Nothing yet but expect it to be touched eventually.Are there plans to extend the map north?
They slighty expanded north of bactria in a former ddAre there plans to extend the map north?
Right now we don't have plans for a Russian translation. Not because we don't want to, but because we don't have Russian translators. Maybe if we had the manpower, we could start working on it, at least as a submod. But, as I said, for now this is not planned.Will there be localization into Russian ?
Sounds awesome! I take it that it won’t be savegame compatible? Sad I’ll have to abandon my current Roman campaign, but oh well!Salvete!
Today we have as much new content to show off as Varus had legions after Teutoburg. What I do have is the patch notes for the update releasing in 2 days on the 9th of February (you'll have to give us some leeway on exact timing). And an announcement that we'll be holding another dev clash on the 15th of February, 6-9PM CET every Wednesday. The dev clash will be streamed by one of the gamemasters, DaFoogle.
DaFoogle (gamemaster):
Enjoy!
V1.3 - "Ashoka"
Map changes:
- Expanded map into Morocco
- Expanded map into Algeria
- Added Maldives
- Improved map quality in newly expanded areas, thanks to MattTheLegoMan
- Changed Central-Asian nation setup
- Changed Moroccan nation setup
- Added Oasis, Desert Hills and Floodplain terrain types around the map
Added content:
- Added full content to Cyrenaica:
Includes 6 full mission trees and plenty of events
- Added missions for Germanics:
Istvaeonics - 1 Tree (form Francia)
Francia - 1 Tree
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Ingvaeonics - 1 Tree (form Saxonia)
Saxonia - 1 Tree
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Marcomannia, Quadia, Suebia - 1 Tree
Semnonia, Suebia - 1 Tree
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Gothonics - 1 Tree
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Vandals - 1 Tree
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Bastarnae and Sciria - 1 Tree
- Added full content for Rhodes:
Including 2 mission trees, flavour events and more
- Added full content to Maurya:
Includes scripted collapse, spread of Buddhism, 2 mission trees and plenty of events.
Scripted collapse includes rebellions, Indo-Greek invasion and more.
First mission tree becomes available once Ashoka becomes ruler
- Custom scripted Central-Asian invasions
- Added Persis to the map as a Satrap
- Added Gedrosia to the map as a Satrap
- Added full content to Anuradhapura
Includes 2 mission trees and flavour events.
- Added large mission tree for Kalinga
- Added large mission tree for Lanka
- Added content to Buddhism including decisions, events and more
- Added large mission tree to Fezzani tribes
- Added Hindu Caste laws
- Added sugar as a tradegood
- Added various new artwork to missions
- New formable: Achaean League, Indo-Scythian Kingdom
- Decisions for Steppe tribes bringing along Steppe horses
- Added custom wonder effects to all historical wonders
Reworked content:
- Rebalanced all wonder effects
To compensate for historical wonders receiving custom effects and thus preventing stacking.
- Extended Kush content
- Reworked progression into Dictatorship
Tech should now appear properly once you appoint a dictator and sensibilised requirements
- Reworked Spearmen movement 2 to 2.5
- Rebalanced Diadochia AI to make them more competitive
- Internally reworked Bloodlines to make them easier to change
Translations:
- Translated over 250 events/missions into Spanish.
Bugfixes:
- Fixed broken Meshes
- Fixed Antigonid mission with broken Bloodline triggers
- Fixed broken cultural province names
- Fixed broken Bactrian mission in the final tree
- Restored Vanilla Punic Deities
- Removed broken Deities
- Fixed some Anatolian technology not appearing
- Fixed various vanilla bugs with GUI thanks to Agamidae
- Fixed not needing Pella to develop it
- Fixed bug where Kush lost its military traditions
- Added Oasis, Desert Hills and Floodplain terrain types around the map
The antagonist cannot be added or removed after game start, it has to be defined in setup.I wanted to drop off some suggestions. Thank you for your mod!
Antagonists:
Found in: /setup/main/00_default.txt
Wiki: https://imperator.paradoxwikis.com/Antagonist
This modifier is useful for super-charging a country, for instance, if you want to strongly encourage a specific outcome in a war or over a longer period of time. Its biggest strength lies in the willingness of the ordinary AI to give up more to the Antagonist AI in peace deals. However, this also makes the Antagonist AI quickly get out of hand, to the point where you see them paint the entire map without any resistance whatsoever, which tends to be both boring and unfun to play against. In the current game version Rome, Parnia, Sakia, Pissuria, and Zanthia have it. Of these, the steppe tribes especially can make good use of it in their early wars against the Seleukids and Bactrians, which tend to be too big a challenge otherwise (even with the bonuses and penalties they get from the invasion event). After they defeated the Seleukids or were defeated by them they don't need it anymore (they will be strong enough to take on most opponents like any Major Power upon victory and if they were defeated, the Seleukid AI deserves a break). If they keep it, they start blobbing excessively. Rome on the other hand, doesn't need it at all, not even early on. They are already the strongest or second strongest power in their neighbourhood at the start of the game (only rivalled by Etruria and later Carthage, rarely Epirus). Given the incredible value of the territories on the Italian peninsula, Rome becomes pretty much unstoppable (for the AI) with the modifier active after the first 50 years at the latest. To keep the game from becoming stale, I'd suggest to remove this modifier from Rome entirely, and remove it from the steppe tribes after their invasion of Persia has succeeded or failed.
There will be a vote on the Invictus Discord after this update to see which region people would like to see added next. The highest voted I will be doing, alongside 1 other I will choose.Are another map extensions planned? I'm thinking about Ethiopia to give African states more room and Belarus/Ukraine/Baltic to give states there another space to expand. Wastelands are understandable in places like Sahara, having green, lush land unavailable for colonization is a bit strange. I know the map can't be expanded indefinitely, but a bit more room there would be nice.
Not yet, this is something we will be discussing.Were Distinctions and Military Traditions updated for that content?
I play Imperator Invictus together with a mod taking away said AI loyalty boost and since the last update of Invictus I don't have the impression anymore that they really struggle that much. Sure, it occupies them a bit to crack down those rebellions- but the Seleucics (which are prone to collapse with the mod activated in vanilla) stayed strong in my last playthrough. The Invictus team likely sharpened the skills of the AI to keep the provinces loyal (I see them e.g. more often using the harsh treatment govenor policy) What impacts the game a lot more IMO is the fact that the Roman Steamroll machine suddenly stutters for a quite long period in the later mid game - the inevitable civil war often goes over many decades and takes them out for that time - resulting in Rome staying much smaller than historical at the end of IRs timeframe.The AI receives a massive bonus to province loyalty to counteract many of its shortcomings with province management. If you take this bonus away, especially larger realms tend to face frequent revolts in newly acquired territory. If these revolts happen one after another, the AI can clean up just fine most of the time. But, if these revolts happen while the AI is already occupied in a war or similar or they all pop at once, the AI tends to be overwhelmed. This is perhaps most noticeable with the early Diadochi conquests as well as the Seleukids mid-game. As this is easily exploitable by the player, removing the bonus tends to make the game too easy. Yet, with the bonus active, the larger AI realms become strangely monolithic as no weak AI will ever attack a stronger AI (even if said AI is occupied already and couldn't realistically defend itself very well) and there are basically no revolts (except for the odd civil war here and there). Maurya is the most noteworthy example, as they will basically never break up or lose a war, dominating India until eternity's end. Examples for the west would be Carthage, Rome, and whichever Diadochi come out on top after their initial wars. I am not sure, how to resolve this dilemma (judging by your notes on the next update, Maurya at least is taken care of already). Maybe a centralised revolt event for Empires that have grown very large, which result in a large scale internal war (that should still be winnable as not to be unfair to the AI). Maybe have the province loyalty bonus decline the farther away from the capital the respective province is (or a Governor loyalty penalty that works the same way).