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I'm playing with invictus, it would be great to add new units like your mod.
Spearmen is an indispensable addition, like the slingers in my point of view
Regards.
The Spearmen in invictus is mostly my doing. If I have the time, I'll turn this into a compatible submod for Invictus.
But yeah, Invictus doesn't include many of the more radical changes, like the Marines, however the Naming convention has been added, alongside a new unit. Furthermore Unit balance in Invictus has been based of my Numbers from this mod.
In conclusion, if people really want to work with Marines, I'll quickly throw together a submod.
Thanks for dropping a comment, however! :>
https://forum.paradoxplaza.com/forum/threads/mod-imperator-invictus.1473328/
So bear with me please :>
Preliminary patchnotes would entail the following:
-2.0 Version of most things
-Reforms for Rome
-a Lot of Events for said Reforms
(-No custom Traditions, those will be included in a seperate update, shortly after this update)
https://i.imgur.com/VxxVbWn.jpg
Here's a quick teaser of one of the upcoming features (flavour text/localization are, yet again, lacking)
https://i.imgur.com/VxxVbWn.jpg
It wouldn't really be that much effort to create these, however, given the fact that we already have engineers as a sort of "unified" siege-equipment (as in they build the stuff you want to use on the battlefield/siege), I may plan to create a few technologies allowing the use of specialized equipment.
Might be included in the first 2.0 release o/
To-Do List:
-Add Units to the levy templates
-Add specialized Traits and a way to obtain them allowing certain special stances
-Redo Traditions (yet again, doh!)
-Tweak AI tradition values
-Decide what to do with Marines
--A. Turn them into a support company
--B. Deduce manpower each month, according to the amount of ships built
--C. Create a sort of "Raise Marines" button, like the Levy system, using Slaves to recruit Marines
I've tracked down everything required to do!
Octeres require atleast 2 wood in a province, while Mega-Polyremes require atleast 3! (I should probably write that somewhere down, or simply explain it in the Tooltip)
thank you for the update
(Porting has been solely done on the base of the error log :D)
Noteable changes:
-Fixed a Typo in the North-African Traditions (that one got past QA)
-Reverted Tradegood changes to vanilla, otherwise they mess up (Economy is part of an upcoming new "Historical X" Mod anyways)
Currently looking into updating it!