Imperator: Rome

Imperator: Rome

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Antagonist Nations
   
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1.567 MB
12 Apr, 2024 @ 7:26am
16 Apr, 2024 @ 12:36pm
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Antagonist Nations

Description
Customize the number and type of Antagonist Nations.

For Imperator 2.0.4.
Should be compatible with everything.



Antagonism is an attribute that makes AI countries more powerful and more aggressive.
In Vanilla, only Rome and Parthia have it.

Available settings:
  • Historical: A selection of the 10 most historically successful nations.
  • Random Historical: A selection of 15 nations picked randomly in a list of ~45 challengers.
  • Random: A random selection of 10, 20 or 30 nations.
  • No Antagonist: Zero antagonist nation, not even Rome.

Additional rules:
  • In observer mode, the setting is picked at random.
  • Only non-subject AI-controlled nations are eligible.
  • If an Antagonist Nation becomes a subject or is controlled by the player, it loses its advantages.

  • Historical setting: the advantages are recovered if the nation becomes eligible again.
  • Random or Random Historical settings: the number of Antagonist Nations remains the same even if some Antagonist Nations disappear.



Historical Antagonist Nations
These are currently the 10 nations with the "Historical" setting:
Rome, Parthia, Seleukids, Macedon, Egypt, Armenia, Carthage, Chola, Epirus, Pontus

Historical Antagonist Challengers
Examples of possible Antagonist nations with the "Random Historical" setting:
Arvernia, Cheruscia, Boihaemia, Etruria, Judea, Massilia, Saba, Samnium, Sparta, Syracusae, ...



Special thanks:
· IronSlug - for giving me the most valuable feedback

My other mods:

30 Comments
Zamensis  [author] 2 Jul, 2024 @ 12:59am 
@The Grimwar
Agreed but that's a basegame issue, the nerf should be made in Vanilla/Invictus.
The Grimwar 1 Jul, 2024 @ 8:45pm 
You wouldn't mind removing Egypt from the capacity to be given Antagonist status, would you? They really don't need it, even without it they tend to dominate the other Diadochi.
Zamensis  [author] 23 May, 2024 @ 11:04am 
@DEMETRIUS7
Sorry for the late reply. You've got a lot of interesting ideas, however most of them are way beyond (my?) modding possibilities. Maybe try your luck on the Invictus or Imperator Mod Coop discord servers?
OSST 26 Apr, 2024 @ 3:15pm 
ok thank you I figured I can just set the nations I want from the beginning without the mod, and this way I can unset them as I desire. Thank you again your mods got me back into playing again especially the virtual limes mod. I wished for years for a mod to simulate the expansion of romes, borders and at a historical pace at that same with parthia just amazing
Zamensis  [author] 25 Apr, 2024 @ 9:14am 
@OSST Historical setting I assume? Not via the console.
Historical tags are defined in "common/scripted_triggers/z_an_triggers.txt".
Comment out the tags you want to exclude, then use the console as you did before.
It will prevent them from becoming antags again - but it will affect new games too, so you'll want to restore that file before starting one.
OSST 24 Apr, 2024 @ 12:10pm 
Actually it does work but the mod reapplies it i guess after a few sek from what I can see. Is there any way around this during mid to late game I would like to make the selukids for example a bit weaker to get a more realistic result
OSST 24 Apr, 2024 @ 12:03pm 
And How can I remove antagonist nation from a country midgame. I did what you described here just changed the yes to a no and it said that the country is no longer an antagonist but nothing changed in game and they still have the antagonist label under the no risk of civil war tab
[Army of Two] AXIS 22 Apr, 2024 @ 3:17pm 
Thank you! I didnt know about the explorer either! Many thanks!
Zamensis  [author] 22 Apr, 2024 @ 10:20am 
@[Army of Two] AXIS
From memory (if this isn't enough I'll make a full guide with pics when I find the time)
Open console
Type explorer, enter
Browse by "Active countries"
Find the country you want to set as antagonist, click on it to open a new window
In the effect field, type:
set_antagonist = yes
udkudk 22 Apr, 2024 @ 8:40am 
@[Army of Two] AXIS
Use object explorer (explorer command) to create an event and run it