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TheLand

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Dec 19, 2004
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First release version of SPQR - Updated for 1.2 Patch

Download link: http://www.mediafire.com/?tzxkuwjcz4t
This version is 0.212. It is designed to work for Rome 1.2. NB this is not save-game compatible with vanilla and most likely not either previous versions of SPQR.

Features:
*NATIONAL IDEAS: Big revisions. Almost all NIs reworked, removed or replaced. New Ideas more closely reflect historical differences within the Hellenistic world. Which National Ideas are available now depend on your religion and culture and NOT the tech-level so all NIs suitable for your nation are available whenever the game starts.
*GOVERNMENTS: Most Governments have idea slots tweaked. Using the 'right' idea slots compared to your government is now strongly encouraged as there is now more variety amongst the NIs.
*COLONISATION: Slower overall. Macedon will no longer colonise Poland. Massilia also slowed down and Carthage speeded up in Spain. Better odds for Rome to get Liguria.
*CHARACTERS: Character traits now affect province productivity, religion and culture conversion. Don't put a coward in a vulnerable frontier province!
*ECONOMY: New "administrator" traits mean high-finesse characters often make better governors giving more tax revenue.
*BARBARIANS: Barbarian risings in your colonies now more severe and more random.
*GROWTH: Population demographics now affected by more factors. New event to send extra colonists if population in a colony goes declines.
*MILITARY: Units and costs rebalanced.
*TRIBES: Big bonuses for Tribal governments so they can build and maintain larger armies.
-"Golden Age" events temporarily raise some tribes civ value to over 50% so they can colonise & research.
- Gallic tribes get "Warband" events giving them more troops when at war and additional events to model behaviour with their neighbours.
- Gallic nations, if conquered, will declare independence if their culture remains Celtic. Currently this is on the same basis as the other national independence events.
*GENERAL FIXES: Omen power much reduced. Some province resources adjusted for depth/balance.
!!!NEW!!! German translation!!!

Please post your comments and thoughts for future development here.

In Development:
*V0.3 - in progress - Province & Citizenship system to give the provinces of your empire a life of their own
*Future development: Detailed political event-series, reworked inventions & technologies.

Download link: http://www.mediafire.com/?tzxkuwjcz4t
 
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sorry, you´ve forgotten event id 1071 (barbarians_taken.txt). it´s also one of the new events in patch 1.2.

i corrected both files and everybody can download it from attachment for replacing the two files: ...mod/SPQR 0v212/events/barbarians_taken.txt and ...mod/SPQR 0v212/localisation/spqr_events.csv.
 
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mate0815 said:
sorry, you´ve forgotten event id 1071 (barbarians_taken.txt). it´s also one of the new events in patch 1.2.

i corrected both files and everybody can download it from attachment for replacing the two files: ...mod/SPQR 0v212/events/barbarians_taken.txt and ...mod/SPQR 0v212/localisation/spqr_events.csv.

Thank you! Will amend this evening.
 
Ok.... I unzipped this file to the Mod file in the game..... now what??? There is no Icon to start the game???
 
Long LEE said:
Ok.... I unzipped this file to the Mod file in the game..... now what??? There is no Icon to start the game???

Run the game from the launcher. At the bottom middle of the launcher window should be a dropdown list which allows you to select which mod to run.
 
Yup, there she is..... Thanks very much!
 
TheLand

The item that sticks out most to me is the movement rate. Hannibal would not be able to make his 1year march from Iberia to north Italy with the current move rates. Can these be increased?
 
Necro said:
TheLand

The item that sticks out most to me is the movement rate. Hannibal would not be able to make his 1year march from Iberia to north Italy with the current move rates. Can these be increased?

I'm thinking about it... was planning an increase only for civilized areas, what do you think?
 
I would consider Hannibals march. He got from Iberia (started at Massilia provence in Spain) to north Italy going around Massilia in southern Gaul (France) in a year.

Perhaps you should lower the rate more in civilized, but barbarian territory need it improved as well.

Edit: Given the current attrition and reinforcements introduced in 1.2, Hannibals army of 100k would be <10k by the time he reaches Italy.
Is there a way to allow mercenary recruitment in barbarian territory? Hannibal did this historically, otherwise there is no way to do Hannibals march and still have an army at the destination.
 
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I think I found a bug in the "gifted administrator" event. The event does not seem to have any effect and is spamming me currently. Other than this the game has run flawlessly for two hours. I was happy to see the Gauls fighting eachother and the Carnutes gaining dominance.
 
that_sweed said:
I think I found a bug in the "gifted administrator" event. The event does not seem to have any effect and is spamming me currently.

hmmm, the effects should work - in my games it works fine. if you are looking at the tooltip on taxes of the province with gifted governeur, is there no line like this?
gifted: +20%

the spamming problem can be solved by replacing the admin_traits.txt in the event-folder with this one in attachment. than the trait-events will fire only one times for the same character.
 
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Is there a way to have the military rating of a general contibute to increased movement speed and lower attition?

This would allow Hannibal and other great generals to be more effective then an average or poor general at both movement and holding their army together.
 
Necro said:
Is there a way to have the military rating of a general contibute to increased movement speed and lower attition?

This would allow Hannibal and other great generals to be more effective then an average or poor general at both movement and holding their army together.

This would be tough, as movement speed and attrition are province characteristics, not unit or character ones.

One could conceivably see an event trigger every time a character in command of an army moves provinces and set a modifier which then is lceared when he leaves.

However this would be mucky modding!