Imperator: Rome

Imperator: Rome

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TE : Crisis of the third century
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3.556 MB
3 Sep, 2022 @ 3:29pm
23 Jul @ 1:40am
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TE : Crisis of the third century

Description
"Simple i:R Timeline Extender" required : https://steamproxy.net/sharedfiles/filedetails/?id=2729500336
OR
the Invictus compatible version if you use Invictus : https://steamproxy.net/sharedfiles/filedetails/?id=2845446001

Invictus compatible 1.8 and very strongly advised
Better UI compatible (and recommended)

FMO & TI not compatible --> for FMO use this version : https://steamproxy.net/sharedfiles/filedetails/?id=3244446955
for Terra Indomitas use this one : https://steamproxy.net/sharedfiles/filedetails/?id=3244519114

Forum thread for updates and any bug you might encounter: https://forum.paradoxplaza.com/forum/threads/mod-crisis-of-the-third-century.1565527/

2.0.4 patch REQUIRED

Load order :
Last after Invictus and Simple timeline extender


This mod is a submod of Simple Timeline Extender, and seeks to complete it by adding many new mechanics to spice up the end game (700AUC +).

Why use this mod :

During your continued gameplay in the years from 750 to 1229, you will notice that many of the mechanics have become trivial due to the accumulation of bonuses and technologies : the money flows, the characters are all happy, your army is invincible and your empire can blob without limit with stability at its highest.
This is not surprising as the Imperator : Rome original experience is made for a short span of time, from 450 to 750, and the limits of the game limiting your powerscaling (not enough time to take all the inventions/traditions/build all buildings and great works) are no longer there if you play above the end date.
Crisis of the Third Century aims to add many new mechanics have to be implemented to keep the game entertaining 500 more years !

Do you want to witness the decline of antiquity, and get internal turmoils, distracting you from the upcoming barbarians ? Are you bored on witnessing large blobs growing larger over time ? This mod will offer interesting challenges and to emulate some of the great empires tearing apart, simulating the great crises of the third century and beyond by adding new mechannics, new devastating events and more content to the late antiquity era.

The primary aim of this mod is to prepare an interesting conversion for Crusader Kings, so empires are more vulnerable to mechanics depending on their size. A player looking to play as a modest kingdom in a chill way will encounter far fewer devastating events. It's not impossible, however, that you'll be able to hold on to your planetary empire despite the dangers, and rise to every challenge with flying colors!

Features :

- A new Monetary Crisis system inspired by the historical one will bring challenges to Great powers with new graphical interactions :
* Through time, the needs of your citizens will demand more and more wealth from your empire, putting it at risk of running out of steam. Every pop of an integrated culture is considered a "consumer" while unintegrated are "exploited", the larger your main culture will grow, the more you will need to find new sources of wealth... or maybe, reform your monetary system ?
* Several events, decisions and a new set of laws and mission have been added to manage this new mechanic.
* Around 700, new inventions are unlocked in the civic tree around monetary crisis.
- From ~800 and beyong, civil war will trigger an stability decrease modifier and take a bunch of your stability
- From around the third century timing :
* A modifier will trigger to every empires and powerful nations, applying a series of modifiers to counterbalance the various bonuses due to the technologies/inventions
* In the third century, generals and governors are more likely to befriend/rival each others
* Republics will begin to face political instability, leading eventually to their reform in monarchies. Oppose it, or accompagny the reform.
* Generals will start to challenge your authority and will try to impose their diplomatic and political views.
* Monarchies are subjected to a risk of Military anarchy, leading to generals crowning themselves emperors... or worse
----> Dozen of events added to manage any consequences of the Anarchy
* Low stability will trigger an internal collapse, forcing your country to slowly lose control over your governorates.
- Additions to the Simple Timeline Extender barbarians invasions :
* Provinces occupied by barbarians will trigger internal turmoils
* Internal turmoils due to invasion can push characters to create duchies at the border
- New administrative laws interactives with the Monetary Crisis resolution enable the 'Nobilitas' mechanics :
* Governors and heads of family will try to buy many more holdings to gain ownership on part of your empire
* Characters with many properties will become Powerful Landowners, with additional interactions.
* Autonomous domains can be created by landowners


This mod will surely get more adjustments there and here.

Some change were made to get the tag limit in reasonable boundaries : Tribals will never explode past 750 and a high centralization will prevent this aswell. This is because tribal explosion are one of the main causes of tag creation in test games. This mod creating mainly "big" countries through revolts and splitting, it should not affect the tag limit too much.

NOTE : Management of tag limit is no longer required in 2.0.4 patch. These however stays but will surely be redone later.
196 Comments
Bruce 24 Sep @ 10:31am 
Many, many thanks for this. And an additional, special thanks for updating/making it compatible with 2.0.4. I don't like those yellow triangles announcing game version incompatibility.
Diskiant  [author] 18 Sep @ 7:42am 
@Pelinal You can enable it in the middle of a save, but you'll experience an invention shuffle. I explained the procedure to fix it in the forum and below in the comments.
Pelinal 18 Sep @ 2:00am 
Apologies if this has already been asked many times before, but I do not see it mentioned in the description - is this mod savegame compatible? I have a save in 930 AUC that I wish to use this mod on
大黄太阳枪 8 Sep @ 4:04pm 
Oh ok, that's good. I thought 250% is a very big number even though I romanized and hellenized basically all of my Empire and I thought the game would be too easy.

Gonna let the ai run around and come back later to see if I can survive, cheers!
Diskiant  [author] 8 Sep @ 3:35pm 
@大黄太阳枪 You can absolutely do that, AI are subjected to most of the events of the mod *except* the monetary crisis as they wont get bad events and such if their monetary balance is bad BUT if you take the country back, it will basically start working again like nothing happened.

Do note however that a lot of mechanics are progressively unlocking from 900AUC, it's also around this date that the monetary crisis is starting to hurt a bit, but i made it possible to look at the mechanics even if you have no real crisis yet, to understand how it works. So 250% monetary balance is pretty normal amount in 750 - it's even a bit low.
大黄太阳枪 8 Sep @ 3:02pm 
Would it be possible for me to let the ai handle my country from about 750 AUC to about 850 AUC?

I was playing Rome and despite culturally converting like half the map, I still had around 250% economic effectiveness (or whatever its called when you click on the monetary crisis button). I assume its due to the fact I built a mine, slave estate or foundry in every province so I produced a lot of metals.

But, my point is that i hear the mod becomes tough later on, but I don't wanna spend around 100 years doing basically nothing resting on my laurels.

So, can I just let the ai run my empire using the "observe" command and come back later? Or would that be incompatible with the mod if say.. it uses mechanics that only the Ai can use and that the player would abuse if he came back?
Diskiant  [author] 29 Aug @ 7:14am 
@Tartarus, this is a good point. When civil war were bugged and exploitable, it made sense to make them very punishing with the AI destroying your country, but now that they are pretty strong, the independance event feel out of place for the AI. I'll make those collapse unavailable for the AI in next patch, and create some other events to give back some control to the player.
Tartarus 29 Aug @ 5:26am 
Please disable the independence event below 25 stability for countries (AI only at least) in civil wars.
Reason: my AI civil war opponent lost half its territories, so its armies were stuck in exiled mode on islands, and I couldn't kill them to end the civil war. I fixed with console commands, but by disabling that event for AI in civil war you should avoid the issue.
jakbar 17 Aug @ 7:04am 
The problem is also that the even keep coming over and over. I have one barbarian stronghold in the arab peninsula and yet they've given me a total -200 stability in the last 10 years.
Diskiant  [author] 16 Aug @ 12:49pm 
I think the Beduin are a new invasion thing, i'll ask for a reduced stabhit because it's not very consistent with the latest updates(after all, if they occupy too much, you get stabhitted anyway for negligence)