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Is there an UI mod recommended to go with this? There are so many military traditions they do not fit my monitor vertically. The window cannot be scrolled.
I am not aware of any UI mod which would help here. You can reduce the in-game scaling to 80% though. Then everything fits on the screen. But the UI elements are very small then of course.
 
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Is there an UI mod recommended to go with this? There are so many military traditions they do not fit my monitor vertically. The window cannot be scrolled.
This was an oversight on my part; it looks fine in my resolution but I didn’t consider all other resolutions. The upcoming final 1.19 (almost done; hopefully out this weekend) will have a scrollbar to fix this issue.
 
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This was an oversight on my part; it looks fine in my resolution but I didn’t consider all other resolutions. The upcoming final 1.19 (almost done; hopefully out this weekend) will have a scrollbar to fix this issue.
I am looking forward to trying your new version! Now where I:R development was stopped all my hope is in such mods!
Just a question: Does your mod also contain balancing stuff? The two main things I am not happy with is the over-strength of Rome and the Epirus campaign being too hard.
 
I am looking forward to trying your new version! Now where I:R development was stopped all my hope is in such mods!
Just a question: Does your mod also contain balancing stuff? The two main things I am not happy with is the over-strength of Rome and the Epirus campaign being too hard.
There is some rebalancing but I couldn’t say specifically that it does anything for Epirus (I have tried to slow Rome just a bit in past versions).

New version is effectively ready except for some encyclopaedia and UI things (so people besides me can see what’s going on with culture) that I hope to have today or tomorrow barring further RL interference.
 
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Are there any plans for more events? Honestly the fundamentals of IR and this mod especially are quite good right now. The thing that's really missing is flavor. I'd love to see a Historical Immersion Project-vibe to this down the road.

Thanks for all your hard work!

Also, just fired up this mod and I'm noticing my pops aren't assimilating or converting. Is this normal? How do I do it? Is it a bug?
 
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Are there any plans for more events? Honestly the fundamentals of IR and this mod especially are quite good right now. The thing that's really missing is flavor. I'd love to see a Historical Immersion Project-vibe to this down the road.

Thanks for all your hard work!

Also, just fired up this mod and I'm noticing my pops aren't assimilating or converting. Is this normal? How do I do it? Is it a bug?
It is a bug; I was already planning to have the fixes released but I keep finding more bugs in the assimilation system. Hope to have it sorted out today.
 
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Good news everyone,

The final version of Gladio et Sale 1.19 is finally available; conversion and assimilation should now (finally) be working right again.

Version 1.19 - Steam

Version 1.19 - Direct Download

The 'Light' version (without the expanded map) is also available in a final 1.19 version:

Steam - Light

Direct Download - Light

Special thanks to @Numahr for his heritage for Tarim Basin nations and our partner mod The Forgotten who has improved our Iberian and Illyrian/Dacian military traditions and added some flavor.

==== General Changes & Fixes ====
* Compatibility with vanilla 2.0 'Marius' and subsequent 2.0.X patches
* Fixed the multi-date-display to show in observer and not clog up the error logs
* Removed separate button for the multi-date display; now changes on right click

==== Outside Content ====
* Integration of flavour and military tradition enhancements from our partner mod 'The Forgotten'
* New heritage for Tarim Basin nations courtesy of @Numahr (he created this a year ago and I forgot about it in my messages box)

==== Buildings & Towns ====
* Expanded the use of towns to include availability for non-tribal peoples using freedmen-based settlements
* Added new settlement building types for freedmen-based rather than slave-based production on grain, fish, livestock, and vegetables
* Added new settlement building type for tribesmen-based production on wild game provinces
* Changed the nature of port upgrades; the first level is always a generic port but subsequent levels are specialised to military or mercantile
* Added unique culture/religion buildings including:
** Qanat (Persian replacement for aqueduct that gives 1 more population capacity)
** Stupa (Aryan or Pracyan Buddhist replacement for temple)
** Cothon (Carthaginian replacement for both mercantile and military ports)
** Necropolis (unique Etruscan building)
** Gardens (unique Persian building)
** Odeon (unique Greek traditions building)

==== Military Traditions ====
* Updated GeS traditions to new 2.0 system
* GeS' existing Iberian and Dacian traditions have been expanded courtesy of our partner mod 'The Forgotten'

==== Cultures, Languages, & Conversion ====
* conversion cultures (e.g. 'hellenized') removed
* every culture is now represented as an option in every culture group
* added cultures for the culture groups Austronesian, Mongol, Turkic and Uralic
* expanded the Indochinese culture group
* Split Korean culture into subgroups
* Greek, Egyptian, Chinese, and Persian start as the only 'unified' languages
* Culture groups must be unified before they will convert other peoples and unified groups cannot be converted
* A nation can adopt one other 'unified' culture group as a secondary culture group; assimilating pops will become either primary or secondary culture based on geographical proximity


Now that 1.19 is (finally) finished I wanted to talk a bit about the mod: where it has been and where I plan to take it. I have been asked in numerous places recently whether I would continue to work on Gladio et Sale given the recent announcement by Paradox.

I have taken some time since Paradox announced they are dissolving the Imperator team to think about whether I would take the opportunity to bow out of modding Imperator or to move forward and continue developing GeS. I have decided to press on; the moddability of Imperator combined with Paradox stopping work provides a unique opportunity to build something out of this game and I intend to do it. In the spoilers below are some more thoughts but I’ve bullet pointed here for those who don’t want to read massive walls of text:
  • Gladio et Sale will continue in development; my (admittedly ambitious) goal is to make it deserving of the position it holds as THE overhaul mod for Imperator (though there’s no competition around, that’s no excuse not to build the best I possibly can)

  • Version 1.20 will focus on flavor for new areas of the map that badly need some after the rapid map expansion and incorporating the last vanilla map changes; this means the ‘light’ version will not get much in 1.20

  • After version 1.20, I have no definite roadmap at this time but I have a list of items that will ultimately be worked on and am always open to suggestions

  • Because GeS’ biggest limitation is how much time I can spend on it, I am looking to build a team to help develop the mod

When Imperator was announced I knew that I would want to mod it, I am a huge fan of Paradox grand-strategy (particularly EU and HoI) but I know from those titles that there will always be areas where I take issue with Paradox’ historicity or design. The difference can best be summed up thus: “Paradox is a group of computer guys/gals making a computer game about history; I am a history guy trying to show people history through a computer game (without sacrificing on the fun)”. I also thought the scope of Imperator was too constrained; the timeline cut off just when the empire should be forming and Christianity emerging while the Warring States period in China was just sitting there waiting to be added.

When I first got my hands on Imperator at release, some things really stood out as sorely needing work: the click-button conversion/assimilation was as tedious as it was boring, omens were one-dimensional fire-and-forget modifiers in an era where religion played a central role in life, and mana was unwieldy and unbalanced, to name the most obvious. Removing religious and civic mana were the first changes I made in the mod, along with adding a missions system and overhauling the omens.

Fortunately/unfortunately the community also saw these as major issues with the game so they were addressed in early Paradox updates; good for Imperator no doubt but it was going to make it difficult for the mod to stand out. To compensate, I took the work I had slowly been accumulating on an expanded map and went on a bit of a mapping blitz to add China right away. The east has never properly recovered from being added at high speed especially after a long period where the map would crash for unknown reasons during which I got little meaningful work done and having to make large changes to accommodate every update from Paradox.
Since Paradox won’t be touching the map again for some time, I intend to incorporate their last set of changes into 1.20 and renumber all the provinces to limit the possible errors and incompatibilities that may crop up and make it easier to streamline features between the ‘full’ and ‘light’ versions of the mod. This is mundane and boring and doesn’t add much for players, but the benefits will be worth it in the long run The changes to religion have never been dealt with in the east where Korea and south China have no deities to speak of and that is in need of immediate attention just to function on par with the rest of the world. The east also needs actual attention to terrain, the heightmap, and the visual appearance of the map in order to bring it up to par.
My ultimate vision is still roughly the same as it was: to expand the timeline up to the fall of the Roman Empire and expand the map to include the areas in Asia where the ripples of movements and migrations of people would be felt in Europe.

Map: The map will eventually expand into Mongolia and further into Central Asia, most likely I will add Indochina as well as the landward coast of Sumatra. That is all I have intentions to add at this time, but I have not definitively ruled out anything else as ‘beyond the scope’ except for the Western Hemisphere.

Culture: The culture revamp of 1.19 is stable and working but it is not completely where I want it; it still needs to be tied in with civic rights (noble/citizen/freedmen) and laws to properly represent a realistic portrayal of pops in the ancient world

Religion: unique mechanics for the religions who have been shoehorned into a system designed for polytheists and of course the spread of Christianity as the timeline is expanded forward

Flavor: One of the most important things to re-playability (which Imperator lacks) is making different nations feel different; making a playthrough as the Etruscans noticeably different from one as Rome past the first 25 years. This means more variation in different governments, different cultures, and different religions/deities so that you don’t find yourself making the same choices between the same options again and again.

Missions: More missions, better missions, bigger missions! While I don’t imagine that every single tribe will have (or needs) a unique set of trees from beginning to end, just having something for a given region or culture when you begin a game with them is a good start to breathing life into different areas of the map.

This wasn’t meant to be an all-inclusive list, just some of the main things that are on my mind right now. I am always open to suggestions on how to improve the game.
The reality is that as much as I would happily do this all myself, my time is finite and I work long hours (and for some silly reason my wife thinks I have to spend some of my time with her) so while I could eventually add this all to the mod myself it will develop faster the more eager hands are involved.

For anyone interested you can PM me or contact me on Discord. For people who want to work on the mod but don’t feel they have any handle on the coding: research is one of the biggest drains on my time and requires no coding experience, non-coders drawing up flavor (such as mission trees, or unique items for cultures/nations like inventions, laws, or buildings) means I only have to write the code to fit the design not build it from scratch. In short, all are welcome!
 
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Good news everyone,

The final version of Gladio et Sale 1.19 is finally available; conversion and assimilation should now (finally) be working right again.

Version 1.19 - Steam

Version 1.19 - Direct Download

The 'Light' version (without the expanded map) is also available in a final 1.19 version:

Steam - Light

Direct Download - Light

Special thanks to @Numahr for his heritage for Tarim Basin nations and our partner mod The Forgotten who has improved our Iberian and Illyrian/Dacian military traditions and added some flavor.

==== General Changes & Fixes ====
* Compatibility with vanilla 2.0 'Marius' and subsequent 2.0.X patches
* Fixed the multi-date-display to show in observer and not clog up the error logs
* Removed separate button for the multi-date display; now changes on right click

==== Outside Content ====
* Integration of flavour and military tradition enhancements from our partner mod 'The Forgotten'
* New heritage for Tarim Basin nations courtesy of @Numahr (he created this a year ago and I forgot about it in my messages box)

==== Buildings & Towns ====
* Expanded the use of towns to include availability for non-tribal peoples using freedmen-based settlements
* Added new settlement building types for freedmen-based rather than slave-based production on grain, fish, livestock, and vegetables
* Added new settlement building type for tribesmen-based production on wild game provinces
* Changed the nature of port upgrades; the first level is always a generic port but subsequent levels are specialised to military or mercantile
* Added unique culture/religion buildings including:
** Qanat (Persian replacement for aqueduct that gives 1 more population capacity)
** Stupa (Aryan or Pracyan Buddhist replacement for temple)
** Cothon (Carthaginian replacement for both mercantile and military ports)
** Necropolis (unique Etruscan building)
** Gardens (unique Persian building)
** Odeon (unique Greek traditions building)

==== Military Traditions ====
* Updated GeS traditions to new 2.0 system
* GeS' existing Iberian and Dacian traditions have been expanded courtesy of our partner mod 'The Forgotten'

==== Cultures, Languages, & Conversion ====
* conversion cultures (e.g. 'hellenized') removed
* every culture is now represented as an option in every culture group
* added cultures for the culture groups Austronesian, Mongol, Turkic and Uralic
* expanded the Indochinese culture group
* Split Korean culture into subgroups
* Greek, Egyptian, Chinese, and Persian start as the only 'unified' languages
* Culture groups must be unified before they will convert other peoples and unified groups cannot be converted
* A nation can adopt one other 'unified' culture group as a secondary culture group; assimilating pops will become either primary or secondary culture based on geographical proximity


Now that 1.19 is (finally) finished I wanted to talk a bit about the mod: where it has been and where I plan to take it. I have been asked in numerous places recently whether I would continue to work on Gladio et Sale given the recent announcement by Paradox.

I have taken some time since Paradox announced they are dissolving the Imperator team to think about whether I would take the opportunity to bow out of modding Imperator or to move forward and continue developing GeS. I have decided to press on; the moddability of Imperator combined with Paradox stopping work provides a unique opportunity to build something out of this game and I intend to do it. In the spoilers below are some more thoughts but I’ve bullet pointed here for those who don’t want to read massive walls of text:
  • Gladio et Sale will continue in development; my (admittedly ambitious) goal is to make it deserving of the position it holds as THE overhaul mod for Imperator (though there’s no competition around, that’s no excuse not to build the best I possibly can)

  • Version 1.20 will focus on flavor for new areas of the map that badly need some after the rapid map expansion and incorporating the last vanilla map changes; this means the ‘light’ version will not get much in 1.20

  • After version 1.20, I have no definite roadmap at this time but I have a list of items that will ultimately be worked on and am always open to suggestions

  • Because GeS’ biggest limitation is how much time I can spend on it, I am looking to build a team to help develop the mod

When Imperator was announced I knew that I would want to mod it, I am a huge fan of Paradox grand-strategy (particularly EU and HoI) but I know from those titles that there will always be areas where I take issue with Paradox’ historicity or design. The difference can best be summed up thus: “Paradox is a group of computer guys/gals making a computer game about history; I am a history guy trying to show people history through a computer game (without sacrificing on the fun)”. I also thought the scope of Imperator was too constrained; the timeline cut off just when the empire should be forming and Christianity emerging while the Warring States period in China was just sitting there waiting to be added.

When I first got my hands on Imperator at release, some things really stood out as sorely needing work: the click-button conversion/assimilation was as tedious as it was boring, omens were one-dimensional fire-and-forget modifiers in an era where religion played a central role in life, and mana was unwieldy and unbalanced, to name the most obvious. Removing religious and civic mana were the first changes I made in the mod, along with adding a missions system and overhauling the omens.

Fortunately/unfortunately the community also saw these as major issues with the game so they were addressed in early Paradox updates; good for Imperator no doubt but it was going to make it difficult for the mod to stand out. To compensate, I took the work I had slowly been accumulating on an expanded map and went on a bit of a mapping blitz to add China right away. The east has never properly recovered from being added at high speed especially after a long period where the map would crash for unknown reasons during which I got little meaningful work done and having to make large changes to accommodate every update from Paradox.
Since Paradox won’t be touching the map again for some time, I intend to incorporate their last set of changes into 1.20 and renumber all the provinces to limit the possible errors and incompatibilities that may crop up and make it easier to streamline features between the ‘full’ and ‘light’ versions of the mod. This is mundane and boring and doesn’t add much for players, but the benefits will be worth it in the long run The changes to religion have never been dealt with in the east where Korea and south China have no deities to speak of and that is in need of immediate attention just to function on par with the rest of the world. The east also needs actual attention to terrain, the heightmap, and the visual appearance of the map in order to bring it up to par.
My ultimate vision is still roughly the same as it was: to expand the timeline up to the fall of the Roman Empire and expand the map to include the areas in Asia where the ripples of movements and migrations of people would be felt in Europe.

Map: The map will eventually expand into Mongolia and further into Central Asia, most likely I will add Indochina as well as the landward coast of Sumatra. That is all I have intentions to add at this time, but I have not definitively ruled out anything else as ‘beyond the scope’ except for the Western Hemisphere.

Culture: The culture revamp of 1.19 is stable and working but it is not completely where I want it; it still needs to be tied in with civic rights (noble/citizen/freedmen) and laws to properly represent a realistic portrayal of pops in the ancient world

Religion: unique mechanics for the religions who have been shoehorned into a system designed for polytheists and of course the spread of Christianity as the timeline is expanded forward

Flavor: One of the most important things to re-playability (which Imperator lacks) is making different nations feel different; making a playthrough as the Etruscans noticeably different from one as Rome past the first 25 years. This means more variation in different governments, different cultures, and different religions/deities so that you don’t find yourself making the same choices between the same options again and again.

Missions: More missions, better missions, bigger missions! While I don’t imagine that every single tribe will have (or needs) a unique set of trees from beginning to end, just having something for a given region or culture when you begin a game with them is a good start to breathing life into different areas of the map.

This wasn’t meant to be an all-inclusive list, just some of the main things that are on my mind right now. I am always open to suggestions on how to improve the game.
The reality is that as much as I would happily do this all myself, my time is finite and I work long hours (and for some silly reason my wife thinks I have to spend some of my time with her) so while I could eventually add this all to the mod myself it will develop faster the more eager hands are involved.

For anyone interested you can PM me or contact me on Discord. For people who want to work on the mod but don’t feel they have any handle on the coding: research is one of the biggest drains on my time and requires no coding experience, non-coders drawing up flavor (such as mission trees, or unique items for cultures/nations like inventions, laws, or buildings) means I only have to write the code to fit the design not build it from scratch. In short, all are welcome!
So i'm playing as Athens, and for converting a culture it says -- you must unify your culture group before converting other cultures. Athens is in the HELLENISTIC culture group! I'd have to recreate Alexander's empire to convert a single pop. Is this working as designed? I really want to play this mod! I hate to use vanilla. I see in the update you added this -- Do I just have to unify all Athenians or do I need to conquer the whole Greek world?

Also a small bug -- religious conversion looks to be working, but when I hover over the Freeman on the pop tab it just says freeman_convert instead of listing the chance of conversion.

EDIT: I'm not sure religious conversion is working properly. It's been 15 years and I have a decent chance at converting freemen, and it just isn't happening. Moreover, I had a Canaanite slave that was being converted and then the percentage just vanished -- still Canaanite. Between these two mechanics, I'm dismayed and I think i'll wait till I get what's going on to play the mod.

Appreciate the help!
 
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So i'm playing as Athens, and for converting a culture it says -- you must unify your culture group before converting other cultures. Athens is in the HELLENISTIC culture group! I'd have to recreate Alexander's empire to convert a single pop. Is this working as designed? I really want to play this mod! I hate to use vanilla. I see in the update you added this -- Do I just have to unify all Athenians or do I need to conquer the whole Greek world?

Also a small bug -- religious conversion looks to be working, but when I hover over the Freeman on the pop tab it just says freeman_convert instead of listing the chance of conversion.

EDIT: I'm not sure religious conversion is working properly. It's been 15 years and I have a decent chance at converting freemen, and it just isn't happening. Moreover, I had a Canaanite slave that was being converted and then the percentage just vanished -- still Canaanite. Between these two mechanics, I'm dismayed and I think i'll wait till I get what's going on to play the mod.

Appreciate the help!

Hellenic (along with Egyptian, Persian, and Chinese) begins as an already unified group. Is it not displaying that way in the culture interface?
 
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Hellenic (along with Egyptian, Persian, and Chinese) begins as an already unified group. Is it not displaying that way in the culture interface?
It does say that, but cultural conversion is not happening because “i have to unify my culture group first.”. I don’t think either that or religious conversion are working atm, but it could just be it didn’t fire in the 20 years i played.
 
I look forward to the addition of Indochina. :)
 
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I look forward to the addition of Indochina. :)
Based on my current plan, Indochina is up after Mongolia (though I’ve only roughly started working on Mongolia so far).
 
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Hey just to add to the chorus on the Steam workshop, but Hellenistic nations cannot convert cultures as far as I (and some others) can tell. I really want to play with this mod exclusively but this is a deal breaker! Please look at it if possible and thanks for all your hard work!
 
@rivtaldm from the Steam workshop, here's your culture bug:

"Same problem here, the culture group that is unified in the beginning of game cannot assimilate. I think they are:
set_global_variable = { name = riv_chinese_unified value = 1 }
set_global_variable = { name = riv_hellenic_unified value = 1 }
set_global_variable = { name = riv_egyptian_unified value = 1 }
set_global_variable = { name = riv_persia_unified value = 1 }
Those culture group have this variable set, but do not have this
set_variable = { name = riv_unified_culture value = 1 }
I guess this is a easy fix, hope you can update it soon."

Credit to NormDist on Steam. Excited to try your mod once this bug is fixed!
 
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Rivtaldm, sorry if this have been asked before. But have you ever considered scrapping the west totally, and ending map in western India as a standalone Asian/China mod? A bit because performance, but Europe/Africa being irrelevant if playing in China. Warring states/hundred schools era is very interesting on its own too.

Thanks for the great mod anyway!
 
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@rivtaldm from the Steam workshop, here's your culture bug:

"Same problem here, the culture group that is unified in the beginning of game cannot assimilate. I think they are:
set_global_variable = { name = riv_chinese_unified value = 1 }
set_global_variable = { name = riv_hellenic_unified value = 1 }
set_global_variable = { name = riv_egyptian_unified value = 1 }
set_global_variable = { name = riv_persia_unified value = 1 }
Those culture group have this variable set, but do not have this
set_variable = { name = riv_unified_culture value = 1 }
I guess this is a easy fix, hope you can update it soon."

Credit to NormDist on Steam. Excited to try your mod once this bug is fixed!

The problem with that theory is that the display in the culture view that says unified/not unified is tied to the same variable and works. That global effect entry does indeed not set the variable, but the next effect entry (for countries) does.

I finally found the problem: the display checks were looking at the province for the riv_unified_culture variable instead of at the owning country. Should have a fix out later today (however unless I am missing something else, it is actually working in the background you just can't see the display).
Rivtaldm, sorry if this have been asked before. But have you ever considered scrapping the west totally, and ending map in western India as a standalone Asian/China mod? A bit because performance, but Europe/Africa being irrelevant if playing in China. Warring states/hundred schools era is very interesting on its own too.

Thanks for the great mod anyway!
I have not really, in part because the reason for adding the east is that as you extend the timeline further the movements of people in Mongolia and Central Asia ripple forward and become quite relevant to the west. While the effect is negligible in reverse ([aside from some by-proxy trade] China, as you point out, doesn't care that the west exists).

However, I have no plans to do something like that as it would be difficult to maintain since with all the European provinces gone there would have to be a big renumbering of eastern provinces making the flavor for the two setups need a lot of changes between them.
 
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I finally found the problem: the display checks were looking at the province for the riv_unified_culture variable instead of at the owning country. Should have a fix out later today (however unless I am missing something else, it is actually working in the background you just can't see the display).

And therefore a small hot fix has been released; this just fixes the assimilation display in provinces AND added a catch to the monthly maintenance because a nation of an already-unified group that was created by revolt or otherwise released would not get it's variables set properly.

1.19 - Hotfix1

Steam

Direct Download

This problem also affected the 'light' version:

Light-Steam

Light-Direct Download
 
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Salvete everyone,

Just dropping by to give you a brief update: while I had hoped the final flesh-out of the culture overhaul (integrating the differing pop-types into the mechanic beyond simply differing base conversion rates) would be ready this weekend it led me to the Laws mechanic and I decided to rebuild that mechanic in order to better suit my needs.

Like most of the vanilla mechanics, it lends itself to modding only superficially; where the current system locks you into choosing 1 of X entries under a given heading, my revamped system will allow mutual exclusion to be limited to only certain options in a category or for other laws to be progressive (you must pass 1, then later pass 2, before being allowed to pass 3, etc.).

While it will not look incredibly different out of the gate in most instances (the citizenship and integration laws will be the only ones taking advantage of the system's benefits) the work put in now will allow far more flexibility when adding/changing laws in the future.
 
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Based on my current plan, Indochina is up after Mongolia (though I’ve only roughly started working on Mongolia so far).
Splendid.