-Also make more possibilities for religions in terms of diversity like ck2 or ck3.
-Allow the creation of a pillaging army for tribes.
-Allow the creation of nations without countries like the papacy or countries outside the map.
-Give the possibility of changing the culture and/or religion of a non-colonizable province during the game, especially on the edge.
-In the deities, make it so that it can give happiness to several religions, especially for those who want to create the arrival of Christianity and its many heresies.
-Offer the possibility of creating units based on variables. For example, a unit specific to a culture or religion or a specific variable.
-For the republic, offer the possibility that characters join a group based on a variable.
-Allow a variable to be set to a character based on a characteristic of the character (hair color, ethnicity, or other).

If you do that we can already do a lot of things.
If you have other ideas people don't hesitate I may have forgotten some.
Also a new idea that I had not thought of. Being able to deify a non-leader character for everyone as is the case for Alexander. This would be useful for the creation of a monotheistic religion whose prophet only appears later in the game (example Jesus and his disciples, Mani etc...).
 
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Wonderful!
 
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Thanks for the effort and work of love.

Special thanks to the modders that have contributed with the Paradox team, it is great to see you collaborating together!

Gratias tibi ago
 
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