Imperator: Rome

Imperator: Rome

[2.0.3] Imperator: Barbaricum
95 Comments
Isidor_von_Edelsburg 29 Jul, 2023 @ 5:21pm 
the vandalian mission and co doesent exist. Please fix
Isidor_von_Edelsburg 29 Jul, 2023 @ 5:08pm 
i do a german translation.
Tremble with indignation 2 Jun, 2023 @ 1:21pm 
Has this been berged into Invictus yet?
Facebob101 14 Mar, 2023 @ 2:44pm 
does this work with invictus
Palando  [author] 4 Feb, 2023 @ 8:59am 
It's been completely merged into Terra Indomita.
roquefort 27 Jan, 2023 @ 6:26pm 
Any news on a merger or compat with Invictus? I'm looking to run a mega campaign with some friends and this seems perfect to fill the gap before CK3... but we'd also really like invictus
Wotan von Edelsburg 23 Jun, 2022 @ 8:31am 
The decision to form Saxony is not possible due to the lack of Saxon culture.
Wotan von Edelsburg 18 Jun, 2022 @ 8:42pm 
Is this mod also translated into German?
MAGNVS 26 Sep, 2021 @ 11:35am 
what are the requirements to form francia cause i dont get a decision or anything
Palando  [author] 18 Sep, 2021 @ 3:28pm 
It will get merged over time into Invictus.
n10m11 11 Aug, 2021 @ 6:40am 
Can I play this mod with Invictus?
Nibbes 30 Jul, 2021 @ 10:02am 
So would this mod work with Invictus or still in the process of that?
Palando  [author] 9 Jul, 2021 @ 10:25pm 
I'm currently busy with contributing to Invictus.
kristoffer.levin 4 Jul, 2021 @ 1:18am 
I have not tried playing with this mod yet, but the research behind is an absolutely tremendous piece of work! Its welcome since PDX have not shown so much efforts into the Germanic world (or honestly to any worlds outside the mediterranian).
Does it have a discord?
mdk31 26 Jun, 2021 @ 1:48pm 
Has anyone had any issues with crashes when playing Chaucia -> Saxonia? After forming Saxonia my game crashes on the next month tick.
Winterwolf 23 May, 2021 @ 3:46pm 
Now it works, it neerds some time....
Palando  [author] 23 May, 2021 @ 7:15am 
Are you using any other mods, @Winterwolf? It works for me but I only use this mod.
Winterwolf 23 May, 2021 @ 6:48am 
A mod which I ever looking for...... but I can't install members of families into governemnt positions, so if any died the family will be unhappy. I think its a bug.
Bullet 22 May, 2021 @ 2:01pm 
Oh hell yes, thank you so much! I loved this mod
Palando  [author] 17 May, 2021 @ 10:01am 
@VFL Thank you for pointing it out; it should be now fixed.
GREATNORTHERN 15 May, 2021 @ 10:05pm 
Question about this mod, all the ports that were removed vs. vanilla, was that intentional?

My favorite start is as the Iceni and without this mod they start with a harbor and a 2 ship navy. Based on what I know, small ocean going vessels used for trade would have been possible in this time period, so a port with no navy would still be a historical possibility.
Palando  [author] 5 May, 2021 @ 9:20am 
Ooops, an oversight. It should be fixed now.
Kanastoo 5 May, 2021 @ 7:47am 
Thanks for update. Some cultures, like tocharian and agathyrsian haven't levy composition.
hrsmp 16 Apr, 2021 @ 3:46am 
@Bauer Maggot
It's not a given that we will see a lot more updates to Imperator, considering low number of players. I don't think adding new tags is massive work, Imperator don't have start dates which means there is just one setup file to edit instead of a thousands of files for individual provinces as was the case for eu4. And it's not like this mod features an entirely different map with 6 times amount of cities like Bronze Age one.
Bauer Maggott 20 Feb, 2021 @ 6:44am 
Its understandable that this mod dosent get continued considering the massive work it probably is to keep it up to date every update. There does remain the hope that the paradox devs will take another look at the mod and at the research threads that were set up by the mod authors when there is a tribal and northern/central/western europe update/expansion.
As someone who is from the area in germania that got left empty in the main game its painfull to see the major celtic settlements like the Glauberg and the Dünsberg not beeing represented in any way in game.
Callmehairy 19 Feb, 2021 @ 8:21pm 
Game crashes when I attempt to start it up.
Rodzyniasty 25 Jan, 2021 @ 10:10am 
Hey, does anyone know how to get this working? I tried switching to 1.4.2 but it crashes when opening world map.
Fox of Embers 4 Nov, 2020 @ 7:19am 
This Mod sounds really promising, but I found it a bit late..
Is there a chance it will be updated to work with the current version?

The game fully crashes if I try to start it with the Mod.
Eugene Chimpneck 24 Aug, 2020 @ 11:01am 
dirty g*rms
Gustas 20 Jul, 2020 @ 7:33am 
could it be because of score ? For example if player has low score(as small nation) countries don't contest that much and if you play as strong power like rome, macedon, egypt etc. countries will go more into wars to get score.
Gustas 20 Jul, 2020 @ 7:32am 
no wars only wars caused by events.
Palando  [author] 4 Jul, 2020 @ 11:53am 
The AI is quite passive in the base game, as it usually attacks only if it's basically a safe victory.

I ran three observer games (for some decades) and in each of them there were several wars after only a few years in.

Do you see absolutely no wars apart from the scripted ones?
Gustas 2 Jul, 2020 @ 3:53am 
Noticed that nobody declares wars on each other with this mod, in 18 years the borders of countries have not changed except for Egypt, Seleukids and Antigonids who have wars built in events.
Palando  [author] 16 May, 2020 @ 1:47am 
Sadly, I'm not sure it'd be possible to make the AI migrate from Pannonia to Galatia. I could only think of teleporting but that's quite gamey.

Mods that change the setup can't be compatible; the only way to solve this is to either manually merge the files or delete one of the files from the folder.
John Philoponus 12 May, 2020 @ 6:23pm 
Do you have any AI events? Specifically, do you have any features that would be useful to simulate the Celtic invasion of Anatolia?
Sedulus 1 May, 2020 @ 10:06am 
Hi. Would it be possible to incorporate this little mod? Unfortunately both mods do not run together.
https://steamproxy.net/sharedfiles/filedetails/?id=1939049090

Greetings
Ba'al 29 Apr, 2020 @ 2:10pm 
Would it be possible to combine this mod with Colonae? I really want the tags that this mod add or will this need a separate version?
Perry7484 / Briantin de Montrei 26 Apr, 2020 @ 11:00am 
And you're loading the mod by itself? I have a test file with:

germanic = {
culture = {
cisrhenic = {}
}
}

Same as you, and it works fine for me.
Palando  [author] 26 Apr, 2020 @ 12:50am 
common\cultures\germanic\Barbaricum_germanic.txt

code:
germanic = {
culture = {
cisrhenic = {}
}
}
Perry7484 / Briantin de Montrei 24 Apr, 2020 @ 11:27am 
@Palando what's the exact path and text of your Barbaricum_germanic.txt?
Palando  [author] 24 Apr, 2020 @ 6:44am 
@Peliandro: the mod only supports English and German so far. If you want to translate it to Spanish, you can write me a PM on steam.
Palando  [author] 24 Apr, 2020 @ 6:41am 
Hello Perry7484, thank you for your input.
I'm however not able to load the mod if I implement the changes you posted here
https://steamproxy.net/workshop/filedetails/discussion/1737185536/1639787494957140377/
According to the error log, the game cannot find my defined culture if I create a folder named "germanic" with a "Barbaricum_germanic.txt" file in it.
Perry7484 / Briantin de Montrei 24 Apr, 2020 @ 1:56am 
Sorry to double-post, but it could also help to incorporate from this 'Name Pack Collection'. They replace the Latinized Celtic, Germanic and Pre-Indoeuropean namelists with more native ones, and add more names to the Latins. https://steamproxy.net/workshop/filedetails/?id=1740231918
Perry7484 / Briantin de Montrei 23 Apr, 2020 @ 12:22pm 
Using that example, to add the "viereckschanze" building w/o overwriting vanilla, add a new .txt to the buildings folder, something like "buildings_barbaricum.txt".

The .txt should contain only this:
Perry7484 / Briantin de Montrei 23 Apr, 2020 @ 12:21pm 
viereckschanze_building = {
fort_level = 1
local_population_capacity_modifier = 0.25
local_freemen_desired_pop_ratio = 0.1
local_citizen_desired_pop_ratio = 0.05


cost = 50
time = 915

potential = {
has_city_status = no
dominant_province_religion = druidism
OR = {
dominant_province_culture = vindelician
dominant_province_culture = helvetian
dominant_province_culture = aulercian
dominant_province_culture = arverni
}
owner = {
OR = {
country_culture = vindelician
country_culture = helvetian
country_culture = aulercian
country_culture = arverni
}
}
}


modification_display = {
0 = fort_level
1 = local_population_capacity_modifier
2 = local_freemen_desired_pop_ratio
3 = local_citizen_desired_pop_ratio
}
#AI handles fort building in code. It's too complicated to script this
}
Perry7484 / Briantin de Montrei 23 Apr, 2020 @ 3:42am 
Hey! @Palando

There's a way to add cultures to the base groups without overwriting the vanilla files (a much better compatibility option). See my post here:

https://steamproxy.net/workshop/filedetails/discussion/1737185536/1639787494957140377/
Puliandro 22 Apr, 2020 @ 4:19am 
Does the mod have Spanish translation? If not, I could help, I have a lot of free time lately lol, I'm a foreing language teacher and would love to help with it. Thank you for your mod it's very good!
Palando  [author] 19 Apr, 2020 @ 8:55am 
I forgot to transfer the new localisation file, but it'll be fixed in the next version. I'm sorry for that inconvenience.
[Army of Two] AXIS 18 Apr, 2020 @ 3:59pm 
One last thing, a request, seems like Laconian culture is changed back to Pelepponnese. As the Pelepponnesian area consist of different cultures, and the Greek letter A used on Spartan shields is a L, for Laconia, I would wish for the culture name ot be Laconian.
[Army of Two] AXIS 18 Apr, 2020 @ 2:08pm 
Unsubscribed, checked if mod was removed from list, re-subscribed, problem fixed. Just so you know.