• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

IsaacCAT

Field Marshal
141 Badges
Oct 24, 2018
4.133
9.613
  • Victoria 3 Sign Up
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
HMOV2.png

The Huge Multiplayer Overhaul MOD is a community developed mod and anybody who has worked on it has owernship.
The I:R multiplayer (MP) community has been developing this mod for years now and I have asked their permission to post this thread in the PDX Forums to help spread the word and explain the different features and discussions from the I:R MP community.

The steam workshop link to the current 3.0 iteration: https://steamcommunity.com/sharedfiles/filedetails/?id=2723164890

Github can be found here: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul

Join the community for multiplayer games and Mod discussion!: https://discord.gg/X362hy3EBh

Because this mod has been in development for many years, I will do DDs about the features already live in the mod. I will try to explain the META and strategies for each one of the multiple additions of the mod to the base game every odd week.

As this is a community MOD anyone playing the mod is welcome to make their contributions in this thread as well.
 
Last edited:
  • 5Like
Reactions:
Starting
The first main change a new player will find is the map. In HMOV2 V3.0 the map uses the same extended map from INVICTUS latest release (1.4) but starting nations are broken up to avoid big nations with a lot of POPs:

1658586135767.png


For example, Seleukid Kingdom has 20 territories and 289 POPs, Maurya 12 territories and 316 POPS, Macedon 16 territories and 220 POPs, Antigonid Kingdom, 31 territories and 286 POPs and Ptolemaic Kingdom 12 territories and 275 POPs.

This has been done to balance the starting position of all players.

POPs have also been slightly balanced but there are still differences of POPs in the East Mediterranean Coast, Persia, Bactria and India:

1658586400581.png


One of the big chances are Regions. In HMOV2 v3.0, Regions have been balanced with POPs and territories in order to allow players starting with a small populated region to have more territories to grow more POPs than players that have more POPs at the start:

1658586560622.png


For example, the regions of Italia and Magna Graecia have been reduced and a new region has been created in the Isles of Sicily, Corsica, Sardinia and Baleares: Tyrrhenia:

1658586740435.png


Two regions that reflect this change to balance initial POPs and territories are the Islands of Britain and Ireland, the two regions have been changed to balance the more intial POPs in Brittania:

1658586848310.png


Flavour feature

The guys developing the mod have not only cared about balance for MP but they have also added some flavour features for players to use in the game. Today I will use the description of a set of character focused actions given by the modder himself:

This is about female rulers.

Female rulers with martial traits (conqueror or whatever) and certain psychological traits (there is a long list) have the ability to use "feminine weapons" against male characters.

They have their own version of Bribe, for example, which is successful if they roll against their charisma. If they lose, they lose popularity because people talk bad about her.

But there is more. She can also tempt men in her court to win their loyalty and she can befriend foreign men. This allows her to turn them against their own state (all depend on charisma rolls)

And there is a special version of entice governor, in the spirit of Cleopatra and Marc Antony, she has to marry the guy.

Finally, since the oldest espionage manual is from ancient India and NW India is the weakest part of India, Aryan culture has some spy buffs and Aryan female rulers do not need to have martial or sneaky traits, they can use these abilities until they turn 45 and "hit the wall", as they say.

But if you have a female ruler with the traits, culture does not matter and you can do it. There may be some tribal female ruler out there unaware of the possibilities.

I would say the abilities are mostly good for loyalty. Although the manipulate ability befriends some foreign guy and gets him to do destructive things in his home country and it's pretty funny.

Most of this is late game stuff probably. I wanted to give female characters things to do and there are lots of different situations.

If your ruler is a bit on the ugly or rude side, you can befriend characters with high charisma, write letters to them and increase your charisma

1658587461694.png

Jake's Empress qualifies

1658587506823.png

Flirt with this old man

1658587534699.png

No? Damn though! Your charisma is 1

1658587566323.png

It may signal you have to drop the attitude

1658587629686.png

It did not work out
All these new actions are in the mod since last year and are part of a spying upgrade that I will try to explain in the following DDs as well as we talk about the different strategies to grow your nation at the start of the game.
 
Last edited:
  • 1Like
Reactions:
Next week the devs working on HMO mod are probably updating the mod to rev 5.0. They are teasing with these BIG changes:
  • Added laws to tribal for unlocking legions !!!!!
1663770779617.png

  • Added trade embargo between nations as a character interaction between rulers. Added trade route filters in the trade GUI window.
1663770821219.png

  • The legions have a counter in the GUI for victories achieved (very cool)
  • Added border forts as a distinct option from city walls. City forts are level 2 and border forts are level 1. Border forts cannot be built next to each other.
1663770765898.png

  • Various regions rework
  • Invictus latest map import
  • Added back culture military traditions by separating generic traditions from cultural ones
@x8ight has also worked with the changelog of the previous versions that I post here for your reference:

Version 3.2

PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/33

Fix issues with border forts and colonies
Fixed some tooltips


Version 3.1

PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/32

Various fixes
Fixes unit abilities like Slave Raid


Version 3.0

PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/31

Imported Invictus Map with Permissions (Thanks @Snowlet !)
Includes some new trade goods and deities and religions.
Completely redid Military Traditions. (Big thanks to Isaac for taking on this effort)
Too many changes to list! Traditions are now organized into generic groups so any nation has access to them. This will help balance unit bonuses across the world. Some cultural traditions remain.
Map and region rebalancing.
Fixing various territories and reorganizing them into more logical configurations. Balancing nations and regions around the world for pops and growth potential.
Various bug fixes and updates

Sorry these changes are a little light - we were a bit disorganized with a lot of new people committing (massive) changes and it was difficult to keep track of them all.



Version 2.3

PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/27

Updated Player Vassal so they can trade. Added additional 5% commerce bonus for vassal but -2.5% manpower nerf.
Updated scripts to be more streamlined (Thanks @Snowlet !)
Updated some localization


Version 2.2

PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/22

Updated Byzantine heritage
Updated and Rebalanced Traditions (particularly Celtic and Germanic)
Increased player vassal cap to 200 cities


Version 2.1

PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/18

Fixed Naval Cost Scaling
Fixed and reverted garrison growth changes
Updated slave move feature with more options
Fixed metropolis garrison size
Fixed high tyranny
Fixed wrong decimal for tradition
Fixed various errors showing up in the log



Version 2.0


PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/15

Added Mods with permission:
Clear and Solid Borders: https://steamcommunity.com/sharedfiles/filedetails/?id=2734333585
Metropolis Sprawl: https://steamcommunity.com/sharedfiles/filedetails/?id=2705453923&searchtext=metropolis
Changes:
Oratory tech tree rework (overhauled the whole left tree, some changes on the right as well)
New invention added to Civic tech tree that reduces metropolis founding cost
Metropolises now grant additional trade routes and 10% pop output
Metropolises can now be built adjacent to other Metropolises (previously only in province capitals). Credit to chinerpeton for his Mod: Metropolis Sprawl.

Metropolises were hardly seen worthwhile to be built by players. Hopefully these buffs will encourage more metropolises.

Tyranny over 50 will now result in dimished returns for AE reduction and slave output
When keeping Tyranny below 10 for at least a year, country will get a 15% max research efficiency modifier

Tyranny was too good not to just max out almost all the time. Now the higher levels aren't as powerful and there's some incentive for players to not max out their tyranny

Country ranks have aggressive expansion impact modifiers
Lower ranks have reduced impact while higher ranks have increasingly higher impact
Raising levies adds 1 AE per levies raised
Creating a legion addes +0.02 aggressive expansion for each legion created
Stabbing pigs effect lasts 10 years
This is intended to be an option for combatting high AE since tyranny won't reduce it as much

Big balance overhaul. Almost all bonus values have been reduced by about 50%. Legions were simply too strong now that it became much easier to hit max bonuses with floors!
One level of floors for most distinctions have been removed. Most floors are at level 5 and level 10 now for units and level 3 for terrain.
Drilling will now give a low chance for your legions to gain some distinctions providing they meet the requirements criteria.
Army size to qualify for great battles has been raised to 30k (unit requirements are still just 20 cohorts though).
Added a new feature that records total victories and defeats for your legion in its history.

Added aqueduct maintenance. The first 4 aqueducts are free and then each additional aqueduct will reduce the province's taxes. Public works maintenance isn't free!

* Capture stance now gives -10% naval movement speed and Ramming gives +10% movement speed
Trying to buff ramming over capture to offer other options for players

* Added scaling naval maintenance. Every 100 ships will add 10% more naval maintenance due to increased maintenance scale (up to 50%).
Ports now have a small reduction in naval maintenance. Build lots of ports to offset the costs of maintaining a large fleet.
Players were able to build huge fleets for little cost or draw back. Now there might be something to be said for quality over quantity. Or at least a naval power will need the ports to maintain its fleet...

Civil wars have been made more painful. Disloyal provinces will quickly become disloyal upon the outbreak of civil war when legions are involved. Opposing armies are more powerful as well. Maybe triggering a civil war isn't a good thing anymore...

Hunting has been balanced somewhat. Much less martial gain and in general martial gain from is now capped at +5 across all character improvement events.

Added cooldowns to recruit talent and present debutante. These were being exploited to adopt new characters into one family and triggering a reduction in wages paid. Additionally all the extra characters were causing lag.

Added new feature to auto slave movement to disable the movement of slaves from another territory that was importing them. This should allow you to set up one-way highways for slave movement.
In theory icons should finally show up?!

Fort maintenance increased and excess fort maintenance increased
Base garrison size doubled
Base garrison growth reduced
Earthworks now grants 2 fort levels
Fort and Earthworks costs and build times increased
Forts were still being spammed a lot for not much consequence. In exchange for making them stronger they are now a bit more expensive as well. Earthworks was given a slight buff to make them more attractive and they should be a good option now that forts are more costly to maintain.

General Military balancing across all traditions (more will come in the future)
We attempted to normalize some values across all traditions through various strategies. For example a Gaullic tradition gave +20% forest combat modifier, which was very strong; now it just gives it to the archer unit.

Slightly raised Military XP for disbanding levies
Removed martial from bloodlines
Military XP no longer earned from leaders marital now through Military laws.
In general, the overall amount of military XP generated has been nerfed

5 new nations in the steppe 1 in Pannonia
Byzantine Empire, Greater Scythia and Crimmera formables
New map tiles in Ethiopia
All of Indian regions changed (should look more like vanilla)
Britain, Western Arabia and Cyrenaica regions changed

Civilisation Value Pop growth amount and assimilation speed reduced.
Excessive pop growth was causing lag. In version 2 pops would assimilate before they converted, which was hurting tech efficiency among other issues.

Tribes:
Less mercenary cost for tribes from 50% to 25%
Removed global tech output nerf
Increased base mil XP from being a tribe, you will now generate more XP than civil nations.
Lowered % increase nerf to found cities as a tribe
Reduced Pi cost of reforming and made easier

Removed the town evolution feature
There were some cool ideas here, but ultimately the building evolution was confusing and really didn't help nations that needed it the most (tribal) since the requirements were too high for the poor terrain.
Version 1.1


fixed some distinction bugs
overhauled and fixed slave move. it now moves slave according to normal movement rules and will shut itself off if there are no available slaves or hits pop cap. and also calculates slave move discount if the player has it. also wont trigger if you dont have money.
fixed invention event. now players should now properly get their bonus inventions every 5 tech levels
removed tax and manpower penalties from corruption
PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/14

Version 1.0

Added Mods
Better UI 2.0
Field of Mars
Commander Kings
Great Wonders Refined
Bloodlines 2.0
Imperator Navigable Rivers
Legion Distinctions Overhaul
Map Modes Enhanced and Clear Skies

Meta
Chariots have been removed from the game

With the removal of chariots Mercancy Armies were reworked (There is now a culture that has elephants in their mercs) alongside tactics to compensate.

Entire map has been reworked on a regional level and many provinces have also been reworked. Some tweaks are still needed but overall the regions have on average 600 pops now for a more balanced game.

8 New tradition trees have been added for; Nubia/Arabia, Anatolia/Armenia, North India, South India, Germanics, Mesopotamia, Tibet and North East India and Scythia.

Persian and Levantine have been totally reworked (basically totally new) with some touch ups to the remaining vanilla trees.

Imperator Navigable Rivers integrated and about 90% of the crossing points on rivers have been removed to keep the rivers far more strategic in nature. There are issues of a few territories still crossing over rivers and creating a crossing point. These are still a WIP.

All deities that had -2.5% legion upkeep as their passive have been buffed to -5%

Upkeep from tech level has been totally removed and instead given to techs that increase military quality. Now instead of you getting upkeep increase from tech you get it from making your army/navy/forts of a higher quality. This isn’t in the place we want it currently, there is more to be done and we would like to add upkeep to navy, army and forts from all modifiers in the game that increase their quality (looking at you traditions).

Removed the modifier on great wonders that gives ship repair at sea (this can now only be found in the North African traditions at 0.05). More modifiers for naval range have been given across the board.

A lot of heritages have been reworked, most notably to remove levy size.

Far too many inventions to count have been added for different culture groups across the map.

Unique missions have been removed for the time being until we can balance them (Low on priority).

Tribesmen have received a small boost to tax income

All traits that give a base corruption to a character have been changed to monthly amounts.

Many new decisions have been added for certain areas of the map as well as new wartime decisions like looting policies and giving your troops better modifiers.

Slave revolts have been reactivated so be careful stacking 60 slaves on that precious metals territory.

Storms have been made to be more dangerous but not yet to the likes that will sink your entire fleet.

Rulers have been given much more importance with their stats.

Martial now also grants military experience and charisma gives popularity gain.

Those pesky prisoners abroad no longer tank your stability.

Defensive wars now can gain up to 30 WE, same as offensive BUT lose monthly war exhaustion. The levy size and monthly mil xp have also been removed from defensive wars.

Increased WE from total blockcade

Nerfed mil xp gain from WE

Nerfed increased wages from nation rank across the board

Great Power rank has now been pushed to 600 territories instead of 500.

Negative centralisation is now even more powerful. Beware the hordes.

Many new abilities have been added to navies; go fishing, protect commerce, raid and pillage.

Ideas now cost 10 political influence to change and diplomatic stances now cost 15 PI in a hope to allow players to be more inclined to switch them around instead of pick and forget.

There is now a mission tree for Monarchies to become Republics. There will soon be one for Republics to become Monarchies to replace the inventions.

You now have a new cultural interaction, ‘Persecute Minorities’.

Number of pops needed to be integrated to do the cultural decision for military traditions has been raised to 225.

The happiness debuff modifiers for accessing new inventions and traditions is now a temporary modifier for 50 years.

Conversions have been made easier to do but beware reactions from your pops and characters.

India has had a huge rework in terms of how the religion and pops function to better represent the caste system. You need to implement reforms through laws in an attempt to negate the impact of religion or move away from it. REALLY COOL STUFF!

Bloodlines have been nerfed with their global modifiers and have all been made paternal for now.

You now get bonus Inventions for every 5th tech level to compensate for the huge amount of inventions added to the game.

Buildings
Forts
Can only be built on cities for non tribal nations
Tribes get -25% defensiveness

Ramparts
Defensiveness increased from 25% to 60%
Build time reduced from 1440 days to 720 days

Ports
Increased migration speed to 0.2
Increased migration attraction to 0.2
Added local base trade routes of 0.1 (10 ports=1 trade route without modifiers)
Added local Civilisation value 3%
Added local ship start experience 5%
Added local commerce 5%
Added assimilation -5%

Barracks
Increased local freeman ratio from 15% to 25%
Increased local manpower from 20% to 40%
Increased local civ value from 5% to 20%
Removed freeman happiness

Foundry
Increased local tax from 25% to 30%
Added base resources +1
Removed research points
Removed slave surplus reduction
(Changed tech it needs for unlock from middle Mil tree to left hand side of left mil tree)

Aqueduct
Renamed to housing
Civilisation value needed to be built removed

Granary
Local food cap increase from 200 to 250
Added local monthly food 10%
Reduced cost from 100 to 75 gold

Marketplace
Increased local base trade routes from 2.5% to 5%
Added local commerce value 5%
Reduced cost from 100 to 75 gold

Court of Law
Increased loyalty from court of law from 0.01 to 0.03

Training Camps
Decreased manpower modifier from 10% to 7.5%
Added cohort starting experience 5%

Tax Office
Increased local tax from 10% to 20%

Slave Estate
Increased local civilisation value from 5 to 15
Added -5 slaves needed for surplus
Added local population cap 5%
Added local slaves desired ratio 40%
Added local slave happiness -6%
Decreased build time from 720 to 360 days

Mine
Changed local civ value from +5 to +10
Added +1 base resource production
Added local slave ratio 30%
Added local slave output 6%
Added local slave happiness -10%
Removed -5 slaves needed for surplus
Build time reduced from 730 to 360 days
Can now be built on Gems

Farm
Increased local monthly food from 50% to 100%
Increased local civ value from +5 to +10
Added 10% local manpower
Added local freeman ratio 25%
Added local freeman output 5%
Added local freeman happiness 5%
Removed -5 slaves needed for surplus
Reduced build time from 730 to 360 days

Tribal Settlement
Renamed to Oppidum
Increased local tribesmen output from 30% to 35%
Added local civ value 25%
Added local nobles output 10%
Added local nobles ratio 7%
Added local tribesmen ratio 40%
Reduced build cost from 200 to 100 gold
Reduced build time from 730 days to 180 days

Provincial Legation
Named to town
Increased local migration speed from 0.75 to 2
Increased local assimilation speed from 15% to 20%
Added local civilisation value 25
Added local pop promotion speed 10%
Added local pop cap 10%
Added local citizen desired ratio 15%
Added local freeman desired ratio 25%
Added local citizen output 3%
Added local freeman output 3%
Reduced build cost from 200 to 175 gold
Increased build time from 180 to 360 days

Workshop
Changed local slave happiness from +6% to -3%
Added slaves needed for surplus -2

New Buildings have been added as an upgrade to towns which include; Large Town, Market Town,Farming Town, Mining Town, Horse Ranch, Steppe Horse Ranch, Elephant Ranch, Camel Ranch, Vineyard and Industry Town (Alongside these there is a Fishing and Market port but due to issues with creating new port types these will switch to a port building with a modifier attached to the territory as long as the port remains).

You can unlock these through an event that fires once a Town reaches 10 citizens, each option will show up if you are on the applicable tile and trade good (The event also allows you to get a city on the tile instead).

Diplomatic Stances
Neutral Stance
Increased Diplo Relations from +1 to +2
Appeasement Stance
Increased aggressive expansion decay from 0.002 ro 0.005
Commerce Stance
Decreased global commerce from 25 to 20%
Bellicose Stance
Increased fabricate claim speed from 1 to 2
Increased warscore cost reduction from -10 to -15%
Increased aggressive expansion impact from -10 to -15%
Vassaling Stance
Increased subject loyalty from +10 to +30
Increased integration speed from 0.25 to 0.5

Economic Policies
High Tax
Switched global slave output from global tax 20%
Export
Decreased global export value from 20 to 15%
Import
Increased global import value from 20 to 25%
Low Army Pay
Switched happiness to war exhaustion reduction -0.04
High Army Pay
Switched happiness to war exhaustion +0.06

Government Forms
Grand Republic #New Empire level government for Republics
1 of each idea slot
Bonus is 8% Citizen Output and Happiness plus 10% National Manpower
Base Civ value of 25
Minimum Electable age of 30
Election delay 5
Ruler Term 5
Can have Co-Rulers

Tribal Chiefdom (Mig Tribe)
Increased Levy Size from 10 to 12.5%
Added Global manpower 15%
Added manpower recovery 20%
Added land morale recovery 5%
Added land morale 15%

Tribal Kingdom (Settled Tribe)
Increased Levy size from 5 to 7.5%
Added global manpower 15%
Added manpower recovery speed 20%
Added land morale recovery 5%
Added land morale 15%

Tribal Federation
Increased civ value from 10 to 12
Increased levy size from 10 to 12.5%
Added global manpower 15%
Added manpower recovery speed 20%
Added land morale recovery 5%
Added land morale 15%

Ideas
Permanent Shipyards buffed from -25% ship recruit cost to -50%
Military Society nerfed from -20% to -15% army and navy upkeep
Ordered retreated buffed from 10% to 15% reinforcement speed and 5% to 8% morale recovery speed
Siege now has 10% assault ability
Triumph has been buffed from -1% to -1.5% xp decay
City Planning has been nerfed from 25% to 20% population cap
Complex tariffs has been nerfed from 20% to 15% global commerce
Trading posts has been buffed from 3 to 4 capital import routes
Tax farming has been switch from 20% slave output to 20% global tax
Grain stockpile has been buffed from 5% to 15% global monthly food and 400 to 600 global food cap
Hospitium now has improve relations cost -50%
Casus Belli has been buffed from -10% to -15% warscore cost
Calendar has been buffed from -0.05 to -0.07 WE reduction
Haruspicy has been buffed from 10 to 15 subject loyalty
Proeslytism has been nerfed from 20% to 15% conversion speed
Divine mandate has been buffed from -0.04 to -0.06 tyranny reduction

Units
Archers
Increased combat vs Heavy Infantry from 1.1 to 1.15
Increased combat vs Horse Archers from 1.0 to 1.3
Camels
Increased combat vs Heavy Cavalry from 0.8 to 1.1
Increased combat vs Light Cavalry from 1.0 to 1.3
Increased food storage from 3.6 to 15
Heavy Cavalry
Decreased combat vs Heavy Infantry from 0.9 to 0.8
Decreased combat vs Horse Arches from 1.0 to 0.75

Heavy Infantry
Increased combat vs Warelephant from 1.0 to 1.2
Increased combat vs Light Cavalry from 0.9 to 1.1
Added strength damage taken 0.9 (-10% less damage)
Horse Archers
Increased combat vs Warelephant from 0.8 to 1.1
Light Cavalry
Decreased combat vs Light Cavalry from 1.25 to 1.10
Increased combat vs Horse Archers from 1.25 to 1.30
Increased combat vs Archers from 1.25 to 1.30
Light Infantry
Increased combat vs Warelephant from 0.8 to 1.2
Removed morale damage taken 0.7 (-30%)
Warelephants
Decreased combat vs Light Infantry from 1.3 to 1.1
Decreased combat vs Horse Archers from 0.9 to 0.7
Decreased combat vs Archers from 1.5 to 1.0
Added morale damage done 1.25 (25%)

New Nations
Dido - Punic Colony in Britannia (Cardiff, South Wales)
Azibal - Punic Colony in Brittany (North Western France)
Marharbaal - Punic Colony in Aquitania (Near Bordeaux)
Zibon - Punic Colony in Gallaecia (Northern Iberia)
Olisipo - Punic Colony in Lusitania (Lisbon)
Nimes - Punic Colony in Rhodania (Southern Gaul)
These colonies all have the ‘Punic Colony’ heritage which grants:
Export Value +10%
Merc Army Maintenance -5%
Diplo Range +25%
Naval Range +30%

Carthago Nova - Punic Colony in Contestania (South Eastern Iberia)
Has unique ‘Carthago Nova’ heritage which grants:
Aggressive Expansion Impact +7.5%
Export Value +10%
Naval Range +20%
Max Merc Armies +1

All Punic colonies follow the Canaanite religion.

Adonis - Macedonian Colony in Karnata (Eastern India)
Phaedra - Macedonian Colony in Satiyaputa (Southern India)

Both Greek colonies follow the Buddhist religion, they currently have the Heritage of Posedion but will soon get unique ones.
Barygaza - Sabaean Colony in Aparanta (Eastern India)
Currently has the Seafaring Heritage and follows the Arabic religion. Planned to make a unique heritage.

Aadhavan - Saurashtran Colony in Eastern Arabia (SouthArabia)
Currently has Pirate heritage and follows the Buddhist religion. Planned to make a unique heritage.

Two new nations have been made in Egypt as part of the rework there to split it up a bit more. Taremu Republic is a Bohairic Plutocratic Republic situated in the central Delta. It has 2 unique formables for republics in the area; Republic of the Nile and Levantine Republic.

The second nation is currently called ‘New Kingdom’ and is currently a WIP as we plan to add many new cool decisions and features to this nation as a Bronze Age Egypt larp.
 
Last edited:
Finally, this week we see the release of V5.0, here the changelog.

On behalf of all HMO devs, we hope that you enjoy this version and please do not hesitate to comment here or in Discord.

Version 5.0




PR: https://github.com/Imperator-Multiplayer-Community/huge_multiplayer_overhaul/pull/48

Military Laws
  • Overhauled military laws for republic and monarchy government to add some interesting choices instead of certain laws always being better
  • Once you unlock legions for all regions you cannot go back to capital region only
  • Full region legions have increased maintenance costs to reflect the need for expanded infrastructure and supplies
  • Earlier laws have large legion maintenance modifiers to make it painful for a nation with legions to use levy based laws which have some good modifiers now
Tribal Governments
  • Tribes now have access to legions! This is a new feature and may have some unforeseen issues - let us know!
  • A ton of balancing was done for tribes. Tribes have been kind of forgotten and they were given huge buffs to make them not awful, but there was not really any reason to play them because of their lack of legions. Now that they have legions a lot of their buffs have been brought into line with the other governments so they were not wildly OP..
  • Tribes will start with a 2% passive xp decay reduction which is removed when they get legions
  • Tribes start with +30% legion maintenance that gets reduced with federated tribe government type and some laws
  • Tribal city pop ratios are completely reworked. Tribal govts now only have tribesmen and nobles in their cities. Centralized tribes will slowly gain citizen pop ration up to 30% at 100% centralization.
  • Centralization and Decentralization were given some additional buffs / nerfs
  • Tribes now start with the equivalent of 5 military tech levels worth of morale (lost on government change to monarchy or republic). Decentralized tribes get access to a law that gives an addition +5 levels of military tech morale.
  • Tribes have reduced hill fort costs
  • Tribes have increase pop demotion (will quicken the demotion of citizens, freemen to slaves, then their base increased promotion will make them tribesmen more quickly)
  • Tribes are now 2x as likely to trigger the special researcher event when you have a researcher with the right trait. Cooldowns are also significantly shorter so this can occur more often. When at under 90% centralization it will also grant 85% tech progress depending on which office triggers it.
    This is intended as a way for decentralized tribes to gain some tech levels while not losing their thematic tribesmen pops because you’re forced to build citizens
Levies
  • Levy Size multipliers were reduced across the board
  • Minimum levy size is now 8 cohorts (up from 4)
  • Levy compositions
  • All levy compositions have been normalized
  • All levy compositions now only have 3 units
  • All levy compositions have a maximum of 30% for premium units (i.e. not LC, LI, Archers, Camels) with a couple thematic exceptions
  • Fixed merc compositions in theory so we should no longer see HI only stacks.
  • All pop types that give manpower had that value reduced by 1 which should result in a decently reduced manpower pool
Naval Abilities
  • Many naval abilities were reworked. Now abilities like Slave Raid will require the navy to spend a period of time (30 days in this example) to complete the naval action.
  • Naval supply was reworked a bit to make it easier to use and a powerful too to supply naval invasions
  • Note that all toggleable naval abilities except for the stances will result in negative modifiers so your navy will be vulnerable when performing these actions
Forts
  • A new type of fort was added that can be built outside of cities. It requires the Casta military tradition to unlock. Border forts cannot be built adjacent to other border forts. Tribes can always build border forts even without Castra.
  • City forts have gained a slight attrition buff and +1 fort level per fort.
  • City forts now have 2k garrison
  • Excess for maintenance has been increase by 30%
Embargo
  • A new interaction available via the ruler character interactions allows you to block new trade routes from being created between nations
  • A new filter in the trade overview allows you see what trade routes exist with nations you have embargoed
  • Note: does not automatically destroy existing trade routes. It is possible that the auto trade feature may circumvent this.
  • NEW MAP! Thanks to Invictus team and Snowlet for porting over a new map for us to play on
  • Regions rebalanced! Thanks to DaFoogle for continuing to balance nations and regions
  • Cultural Military Traditions have been moved back to their own cultural tab (generic traditions remain, this was just reorganization). Huge overhaul of the tooltips so hopefully they are shorter and more clear
Legions
  • Legions distinctions have been added for new terrain types
  • Legion history should now track total wins and losses for a legion
  • Expeditionary distinction should work better now
  • Improved how distinction progress is tracked so there should be less chance of duplicate distinctions
Events / Tasks / UI
  • Tried to improve performance for automatic slave movement
  • Fixed a few issues with events in hunting and tasking and improved performance
  • You can now seek treatment for your wife
  • Fixed a few random UI issues
Formables
  • There are 4 formable nations and heritages that were added (Slavia, Tibetan Empire, Hekemet, and Pannonian Pannonia). In addition, Hekamet now has a special decision to adopt the Imperial Cult government form
 
Last edited:
  • 1Like
Reactions:
Good afternoon, the mod will be updated soon with many changes.

We are still writting the change log and I hope I will be able to post a DD later tonight with some of the changes coming to the new version.

Stay tuned!

NOTE: new version may crash your save game, make sure you do finish your current campaign before updating the mod when it releases.
 
  • 1Love
Reactions:
In this release V.6.0 I have worked with the team to implement the new military traditions.

The main change from the previous version is that there is a military tradition tree that is exclusive to the primary culture of the player and another group that can be adopted by any player that integrates enough pops of that culture.

The primary military traditions have civic, forts, civilization and military focused traditions that are different for each culture.

1675718572447.png

The military has two paths: the aggressive and the defensive. Every step gives the player modifiers depending on the starting composition of the cultural levies.

For example, the Aryan culture has archers, light infantry and war elephants as the first units that are improved. The last traditions in this path include the three units that are less common to that culture. If the player wants to get the modifiers for those units there is a malus on population happiness:

1675718806105.png
1675718853648.png

The aim is to strengthen the armies for each player based on the starting culture levies composition but give the option to improve the other units when the player is able to professionalize the army (legions).

The integrated military traditions include normal units that are tied to that culture and one super unit that has increased bonus but can only be activated once per each type of unit. For example, the Greek and the Latin have Heavy Infantry as Super Units but the player can only select one of the two. This allows differentiation of unit types per culture without the increase of modifiers in one type of unit only.

1675719330538.png

Normal and Super Units are different for each culture by using their culture predominant terrain type. For example, the Celtic Light Infantry is proficient in plains and forests:

1675719614441.png

Players can integrate different cultures to get different super units. The following map shows the Super Units per culture that can be collected to have the best armies:​

super units map.png

We will be trying this setup next MP campaign starting tomorrow in Molon Labe discord server. More units and cultures can be created this way. The objective is that players use more than one unit in their armies and that local cultures influence the gameplay of players.

Have fun!
 
Last edited:
  • 2Like
Reactions:
Good morning,

Yesterday we encountered a problem with the mod in the year 477 that crashes the game.

We are working to identify what is causing this and solve it asap.

We will inform you about any progress done.
 
The mod has been fixed and we do not have experienced new crashes while playing.

However, we will be ready to hotfix it for balance or any bug appearing in the following months. Now it is time to play/enjoy it.
 
On of the best additions to this version of the mod is the revamping of the existing cultural decisions by Dustin.

Each one has their moment to enact and a period of turmoil. They are much better than vanilla. In Vanilla, the player will enact all cultural decisions at the same time and forget about them. Now they have dire consequences for the nation during the period of turmoil and after it, becoming a more thoughtful decision that will be taken one after the other to not destabilize your nation.

For example, protected land rights you may want it when province loyalty is a problem (2nd 3rd session) and you start developing your buildings:

1677089859814.png


Exemption from census tax you may want it very early if you do not have nobles or during the game to boost your commerce:
1677089866221.png


Right of appeal you want it to cool down tyranny, get an extra loyalty from your characters and happiness from your primary culture:
1677089872311.png


Ease Restrictions on Citizenship is very powerful as it allows you to adopt foreign characters, but this rework it also gives levy size multiplier +2,0%:
1677089877775.png
 
  • 1Like
Reactions:
No one post here but this is the best damn mod ever. we've unlocked things invictus only can dream of (all due respect <3). want to play tribes with legions? yeah? only HMO has that. come play MP with us while the fun lasts we have 20+ player MP sessions, and we will absolutely not take it easy on you
 
  • 1
  • 1Like
Reactions: