Stellaris
80 oy
Roma Invicta
2
   
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28 Oca 2023 @ 12:16
10 Ağu @ 6:49
17 Değişiklik Notu ( görüntüle )

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Roma Invicta

Risker the 34th tarafından 1 koleksiyonda
Risker Made Mods
4 öğe
Açıklama
Hail Citizens!

By order of his majesty the Emperor, the SPQR namelist shall be accompanied by origins befitting the glory of Rome!

Featuring three origins to capture the different stages of Romes history. From the Republic to the Militant late Imperial period you can chose which section of Roman history your empire comes from.

The Republic:
  • Cheaper election costs
  • Faster ship build speed
  • +3 Admiral & General level cap
  • +25% army morale and +100 starting xp
  • Unique Ruler, Specialist, and Soldier jobs
The Empire:
  • +3 General & Governor level cap
  • +100 army starting xp
  • -15% building & district cost
  • +15% megastructure build speed
  • +10 stability on all planets
  • Unique Ruler, Specialist, and Solder jobs
Late Imperial State:
  • +3 Admiral & General level cap
  • +1 Limitanei job per 30 pops
  • +25% ship fire rate
  • Big Ruler class political power
  • stability from soldier jobs +1
  • Unique Ruler, Specialist, and Soldier jobs


Amenities on your capital will be negative at the beginning of the game but a holotheater should be plenty to deal with it. What is Rome without bread and circus?
Popüler Tartışmalar Tümünü Görüntüle (2)
3
13 Şub 2023 @ 17:17
SABİT: Bug Bounty Bungalow
Risker the 34th
0
28 Oca 2023 @ 14:02
SABİT: Improvement Ideas
Risker the 34th
33 Yorum
Risker the 34th  [yaratıcı] 11 Ağu @ 11:23 
@Phoonix, that might be doable but would probably be so OP as to make the game not fun. A sort of Roman lost colony start might be interesting but would be harder to implement since it would require a lot of speculation to separate them from just regular Roman origins.
Ph00nix 11 Ağu @ 11:03 
yes or start a colonia empire with mars, europa and titan as colony
Risker the 34th  [yaratıcı] 11 Ağu @ 10:59 
@Ph00nix Hmm, start as a colony of Rome instead of Rome itself?
Ph00nix 11 Ağu @ 10:40 
coloniale start ?
Risker the 34th  [yaratıcı] 11 Ağu @ 9:57 
@Captain403 literally the only thing that changes in the updates is the number that tells Steam and the Paradox launcher what version of the game the mod is for. It changes so little that it really doesn't need any code tweaks and its content complete so nothing inside the mod needs changing until someone finds a bug.
captain403 10 Ağu @ 12:21 
Changelogs would be nice. ;)
Risker the 34th  [yaratıcı] 24 Nis @ 21:22 
@awgw0807 No problem! I plan on updating this officially when the next DLC drops in a few weeks but i'm not anticipating anything actually breaking.
awgw0807 24 Nis @ 19:36 
I'm an idiot...lol it's working, thanks for your help Risker!
Risker the 34th  [yaratıcı] 24 Nis @ 19:25 
@awgw0807 hmm, but if you try to use it anyway does it not work?
awgw0807 24 Nis @ 18:45 
For version 3.11.3, no its not. Every time i click on the launcher it says its outdated