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.