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Does it have a discord?
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.
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.
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.
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.
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?
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.
https://steamproxy.net/sharedfiles/filedetails/?id=1939049090
Greetings
germanic = {
culture = {
cisrhenic = {}
}
}
Same as you, and it works fine for me.
code:
germanic = {
culture = {
cisrhenic = {}
}
}
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.
The .txt should contain only this:
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
}
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/