Imperator: Rome

Imperator: Rome

[2.0.3] Imperator: Barbaricum
95 Yorum
Isidor_von_Edelsburg 29 Tem 2023 @ 17:21 
the vandalian mission and co doesent exist. Please fix
Isidor_von_Edelsburg 29 Tem 2023 @ 17:08 
i do a german translation.
Tremble with indignation 2 Haz 2023 @ 13:21 
Has this been berged into Invictus yet?
Facebob101 14 Mar 2023 @ 14:44 
does this work with invictus
Palando  [yaratıcı] 4 Şub 2023 @ 8:59 
It's been completely merged into Terra Indomita.
roquefort 27 Oca 2023 @ 18:26 
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 Haz 2022 @ 8:31 
The decision to form Saxony is not possible due to the lack of Saxon culture.
Wotan von Edelsburg 18 Haz 2022 @ 20:42 
Is this mod also translated into German?
MAGNVS 26 Eyl 2021 @ 11:35 
what are the requirements to form francia cause i dont get a decision or anything
Palando  [yaratıcı] 18 Eyl 2021 @ 15:28 
It will get merged over time into Invictus.
n10m11 11 Ağu 2021 @ 6:40 
Can I play this mod with Invictus?
Nibbes 30 Tem 2021 @ 10:02 
So would this mod work with Invictus or still in the process of that?
Palando  [yaratıcı] 9 Tem 2021 @ 22:25 
I'm currently busy with contributing to Invictus.
kristoffer.levin 4 Tem 2021 @ 1:18 
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 Haz 2021 @ 13:48 
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 @ 15:46 
Now it works, it neerds some time....
Palando  [yaratıcı] 23 May 2021 @ 7:15 
Are you using any other mods, @Winterwolf? It works for me but I only use this mod.
Winterwolf 23 May 2021 @ 6:48 
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 @ 14:01 
Oh hell yes, thank you so much! I loved this mod
Palando  [yaratıcı] 17 May 2021 @ 10:01 
@VFL Thank you for pointing it out; it should be now fixed.
GREATNORTHERN 15 May 2021 @ 22:05 
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  [yaratıcı] 5 May 2021 @ 9:20 
Ooops, an oversight. It should be fixed now.
Kanastoo 5 May 2021 @ 7:47 
Thanks for update. Some cultures, like tocharian and agathyrsian haven't levy composition.
hrsmp 16 Nis 2021 @ 3:46 
@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 Şub 2021 @ 6:44 
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.
Noitsjarek 19 Şub 2021 @ 20:21 
Game crashes when I attempt to start it up.
Rodzyniasty 25 Oca 2021 @ 10:10 
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 Kas 2020 @ 7:19 
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 Ağu 2020 @ 11:01 
dirty g*rms
Gustas 20 Tem 2020 @ 7:33 
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 Tem 2020 @ 7:32 
no wars only wars caused by events.
Palando  [yaratıcı] 4 Tem 2020 @ 11:53 
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 Tem 2020 @ 3:53 
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  [yaratıcı] 16 May 2020 @ 1:47 
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 @ 18:23 
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 @ 10:06 
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 Nis 2020 @ 14:10 
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 Nis 2020 @ 11:00 
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  [yaratıcı] 26 Nis 2020 @ 0:50 
common\cultures\germanic\Barbaricum_germanic.txt

code:
germanic = {
culture = {
cisrhenic = {}
}
}
Perry7484 / Briantin de Montrei 24 Nis 2020 @ 11:27 
@Palando what's the exact path and text of your Barbaricum_germanic.txt?
Palando  [yaratıcı] 24 Nis 2020 @ 6:44 
@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  [yaratıcı] 24 Nis 2020 @ 6:41 
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 Nis 2020 @ 1:56 
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 Nis 2020 @ 12:22 
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 Nis 2020 @ 12:21 
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 Nis 2020 @ 3:42 
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 Nis 2020 @ 4:19 
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  [yaratıcı] 19 Nis 2020 @ 8:55 
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 Nis 2020 @ 15:59 
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 Nis 2020 @ 14:08 
Unsubscribed, checked if mod was removed from list, re-subscribed, problem fixed. Just so you know.