You can get the 0.3 release of the SPQR mod from...
http://www.mediafire.com/?ejnvwmyqczu
SUMMARY
SPQR makes big changes to the way you run your Empire.
Every province now has a citizenship level as well as a culture and religion.
FULL CITIZENS represent the original home provinces of your nation, which dictate the politics. They are relatively rare in big empires, and give the most tax revenue. Because many citizens are expected to serve in the military you get the bulk of your manpower from these provinces.
ALLIED PROVINCES represent areas full of cities and settlements which area allied to you. They pay the bulk of their taxes to you, and contribute some manpower to your armies.
IMPERIAL PROVINCES represent places which your Empire governs directly. You get a bit more revenue from these provinces than you do from allies, but half as much manpower.
TRIBAL PROVINCES are uncivilized areas where your colonists co-exist with barbarians. Their hardy population produces plenty of soldiers, but relatively little tax. If you are careful these provinces will, in time, become Imperial Provinces. If you aren't, they will be a constant problem with barbarian uprisings.
CIVILIZED TRIBAL PROVINCES are an intermedite step between tribal and Imperial provinces.
There is also a temporary "Conquered Province" citizenship level, for citizens conquered by another power. CONQUERED PROVINCES give you loot and slaves until they eventually become Imperial or Tribal provinces in your empire.
Provinces move between categories as population, culture, barbarian power, and civilization value change. The final step from Allied to Full Citizens (giving you a massive manpower boost) is very difficult and causes a large stability hit.
CULTURE CONVERSION is much slower for large empires, and requires a variety of risks to be taken to succeed.
REVOLTS have been reworked. Your full-citizenship provinces will very rarely revolt. Other provinces, however, run the risk of Uprisings where the province generates serious numbers of Rebel Scum. Uprisings, unless quickly crushed, spread easily to neighbouring provinces. They can even lead to provinces defecting to neighbouring nations. This means you have to be very careful with valuable Allied and Imperial provinces.
STABILITY has also been reworked. Rather than producing global modifiers, the chance of each proince becoming Rich or Poor, Calm or Angry, depends on your stability level (as well as governor skill). These effects can persist even when your stability has changed. So if you spend ten years at -3 Stability, you can expect to be feeling the effects of the poor stability - low revenue and high revolt risk - for several years afterwards.
MORE NATIONS are created by event, including one entirely new nation of Media-Atropatene (thanks to the Rome Improved Map Project for the graphics). If you have an empire in the Near or Middle East, you had better be careful to appoint loyal governors. Also, new nations get troops in their initial setup to stop them being strangled at birth. Parthia gets LOTS of free troops.
GOVERNOR APPOINTMENT can be automated for the player at game-start. You can pick random allocation of characters to vacant jobs, or "optimal"allocation (high-finesse characters first), or no auto-allocation at all.
RELIGION has been enhanced with new Rituals events, which fire for your Chief Priest, and give extra bonuses or penalties to stability and warfare. Unlike the vanilla Omens these are not entirely under your control.
http://www.mediafire.com/?ejnvwmyqczu
SUMMARY
SPQR makes big changes to the way you run your Empire.
Every province now has a citizenship level as well as a culture and religion.
FULL CITIZENS represent the original home provinces of your nation, which dictate the politics. They are relatively rare in big empires, and give the most tax revenue. Because many citizens are expected to serve in the military you get the bulk of your manpower from these provinces.
ALLIED PROVINCES represent areas full of cities and settlements which area allied to you. They pay the bulk of their taxes to you, and contribute some manpower to your armies.
IMPERIAL PROVINCES represent places which your Empire governs directly. You get a bit more revenue from these provinces than you do from allies, but half as much manpower.
TRIBAL PROVINCES are uncivilized areas where your colonists co-exist with barbarians. Their hardy population produces plenty of soldiers, but relatively little tax. If you are careful these provinces will, in time, become Imperial Provinces. If you aren't, they will be a constant problem with barbarian uprisings.
CIVILIZED TRIBAL PROVINCES are an intermedite step between tribal and Imperial provinces.
There is also a temporary "Conquered Province" citizenship level, for citizens conquered by another power. CONQUERED PROVINCES give you loot and slaves until they eventually become Imperial or Tribal provinces in your empire.
Provinces move between categories as population, culture, barbarian power, and civilization value change. The final step from Allied to Full Citizens (giving you a massive manpower boost) is very difficult and causes a large stability hit.
CULTURE CONVERSION is much slower for large empires, and requires a variety of risks to be taken to succeed.
REVOLTS have been reworked. Your full-citizenship provinces will very rarely revolt. Other provinces, however, run the risk of Uprisings where the province generates serious numbers of Rebel Scum. Uprisings, unless quickly crushed, spread easily to neighbouring provinces. They can even lead to provinces defecting to neighbouring nations. This means you have to be very careful with valuable Allied and Imperial provinces.
STABILITY has also been reworked. Rather than producing global modifiers, the chance of each proince becoming Rich or Poor, Calm or Angry, depends on your stability level (as well as governor skill). These effects can persist even when your stability has changed. So if you spend ten years at -3 Stability, you can expect to be feeling the effects of the poor stability - low revenue and high revolt risk - for several years afterwards.
MORE NATIONS are created by event, including one entirely new nation of Media-Atropatene (thanks to the Rome Improved Map Project for the graphics). If you have an empire in the Near or Middle East, you had better be careful to appoint loyal governors. Also, new nations get troops in their initial setup to stop them being strangled at birth. Parthia gets LOTS of free troops.
GOVERNOR APPOINTMENT can be automated for the player at game-start. You can pick random allocation of characters to vacant jobs, or "optimal"allocation (high-finesse characters first), or no auto-allocation at all.
RELIGION has been enhanced with new Rituals events, which fire for your Chief Priest, and give extra bonuses or penalties to stability and warfare. Unlike the vanilla Omens these are not entirely under your control.
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