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Informar de un error de traducción
You go to
C:\Program Files (x86)\Steam\steamapps\workshop\content\1158310\3225355262\common\culture\cultures
and ediit the file
"~z_acg_00_latin.txt" (Double click on it should do the Job.
There is an entry called "roman = "
In this entry replace the following text, beginning with Martial_Custom = with this:
martial_custom = martial_custom_equal
traditions = {
tradition_formation_fighting
tradition_legalistic
tradition_old_roman_legacy
tradition_martial_admiration
tradition_hereditary_hierarchy
}
Let the rest as it is.
Save the File and you should be fine (you just mod their Mod ;)
They define the Romans, I define the Romans, no difference in any Graphic related topics between the two (or I missed something).
This way there Romasn should be simply overwritten with my Romans.
The Roman Culture here has the "tradition_old_roman_legacy" which means:
children_can_be_born_in_the_purple = yes
poorly_educated_leaders_distrusted = yes
mendicant_mystics_may_appear = yes
unlock_innovation_pike_columns = yes
peasant_and_populist_factions_less_common = yes
expensive_convert_to_local_culture = yes
culture_clergy_can_fight = yes
can_use_conquest_cbs = yes
hosts_chariot_races = yes <- added in Roads
long_reign_bonus_mult = 0.25
levy_size = -0.5
men_at_arms_recruitment_cost = -0.25
men_at_arms_maintenance = -0.25
levy_reinforcement_rate = -0.5
heavy_infantry_max_size_add = 2
army_toughness_mult = 0.05
heavy_infantry_toughness_mult = 0.25
heavy_infantry_maintenance_mult = -0.1
heavy_infantry_damage_mult = 0.05
pikemen_toughness_mult = 0.25
pikemen_damage_mult = 0.05
pikemen_maintenance_mult = -0.1
I do not touch Administratvie and do not really recomend it using with this Mod. The Imperium Government should give you some Bonus too, including an Estate.
Pls check if it works and makes sense :)
" chance_to_happen = 100
100 = ep3_roman_restoration.0300 # Your inefficient governor messed up, causing mass loss in popular opinion. Can you fix it?
100 = ep3_roman_restoration.0500 # Every 10-30 years, a random kingdom will raid you
100 = ep3_roman_restoration.0510 # Special Bubonic Plague Spawns
30 = ep3_roman_restoration.0520 # Mongol Invasion Spawns"
You should indeed not see anything of this happening since the Mods Descision does not trigger this at all. Why you get all the plagues must come from a different source - maybe because the Empire is so huge?
Since I personal disable plagues etc. and do not play with them, nor do I own that DLC, I'm not into that at all. I'm afraid.
idle_scepter = {
animation = { head = "scepter" torso = "scepter" }
portrait_modifier = {
animations = fat_additive
animations_props = ep3_byzantine_scepter_prop
animations = cloak_additive
}
weight = {
base = 0
modifier = {
add = 100
primary_title = title:e_byzantium
faith.religion = religion:christianity_religion
Change it to 'faith. religion=religion: hellinismreligion' here to achieve the action of holding a scepter after converting to polytheism.
Should work now :)
Because the last change was to add the "has_government = administrative_government" chances are high that here is something wrong.
Besides that I can add any Tradition to the Roman Culte at the Start anyway. But I think none of the new one fits. All of these are based on the Byzantine Empire, the goal here is different, to form the true Roman Empire.
But I will put an "hosts_chariot_races = yes" into the old_roman_legacy from this Mod, which has most of the things, and more, in it anyway that the Greeks offer.
"every_vassal_or_below = {
limit = {
NOT = { has_government = theocracy_government }
NOT = { has_government = republic_government }
}
change_government = imperium_government
add_realm_law_skip_effects = single_heir_succession_law
}
"
I would suppose for some reason this switch was not possible, then there is an
fallback = 1
that might come in, 1 should be Feudal.
So, my explanation would be that this Fallback triggers.
But I have no Idea why the switch should not Work, since one of the OR Rules is:
"top_liege = { has_government = imperium_government }".
Will change that.
is_shown = {
is_ruler = yes
is_landed = yes
culture = { has_innovation = innovation_cultura }
OR = {
has_government = feudal_government
has_government = clan_government
has_government = publica_government
has_government = dictatura_government
}
NOT = { has_government = imperium_government }
}
administrative government is not included in any Roma Invicta's decision. I'm not the modded. but I think you should add has_government = administrative_government to the OR block
Hope we do not see a mass conversion of the AI switching to the new Governments now :O
UPDATE: To prevent that I rolled back to the Rank 5 is needed Version.
I'm afraid, but this could be the case, yes.
But in Theory you should be able to switch to one of the new Governemnt types like Dictatura.
But at the Moment you need to be Rank 5 to do so, I lower this in a few Minutes to:
Publica >=3
Dictatura >=4
Imperium = 5
Hope that helps.
In general I would not recomend this Mod with Landless Gameplay since this is not testetd in any way nor was the Mod made with such a thing in Mind (because it did not existed ;)
Pls make a Modtest Playtest, put only this Mod in and check it for yourself.
You can try to put this Mod last, the more a Mod is down the list the better.