Imperator: Rome

Imperator: Rome

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TE : Crisis of the third century
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3.553 MB
3 Sep, 2022 @ 3:29pm
24 Jun @ 12:37am
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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 1.7 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


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.
169 Comments
Diskiant  [author] 29 Jun @ 2:25pm 
Hey @Eternith, Plagues are not part of Crisis, so i don't have any say on it, but the main reason i why they revolt is because of the plague modifiers on the cities which boost unrest, nerf food thus boost unrest. You just have to wait for it to pass.
Also, the consolidation of revolts have been made in Invictus, mainly because revolts were really trivial as you could separate peace each others. However the reason why you cannot annex them all back in one peace deal is hardcoded as far as i know (it's related to the population indeed).
I think the choice have been made to keep this that way, because even if a bunch of them stay independant at the end, you'll stomp them in the next 10 years anyway.
The plague will end, and you will eventually regain everything through conquest. This is but a speedbump, it's not considered as a "collapsing" mechanic, though the stabhit of those plagues can indeed trigger a collapse (which is from Crisis and is triggered by low stability)
Eternith 29 Jun @ 1:16pm 
Hey, diskia, I think the mod might need some tuning regarding the plagues. I am currently in 929 AUC in my game so that I would say towards the end years of the Antonine plague, but I have been getting constant rebellion. Mainly in areas I have already taken down, they are rising again. Now, while I know that if I am a large empire, which I am, the modifier will hit me harder than if I was smaller, I feel like it might be a bit much. My stability is at 70 most of the time, so I don't get why I am getting so many rebellions.



Also, on a side note regarding rebellions, I have had large chunks of rebels at one given time, and when I go to annex them, it only allows me to do partial bits of the territory instead of the entire thing. Would that be due to the population of the cities in the areas?
Diskiant  [author] 14 Jun @ 2:22pm 
@Tenmack, could you provide a save of your game before the crash with the steps for a reproductible crash and your modlist, so i can test it out ?
Tenmack 14 Jun @ 1:07pm 
@Diskiant yes, I did. I annexed manually by debug console, but met a crash again and I can tell nothing from the game.log or debug.log, although there are some errors in the error.log, but it was always like that.
Diskiant  [author] 14 Jun @ 12:26am 
TheRancidClam 13 Jun @ 7:34pm 
I looked for link, Which forum post do you want me to upload too? I tried figuring out how to add a link directly to this but couldn't figure it out. Apologies and i greatly appreciate you taking the time. I'm at a loss and bummed.
Diskiant  [author] 12 Jun @ 11:07pm 
@TheRancidClam Can you updload your save and your error.log on the forum post ? Also Crisis should be loaded after betterui (but you porbably tried that)
TheRancidClam 12 Jun @ 4:52pm 
i removed bloodlines and still have issue.
TheRancidClam 12 Jun @ 4:51pm 
Crash is the following
[01:32:10][dlc.cpp:338]: Invalid supported_version in file: mod/ugc_2532715348.mod line: 10
[01:32:10][localize.cpp:1789]: Localization file 'localization/english/deities/deities_hunnic_huna_animism_l_english.yml' should be in in utf-8-bom encoding
[01:32:10][localization_reader.cpp:70]: Missing UTF8 BOM in localization/english/deities/deities_hunnic_huna_animism_l_english.yml
[01:32:13][pdx_gui_factory.cpp:1197]: gui/shared/gui_base.gui:4889 - Type 'cpt_button' already registered at 'gui/shared/Bloodlines_templates.gui'(4)
[01:32:13][pdx_gui_factory.cpp:1197]: gui/shared/gui_base.gui:5131 - Type 'cpt_button_large' already registered at 'gui/shared/Bloodlines_templates.gui'(451)
[01:32:13][gfx_texture_loader.cpp:431]: Could not find texture 'gfx/icons/grad_corner.dds'
TheRancidClam 12 Jun @ 4:51pm 
Having same issue as Tenmack. Out of no where game has started crashing, noticed same with annex but its not 100%, at times it lets me. I reduced graphic setting but it just keeps crashing.

Never had an issue until now. Mod list in this order, Invictus, inr- invictus, timeline ext for invictus, te crisis, 2.0 better UI. Ive tried every combo of those mods, reached out on discord, im getting desperate. Any insight or recommendations i would be extremely thankful.