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Battlecry

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ROME: ENHANCED
>>> v0.52 <<<
Version Release Date: June 12th, 2008

This mod is for the patched (1.2) version of EU: Rome

PRIMARY GOALS:
#1 > To make the game more enjoyable, compelling and immersing for the player.
#2 > To address as many of the commonly cited bugs and issues as possible.
#3 > To employ as much historical authenticity as possible - while still meeting the standards of goal #1


Enhancements and Fixes Currently Include:

* Revised battle system, with higher casualties and a more "epic" feel to the battles, rebalanced unit stats (e.g. cavalry weak against elephants, archers do more damage but are more easily killed if engaged directly, elephants less effective against light units). No more inconsequential ("ping-pong") battles. Assaults no longer take weeks/months. Ships are repaired in a more realistic timespan. All units travel faster.

* Research bug corrected.

* Numerous new tribes added. Dacians, Scythians, Picts and many more.

* Tribes are now Playable and much more interactive.

* Population growth now variable depending on stability, revolt risk, nationalism, governor traits, and trade goods other than just grain.

* Completely revamped Idea system, where you choose your country's military/economic path, and that choice is reflected in the Ideas available.

* New warfare events: Set goals, loot or destroy provinces, enslave populations.

* Your governors' traits now affect the province they control. Effects on tax income, growth, and research rate.

* Culture conversion modified. Cultures in the same group convert faster, and building a temple speeds the process even further.

* A deeper international scene, with various events affecting relations between nations.

* You now have the option to automate governor assignment!

And various other changes.



This mod incorporates elements of several mods including:

TheLand's Mod: Colonization and Research Fixed - v0.35 (Events/values)

Keraunos' New Improved Military Mod v1.1 (All)

Numahr's Dynamic Demographics Mod - v0.33 (Events/values)

The Boss' NATIONS MOD - v1.1 (Some nations & flags)

Mr. Numbers' Real National Ideas Mod - v0.5 (All)

zarinth's Cultural Conversion Mod (Events)

Invader_Canuck's Barbarians! Mod v1.0 (Numerous nations/flags)

Antimatter's War and Peace Mod, UnifiedLoot (Events/modifiers)

Jane Doe's Ambition Event Series v0.1 (character/loyalty events) v0.22

Battlecry's International Relations events (1st Edition), Barbarian events (1st Edition) Auto-Governor events (1st Edition), and Plague events (1st Edition).

Future Plans
=> Incorporating the Improved Map Mod.
=> Balancing (as always)


Changelog:
v0.2 >> Massana Mod & Real National Ideas Mod incorporated. Numahr's DD updated to v0.33. Assault casualties tripled.
v0.21 >> Minor error corrected
v0.3 >> Massana Mod removed (for now), text bug fixed
v0.31 >> Looter events update to v0.2
v0.32 >> Zarinth's Cultural Conversion modifiers added
v0.33 >> Balancing - civ spread lowered, civ event MTTH doubled
v0.34 >> Shortcut now included. Tribes forcelimit doubled as an anti-barbarian measure
v0.35 >> Event-related CTD issue fixed
v0.35b >> Another bugfix
v0.4 >> Lots of changes! Parthia boosted in early stages (to represent their off-map territories); penalty for non-accepted culture provinces increased; Seleucids changed to Macedonian culture; numerous events added ala Antimatter, Jane Doe, and myself; tribes re-envisioned & refined (now tribal governments have a hard time ruling nations over 5 provinces, and can only switch to another government after reaching 9 provinces); battle system redesigned & refined; documentation updated, now includes new unit stat table, and Real National Ideas explanation;
A number of bugfixes and minor changes as well.
v0.5 >> Numerous bugfixes; some new modifiers for Rome; tribes weakened slightly for balance; Egypt's primary culture changed to macedonian; all Seleucid and Egyptian characters are now macedonian culture; damage modifier lowered slightly; badboy reduction rate increased; barbarian power increased substantially; number of character friends/rivals set to 3; population growth issues balanced; war exhaustion/revolt risk/culture province modifiers altered.
v0.501 >> A number of fixes, as well as nearly-complete rebalancing for patch 1.2; added a new trait "allegiant" which prevents generals/characters from causing/joining civil wars.
v0.502 >> Some minor fixes from previous version
v0.51 >> Tribes edited/rebalanced for v1.2, International Relations events 1st Ed. added, Barbarian events 1st Ed. added, State Piracy events added, Auto-Governors events added, innumerable small tweaks for balance, modifiers to strengthen non-tribe minors added.
v0.51a >> Fixes: Barbarian events properly incorporated, some missing flags added, Piracy events removed (only until better balance is achieved).
v0.51b >> A number of fixes for balancing and to events
v0.52 >> Plague events added, Tribal Modifiers completely revised, a few other small fixes


Installation:
[1]
Delete any previous version of this mod before proceeding.
[2]
a) Run the .exe installer,
[3]
Use the shortcut located here:
'ProgramFiles\Paradox Interactive\Europa Universalis - Rome\Mod' to launch the modded game (move it wherever you like), or use the game launcher.
Note: If your installation directory is not standard, the shortcut's target will have to be changed to reflect this.


>>SELF-EXTRACTING ARCHIVE (EXE INSTALLER) DOWNLOAD LINK<<
IF THIS DOESN'T WORK FOR YOU, USE:
>>MIRROR<<


YOUR FEEDBACK IS VITAL! COMMENTS? IDEAS FOR IMPROVEMENT OR ADD-ONS? POST THEM HERE!


Special thanks to:
Antimatter, Jane Doe, Numahr, TheLand, Keraunos, The Boss, Mr. Numbers, zarinth, Invader_Canuck, English Patriot, Flooper X, Elb and Sol Invictus for their hard work and creativity.
 
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Well I'd like to make an installer for this mod (to make it as accessible as possible), anyone know how to do that??
 
Nice, I'd missed a mod that incorporate other mods into one.:)
 
skaladin said:
Great thank you very much. Just one thing tought... I think you forgot to change the name in the .mod file :D.

Haha. Of course I didn't forget to change it, I just (stupidly) forgot to put the changed version into the rar archive. Fixed now. You title screen will now be "Enhanced" by the words "ROME: ENHANCED".
Thanks for letting me know.
 
To continue the discussion from the previous thread for this mod:

Saying that the greeks were not that inventive during this period doesn't really do justice to Archimedes who lived at this time. I agree that the Greeks were not as inventive as the Romans when it came to things military but in regards to science, philosophy and art they continued to dominate. The Library at Alexandria was afterall greek although in-game it is Egyptian.

Since there is no way (as far as I know) to only increase tech speed in civic ideas for the Greeks I guess that just adding a trait to decrease omen chance would be enough. Currently all civilized nations only seem to be limited in tech by the "ahead of time penalty" so a bonus wouldn't really help anyways unless research points are tweaked down generally.
 
that_sweed said:
To continue the discussion from the previous thread for this mod:

Saying that the greeks were not that inventive during this period doesn't really do justice to Archimedes who lived at this time. I agree that the Greeks were not as inventive as the Romans when it came to things military but in regards to science, philosophy and art they continued to dominate. The Library at Alexandria was afterall greek although in-game it is Egyptian.

Since there is no way (as far as I know) to only increase tech speed in civic ideas for the Greeks I guess that just adding a trait to decrease omen chance would be enough. Currently all civilized nations only seem to be limited in tech by the "ahead of time penalty" so a bonus wouldn't really help anyways unless research points are tweaked down generally.

Yes generalizations become dangerous. I was thinking of Greece proper, which in this period didn't do much but submit, first to Macedon and then Rome. But certainly Greeks such as Archimedes in the colonies (in his case Syracuse) were developing marvelous innovations - however, few were of a military nature and ergo have little value in a game such as this.

What about a stability bonus? Certainly the Greeks were masters of the political (and to some extent the diplomatic) sphere. Perhaps that could be the bonus applied to offset the omen chance reduction? Or a badboy-reduction rate increase? Or even a little bit of both?

Was also thinking of tying religious prestige into some sort of diplomacy bonus, while reducing (perhaps drastically) its effect on omen chance. If I could I'd replace the entire omen system with something else, as I'm not religious and so this just seems like a bit of fantasy in an otherwise historical game.

Lol I haven't slept in a long time and my mind is in overdrive. Let me know what you think.

Peace.
Bc
 
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Ideas on how to have Seleucia ravaged by (relatively) frequent civil wars? Maybe just a small loyalty reduction modifer, or a "Major Uprising Event" which would have their character loyalty fall steadily for a year? I don't want it to be impossible to play as, just a good bit harder.
 
Replacing the omen system does make sense. It isn't realistic and in-game it means that you have to remember to press the omen button every year. I removed it entierly by setting the chance to zero but exchanging it with something more realistic than benefits from the gods would be a better idea.

In regards to weakening the Selucids I think that setting their national culture and royal family to Macedonian instead of Greek would be booth historical and weaken them in terms of manpower and revoltrisk as none of their provinces are Macedonian. Decreasing loyalty would lead to more civil wars but these are already quite frequent but never seem to break them.

In real life the Selucids lost in the east before they lost in the west so boosting the parthians would probably be the best way to cause the downfall of the Selucids.
 
that_sweed said:
Replacing the omen system does make sense. It isn't realistic and in-game it means that you have to remember to press the omen button every year. I removed it entierly by setting the chance to zero but exchanging it with something more realistic than benefits from the gods would be a better idea.

I'd like to have a replacement before I remove omens from the game, as they do serve a purpose at the moment. So, not in next version (0.4) but hopefully soon.

that_sweed said:
In regards to weakening the Selucids I think that setting their national culture and royal family to Macedonian instead of Greek would be booth historical and weaken them in terms of manpower and revoltrisk as none of their provinces are Macedonian. Decreasing loyalty would lead to more civil wars but these are already quite frequent but never seem to break them.

In real life the Selucids lost in the east before they lost in the west so boosting the parthians would probably be the best way to cause the downfall of the Selucids.

i) I'll change them to Macedonian culture this week. That's a good starting point.
ii) As the Parthians (as a seperate faction/threat) didn't exist in 474AVC, I'd have to decide on (and then script) some way to spawn them...which is complex and will probably have to wait a while.
 
Kanaric said:
can barbarian nations convert religions?

Not sure what you mean. No nations can voluntarily change religions. When another religion conquers a province, it begins a "timer" of sorts that will eventually convert the province. If the barbarians (say of the Druidist faith) conquer another religion's (say Roman) province, after a time (increased or decreased by several modifiers) it will convert to druidism.
 
Alright so the plan for 0.4 is to:
i) incorporate the New Improved Military Mod to replace the current one.
ii) nerf Seleucia by changing their culture to that of the ruling family, i.e. Macedonian.
iii) incorporate some new events (not yet fully decided on which)
iv) rework the 'barbarian' tribes, to enable them to colonize at least the neighbouring provinces and provide some measure of resistance to Major Power incursions.
v) rework of techbug fix
vi) rework of military system (ala Keraunos' New IMM), with an eye toward achieving the same results with more refined methods.

Edit: And now (thanks to darkarbiter) vii) package the mod in an installer!
 
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Like the mod/collection so far. I'm enjoying it. So please don't take the following the wrong way (this intended purely as CONSRUCTIVE critism). But I thought I would toss out a couple of points I've run across for your (and the other contributing modders) consideration:

1) I know the increased citizen reseach points seems to have become the accepted fix for the tech problem, but consider changing the tech group modifiers instead - the problem with using the citizen research point method is that it undermines the value of non-citizen generated research points, like those given by the pious trait. You can get the exact same effect from changing the tech group modifiers and research points generated by citizens and non-citizens alike benefit equally when you do it that way.

2) Similarly, you've bumped moral way up... the problem with this is that it greatly weakens moral boosting techs/events/triggered modifiers. The .5 bonus from Cult of War, for example, means far less to a unit with a base moral of 5 then it does to one with a base moral of 2 (25% increase vs 10% increase). I personally find that increasing damage and moral regeneration (as opposed to max moral) works well enough to solve ping-ponging, but if you want to bump the base moral up as well, you should really bump the moral granted from other souces up by a similar margin... which would/will be a pain, I'll admit, since it can come from quite a few places.

On an unrelated note:

I'd like to have a replacement before I remove omens from the game, as they do serve a purpose at the moment. So, not in next version (0.4) but hopefully soon.

I like omens, though I feel they need work, so this isn't actually a change I would like to see. But here is an idea for you anyway: Set the base success chance to 100% (to eliminate the benefits of religious power), call them 'national focus' and change the flavor text in the various traits/ideas/omens to reflect that this is what your government is focusings it efforts on more then usual this year rather then something brought on by the results of religion. Just a thought.
 
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Azonalanthious said:
Like the mod/collection so far. I'm enjoying it. So please don't take the following the wrong way (this intended purely as CONSRUCTIVE critism). But I thought I would toss out a couple of points I've run across for your (and the other contributing modders) consideration:

1) I know the increased citizen reseach points seems to have become the accepted fix for the tech problem, but consider changing the tech group modifiers instead - the problem with using the citizen research point method is that it undermines the value of non-citizen generated research points, like those given by the pious trait. You can get the exact same effect from changing the tech group modifiers and research points generated by citizens and non-citizens alike benefit equally when you do it that way.

-Hadn't actually looked at it that way. You're quite right, and the changes are easy to make. It'll be redone in v0.4 (release date circa middle of this coming week)

Azonalanthious said:
2) Similarly, you've bumped moral way up... the problem with this is that it greatly weakens moral boosting techs/events/triggered modifiers. The .5 bonus from Cult of War, for example, means far less to a unit with a base moral of 5 then it does to one with a base moral of 2 (25% increase vs 10% increase). I personally find that increasing damage and moral regeneration (as opposed to max moral) works well enough to solve ping-ponging, but if you want to bump the base moral up as well, you should really bump the moral granted from other souces up by a similar margin... which would/will be a pain, I'll admit, since it can come from quite a few places.

-I've been playing around with Keraunos' New IMM, and it's looking like the morale boost I gave will no longer be necessary (it was mainly a stopgap at the time, in lieu of a better solution). So its been removed from my test version, and barring any unforseen problems, it will be removed from the release version (0.4).

Azonalanthious said:
I like omens, though I feel they need work, so this isn't actually a change I would like to see. But here is an idea for you anyway: Set the base success chance to 100% (to eliminate the benefits of religious power), call them 'national focus' and change the flavor text in the various traits/ideas/omens to reflect that this is what your government is focusings it efforts on more then usual this year rather then something brought on by the results of religion. Just a thought.

This is almost exactly what I was thinking. My main issues are:
i) "national focus" seems like a phrase from our time, I'd like to find an alternative more in keeping with the timeframe.
ii) What will religious prestige do now?? Probably something to do with diplomacy, stability, or (less likely) reputation.
iii) I think the GFX of the omen screen will have to be reworked, and I haven't the slightest clue how to do it - GFX experts needed!
iv) thinking up new text for the omens, and deciding what they'll do (maybe the same thing only nerfed [by 1/2?] to reflect the 100% chance.)
 
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I released new, more polished and for now final version of my improved military mod. You can also incorporate some of my other work (like graphic) if you wish
 
battlecry said:
This is almost exactly what I was thinking. My main issues are:
i) "national focus" seems like a phrase from our time, I'd like to find an alternative more in keeping with the timeframe.
ii) What will religious prestige do now?? Probably something to do with diplomacy, stability, or (less likely) reputation.
iii) I think the GFX of the omen screen will have to be reworked, and I haven't the slightest clue how to do it - GFX experts needed!
iv) thinking up new text for the omens, and deciding what they'll do (maybe the same thing only nerfed [by 1/2?] to reflect the 100% chance.)

Maybe by somply explaining the efforts put towards the goal.

For instance, Cupid's Blessing would give something like:

"Our enlightened leaders have decided that this year shall be dedicaded to the god Cupid and as such marriages and conception of child shall be encouraged by any means necessary."

or " The Pontifex Maximus has declared this year as dedicated to Cupid, blessing all marriages and children and garanteeing the good fortune and happiness of newlywed and babies."
 
Azonalanthious said:
1) I know the increased citizen reseach points seems to have become the accepted fix for the tech problem, but consider changing the tech group modifiers instead - the problem with using the citizen research point method is that it undermines the value of non-citizen generated research points, like those given by the pious trait.

Presumably you mean the events which fire and give you 500 RP?