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Cheexsta

Veni, vidi, vici
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Dec 22, 2005
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Total Conquest v2.0 for Vae Victis 2.31 Beta

Download Here

What This Mod Does
Like the previous versions of TCM, 2.0 aims to supplement several key features of EU Rome, with a focus on warfare (you don't say!). The VV2.2 patch introduced to modders an easier method of annexing larger countries, so TCM2.0 has taken advantage of this. I've taken this opportunity to revisit some of the features of TCM1.3 and almost completely rewrite the whole mod from the ground up.

I hope to make this mod compatible with most of the other major mods that are currently active, like Epigoni Mod and Lofmod. Eventually.

Changelog
v2.0:
  • Raised maximum annex size to 6 provinces.
  • Reduced peace value of provinces when a country is completely conquered (ie, if it controls no provinces) so the victor can demand more.
  • Added ability to diplomatically annex vassals. Tweaked version of the 1.3 diploannex feature.
  • Complete re-write of the province secession feature of 1.3.
  • Added ability to release nations that don't exist but have a core on any of your provinces (via decision).
  • Provinces now defect to neighbouring countries if they're held by rebels for more than a few months. You'll really need to react quickly to rebels!
  • Incorporated The Guisgard's Roman and Illyrian names (still working on a solution for the Hellenic and Persian names).
  • Modified "Cultural Absorption" event series. Takes longer for the event to fire and province must go through a "partially-absorbed" phase (unless it's already part of the same culture group).
  • Additional benefits for the AI in "Hard" and "Very Hard" difficulties. AI rulers in these difficulty settings will gain more popularity, characters will gain more loyalty and have fewer populist characters.
  • Modified civil war events: fewer "free army" effects. Characters no longer donate troops, but rather governors gather troops from clients within their region.
  • Gave Epirus full control of Tarentum and Ager Bruttius and shifted the focus of the "Pyrrhus in Italy" event to Tarentum. Added a several more units to his army and gave him a higher Martial stat with the "Become Strategos" ambition.
  • Removed Roman cores from Tarentum and Ager Bruttius and lowered the civ value in Rome to 75 (from 90!).
  • Note that the "Character Trials" events from 1.3 have not been included as they are out of this mod's scope; they'll reappear in a new-and-improved fashion in a future mod.

Installation
  1. Install EU:Rome Vae Victis (or EU:Rome Gold) and patch to 2.2.
  2. Install the v2.31 beta patch.
  3. Unzip total_conquest_v20.zip to your mod folder.
  4. Run rome.exe and select "Total Conquest v2.0" from the drop-down mod list.

As always, criticism, laurel wreaths and rotten tomatoes are welcome :D
 
Looks great! I'll download right away. :D

EDIT: The Pyrrhic War is pretty historical now. I had to "let Pyrrhus win" in order to drain their manpower and eventually crush them.
 
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Nice work Cheexsta, first one out on 2.31beta.

Some of the changes and additions are great. With your release decision you are releasing the nation using "release = " and creating an alliance using "alliance_with". I didnt know you could do that.

prefers_different_heir.jpg
:D
prefers_different_heir.jpg


Provinces now defect to neighbouring countries if they're held by rebels for more than a few months. You'll really need to react quickly to rebels!

It would also be nice if you can get them to reconstitute as a nation if they have core as well. Maybe a 50:50 chance. Have you had a go ?

I noticed one slight typo in the localisation file (easy fixed with a find and replace):

release_ACH_desc;Release Achaean Leaguefrom our domain;;;;;;;;;;;x

Needs a space between "League" and "from", etc
 
Looks great! I'll download right away. :D

EDIT: The Pyrrhic War is pretty historical now. I had to "let Pyrrhus win" in order to drain their manpower and eventually crush them.
Thanks Des. I had hoped that the Pyrrhic War scenario would present some kind of challenge to the player :)

Nice work Cheexsta, first one out on 2.31beta.
Only had to modify 2 files since it was already ready for 2.3 beta :p

Hehe, something I wanted to add for this release but wouldn't work. Maybe in a future version ;)

It would also be nice if you can get them to reconstitute as a nation if they have core as well. Maybe a 50:50 chance. Have you had a go ?
This already happens in 2.3. Plus, it's a bitch to code - I think I left something of my first several attempts in the files, but commented out.

I noticed one slight typo in the localisation file (easy fixed with a find and replace):



Needs a space between "League" and "from", etc
Nice catch, thanks mate. Easy fix for 2.1.

6 province annexation??? wow that's really total conquest indeed:p
I wanted to draw the line somewhere for balance. Bear in mind that if you actually do conquer a whole country and they have more than 6 provs, you will get a heck of a lot more provinces in the peace deal than you would in vanilla. Plus, it's easy enough now for the masses to change themselves if they want ;)

Thanks all for the comments!
 
Start mod without launcher

Cheexsta

You have great mods! Ever since I have vista I cant use the normal launcher to use a mod. I start the main game using "Rome.exe" from the game directory. I remember Descrates had an icon shortcut that I used to play one of his older mods. Is there a way to play a mod without using the launcher?
Thanks for any help because I would like to play your new mod!

Carpe Diem!
 
I don't know if it's the same in Vista, but on XP you can create a shortcut to rome.exe, and in its properties at the end of the Target line, you can add:

-mod total_conquest_2.0

That might work.
 
Just wanted to say that the new version of TCM gave me a reason to start playing Rome again. Thank you...

The ability to "release" nations was sth i had been waiting for since the game came out.
 
Play mod via shortcut instead of launcher w/Vista

Cheexsta:

Thanks for your advice. I had to add the letter "v" before 2.0 in the shortcut in order for the mod to work. Your Mod works Great now! Thanks!
 
With your release decision you are releasing the nation using "release = " and creating an alliance using "alliance_with". I didnt know you could do that.

Cheexsta do these "effects" only work via decision or can you use them in events as well ?

I just tried to use alliance_with in an event and it is not firing.
 
Great mod ! But a strange bug sometimes appears in my game. As Epirus, I have vassalized Illyria, which pays me a tribute. I am allied with them. But when I have the 50 gold needed for diplom-annex, if I open the Decisions window, I hear a strange noice and the icon, that is green when a decision is available, blinks : green - gray -green -gray... as if I wouldn't fulfill the conditions. However the game is paused and I don't do anything else than looking at my decisions... This didn't happen when I diplo-annexed Macedonia and it doesn't occurs when I don't fulfill the conditions, but now I can't take this decision... I tried loading an historical game, with Rome at peace, I used the "cash" cheat in order to see whether the bug will appear or not, and when I tried to annex Massilia the bug occured...
To be that as it may, congratulations for your mod !
 
Great mod ! But a strange bug sometimes appears in my game. As Epirus, I have vassalized Illyria, which pays me a tribute. I am allied with them. But when I have the 50 gold needed for diplom-annex, if I open the Decisions window, I hear a strange noice and the icon, that is green when a decision is available, blinks : green - gray -green -gray... as if I wouldn't fulfill the conditions. However the game is paused and I don't do anything else than looking at my decisions... This didn't happen when I diplo-annexed Macedonia and it doesn't occurs when I don't fulfill the conditions, but now I can't take this decision... I tried loading an historical game, with Rome at peace, I used the "cash" cheat in order to see whether the bug will appear or not, and when I tried to annex Massilia the bug occured...
To be that as it may, congratulations for your mod !
Yeah, this happened a few times during testing, but then spontaneously started working again. I couldn't reproduce it with any degree of reliability, but I'm pretty certain that it's an issue with the sell_province decisions. There are a few hundred of them, so that might be it. Just delete the decisions/tcm_sell_provs.txt file and it should work again but you'll lose the ability to sell provinces.

Cheexsta do these "effects" only work via decision or can you use them in events as well ?

I just tried to use alliance_with in an event and it is not firing.
No, alliance_with doesn't work as an effect. I added it as a test but just never removed it from my files. In the next version it'll be replaced with a relation bonus instead.
 
No, alliance_with doesn't work as an effect. I added it as a test but just never removed it from my files. In the next version it'll be replaced with a relation bonus instead.

Ah, the pain, you had me excited there for a while. :(

Surely it wouldnt be to hard for Paradox to include this along with war_with as effects.
 
I have another question : I noticed you didn't write the "ai_will_do" line in the diplo-annexation decision. Why ? Couldn't it be the origin of the bug ?

EDIT : I removed the sell_province decision and I added an "ai_will_do = { factor = 0 }" line to the diplo-annexation decision but the bug still occurs.
 
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Ah, the pain, you had me excited there for a while. :(

Surely it wouldnt be to hard for Paradox to include this along with war_with as effects.
I know, an alliance_with and tribute_with effect would be fantastic. Although, you can already declare war through events by using war = TAG, I just wish you could conclude peace with them as well. I'm pretty sure the code exists for this in EU3...

I have another question : I noticed you didn't write the "ai_will_do" line in the diplo-annexation decision. Why ? Couldn't it be the origin of the bug ?

EDIT : I removed the sell_province decision and I added an "ai_will_do = { factor = 0 }" line to the diplo-annexation decision but the bug still occurs.
Hmm. I'll have to look into the issue, there are a couple of bugs that have reared their heads in the past few days. I smell a v2.1 incoming ;)

And ai_will_do is not really necessary, by default it is 1. I left it at that because I figured it'd be handy for the AI to diploannex its vassals sometimes...