Mod's out! https://steamcommunity.com/sharedfiles/filedetails/?id=2532715348
Or for PDX store:
mods.paradoxplaza.com
Or for PDX store:
Paradox Mods

- 16
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If you can share the news on that portal I will appreciate it. I am curious about it.
Great! I have used a translator to read it. If you know anyone that is willing to translate into Russian you can point them to the mod discord.![]()
Состоялся релиз Imperator Invictus — "фанатского DLC" для Imperator: Rome — Игры на DTF
Проект продолжит развиваться и обновляться в будущем.dtf.ru
Great!! I'm going to give it a go as soon as RL allows.Mod's out! https://steamcommunity.com/sharedfiles/filedetails/?id=2532715348
Or for PDX store:
Paradox Mods
mods.paradoxplaza.com
That a city doesn't produce automatically 2 goods might have a bigger impact.8 hours behind me and.. oh boy, you killed commerce.
With the food changes the average population went down, (a single minor war can desolate province for 100 years) that means cities have problem with reaching at least 70 POP, at which point they have a "chance" to generate additional goods. Those extra goods from cities in vanilla were used to generate income that was then turned into growth of population. Meanwhile with the changes that were made you basically created a loop, in which no population leads to no goods, which leads to no population.
All the countries that have to rely on trade income are dead. And that's majority of all the states in the game. Every country with tax income is simply destined to dominate and that's every big country at the start of the game.
8 hours behind me and.. oh boy, you killed commerce.
With the food changes the average population went down, (a single minor war can desolate province for 100 years) that means cities have problem with reaching at least 70 POP, at which point they have a "chance" to generate additional goods. Those extra goods from cities in vanilla were used to generate income that was then turned into growth of population. Meanwhile with the changes that were made you basically created a loop, in which no population leads to no goods, which leads to no population.
All the countries that have to rely on trade income are dead. And that's majority of all the states in the game. Every country with tax income is simply destined to dominate and that's every big country at the start of the game.
I'm glad I didn't start a campaign now. I wonder if it's best just wating to play the game when feedback is in and bug fixing, and balancing have taken place.
Balancing:
- Totally reworked Historical Roman and Epirote expansion
(Epirus will now invade the South of Italy and fight for dominance against the Romans, the Romans have had their aggression lowered early-game to simulate historical expansion.)
- Added a starting truce between Rome and Samnium
- Made Thracian AI smarter by using a workaround so they integrate Odryssian sooner
- Added some more CoA’s to Germania
- City states have been buffed to compensate for the new food changes
(They get an extra trade route, more food and a slightly higher popcap)
- Made settlement buildings 40 units cheaper to compensate for less trade goods on the map
New content:
- Added a beautiful new icon
Bugfixes:
- Recoloured Thracian culture group to not use the same colour as another group
- Fixed not becoming independent from the Punic puppet missions
- Fixed Mummification not working properly
- Fixed Teutonia not having Cimbrian culture
- Fixed a lot of wrong file encoding bugs
- Fixed broken German localization
- Fixed being able to Form Israel more than once
- Fixed edge-cases with succession breaking thanks to Commander Kings
- Fixed edge-case with Galatian event firing more than once
- Deleted a duplicate file
I have a small suggestion: introduce an event for the partition of Acarnania between Epirus and Aetolia as they historically didDev diary 8: Pyrrhic wars, Hotfixes and a Dev Clash
Salvete readers!
First of all, we the Invictus team would like to thank all of you for the nice comments and criticisms you have brought to us, we’re closely looking into everything you have reported and we’ll continue to work on this mod, by the community for the community.
Since we’re now in a period with little new content close enough to be released to put in a DD we’ll be mostly talking about things we’re fixing and the DEV CLASH we’re organising.
First, the Dev clash, we’ll be organising a Multiplayer between Invictus devs and content creators. If any dev from other mods or content creator wants to join, contact me, preferably on discord: https://discord.gg/eaPhRbSq73. The dev clashes will be hosted on Vespasian’s twitch with him as host:every Sunday from 7-11PM CEST.
Now looking back at release and our first (minor) update.
There weren’t many bugs, and especially not many large bugs in the first release but there were some. As you may have noticed, on the 3rd of July I published the new “Pyrrhic Victory” update with mostly bugfixes but also some new content and balancing.
Patch notes:
V1.0.1b - “Pyrrhic Victory”
Code:Balancing: - Totally reworked Historical Roman and Epirote expansion (Epirus will now invade the South of Italy and fight for dominance against the Romans, the Romans have had their aggression lowered early-game to simulate historical expansion.) - Added a starting truce between Rome and Samnium - Made Thracian AI smarter by using a workaround so they integrate Odryssian sooner - Added some more CoA’s to Germania - City states have been buffed to compensate for the new food changes (They get an extra trade route, more food and a slightly higher popcap) - Made settlement buildings 40 units cheaper to compensate for less trade goods on the map New content: - Added a beautiful new icon Bugfixes: - Recoloured Thracian culture group to not use the same colour as another group - Fixed not becoming independent from the Punic puppet missions - Fixed Mummification not working properly - Fixed Teutonia not having Cimbrian culture - Fixed a lot of wrong file encoding bugs - Fixed broken German localization - Fixed being able to Form Israel more than once - Fixed edge-cases with succession breaking thanks to Commander Kings - Fixed edge-case with Galatian event firing more than once - Deleted a duplicate file
The most important thing in the update is the reworked Roman-Epirote AI behaviour.
To balance Rome a bit, we lowered their aggressiveness in the first 12 years of the game.
Also an important change is that Samnium starts with a truce with Rome, this means Rome is somewhat caged in as they were historically between the Etrurians in the north and the Samnites in the south.
For Epirus, to get it to behave historically, I somewhat railroaded their behaviour in the first 15 years of the game. They will almost always end up taking the Macedonian land, negotiate for the northern tribal lands and take some feudatories. They will now also always move their capital to the farmland port province of Ambrasia.
After about 9 years, the Epirote AI will take its mission tree to invade Magna Graecia, convincing most of the Italiote city-states to accept the protection of Epirus. They also get a small invasion army and a port province in the tip of Italy so the AI can ship its troops over.
These feudatories will ensure that almost every time, Epirus will be at war with Rome, which they will almost always lose, they can however do a Pyrrhic victory and whitepeace, in which case Rome will just return to Attack Epirus later and win for sure.
![]()
![]()
Here are some of many typical examples of war between Rome and Epirus.
We’re also working on some balance changes, for example, to compensate for the loss of tradegoods, we made most settlement buildings cost 160 instead of 200
To counter the Antigonid expansion into Thrace with the new CB, I also gave them 2 slight buffs, mainly they’re now railroaded to integrate Odryssian like a player often does, almost doubling their levy, and their capital gains an additional fort defensiveness modifier to allow Thrace a little more time to respond when fighting on 2 fronts.
All of these changes are only for the AI.
Another Balance change we did was buff City states, they now get a global food modifier of 30%, a slightly higher popcap and an extra trade route to prevent the cities from starving to our new food system, and to allow them to gain slightly more pops in the city.
New coat of arms:
We added unique coat of arms for a few Europeans. The first one is for the Thrakian vassal Odrysia which is based on their coins:
![]()
![]()
Higher to the north, new coat of arms for Cheruskia (deer), Chaukia (the “high ones”), Lugia (three-headed Celtic god) and Aeduia were added. The first three are based on the etymology of each tribe, while Aeduia is a combination of an archaeological find for their emblem and their name for their colouring (fire-red).
![]()
New icon:
We have met the problem of lacking visual distinction of the mod, which was solved during the first update.
![]()
During the brainstorm, an obvious source of inspiration was found pretty quickly - of course only Sol Invictus could have become the symbol of “Imperator Invictus” mod. So, here it is, the Unconquered Sun as an insignia to inspire our team and lead it to new heights.
Problems we’re looking into:
We have noticed that the character screen seems to lag a lot when loading it for the first time, we’re trying to reduce this lag as much as possible by creating a lower resolution art for screens with more than a few characters, this should hopefully reduce ram usage and prevent crashing.
We’ll also be further looking into the Prisoners reducing stability bugs where the characters are ghost characters that you cannot free from prison.
We do have a small teaser for next week where we will be showing of some more content:
![]()
Something i'll add, if we push any hotfixes in the week, an explanation will usually follow in the next DD.
Unleashed. HmmDev diary 8: Pyrrhic wars, Hotfixes and a Dev Clash
Salvete readers!
First of all, we the Invictus team would like to thank all of you for the nice comments and criticisms you have brought to us, we’re closely looking into everything you have reported and we’ll continue to work on this mod, by the community for the community.
Since we’re now in a period with little new content close enough to be released to put in a DD we’ll be mostly talking about things we’re fixing and the DEV CLASH we’re organising.
First, the Dev clash, we’ll be organising a Multiplayer between Invictus devs and content creators. If any dev from other mods or content creator wants to join, contact me, preferably on discord: https://discord.gg/eaPhRbSq73. The dev clashes will be hosted on Vespasian’s twitch with him as host:every Sunday from 7-11PM CEST.
Now looking back at release and our first (minor) update.
There weren’t many bugs, and especially not many large bugs in the first release but there were some. As you may have noticed, on the 3rd of July I published the new “Pyrrhic Victory” update with mostly bugfixes but also some new content and balancing.
Patch notes:
V1.0.1b - “Pyrrhic Victory”
Code:Balancing: - Totally reworked Historical Roman and Epirote expansion (Epirus will now invade the South of Italy and fight for dominance against the Romans, the Romans have had their aggression lowered early-game to simulate historical expansion.) - Added a starting truce between Rome and Samnium - Made Thracian AI smarter by using a workaround so they integrate Odryssian sooner - Added some more CoA’s to Germania - City states have been buffed to compensate for the new food changes (They get an extra trade route, more food and a slightly higher popcap) - Made settlement buildings 40 units cheaper to compensate for less trade goods on the map New content: - Added a beautiful new icon Bugfixes: - Recoloured Thracian culture group to not use the same colour as another group - Fixed not becoming independent from the Punic puppet missions - Fixed Mummification not working properly - Fixed Teutonia not having Cimbrian culture - Fixed a lot of wrong file encoding bugs - Fixed broken German localization - Fixed being able to Form Israel more than once - Fixed edge-cases with succession breaking thanks to Commander Kings - Fixed edge-case with Galatian event firing more than once - Deleted a duplicate file
The most important thing in the update is the reworked Roman-Epirote AI behaviour.
To balance Rome a bit, we lowered their aggressiveness in the first 12 years of the game.
Also an important change is that Samnium starts with a truce with Rome, this means Rome is somewhat caged in as they were historically between the Etrurians in the north and the Samnites in the south.
For Epirus, to get it to behave historically, I somewhat railroaded their behaviour in the first 15 years of the game. They will almost always end up taking the Macedonian land, negotiate for the northern tribal lands and take some feudatories. They will now also always move their capital to the farmland port province of Ambrasia.
After about 9 years, the Epirote AI will take its mission tree to invade Magna Graecia, convincing most of the Italiote city-states to accept the protection of Epirus. They also get a small invasion army and a port province in the tip of Italy so the AI can ship its troops over.
These feudatories will ensure that almost every time, Epirus will be at war with Rome, which they will almost always lose, they can however do a Pyrrhic victory and whitepeace, in which case Rome will just return to Attack Epirus later and win for sure.
![]()
![]()
Here are some of many typical examples of war between Rome and Epirus.
We’re also working on some balance changes, for example, to compensate for the loss of tradegoods, we made most settlement buildings cost 160 instead of 200
To counter the Antigonid expansion into Thrace with the new CB, I also gave them 2 slight buffs, mainly they’re now railroaded to integrate Odryssian like a player often does, almost doubling their levy, and their capital gains an additional fort defensiveness modifier to allow Thrace a little more time to respond when fighting on 2 fronts.
All of these changes are only for the AI.
Another Balance change we did was buff City states, they now get a global food modifier of 30%, a slightly higher popcap and an extra trade route to prevent the cities from starving to our new food system, and to allow them to gain slightly more pops in the city.
New coat of arms:
We added unique coat of arms for a few Europeans. The first one is for the Thrakian vassal Odrysia which is based on their coins:
![]()
![]()
Higher to the north, new coat of arms for Cheruskia (deer), Chaukia (the “high ones”), Lugia (three-headed Celtic god) and Aeduia were added. The first three are based on the etymology of each tribe, while Aeduia is a combination of an archaeological find for their emblem and their name for their colouring (fire-red).
![]()
New icon:
We have met the problem of lacking visual distinction of the mod, which was solved during the first update.
![]()
During the brainstorm, an obvious source of inspiration was found pretty quickly - of course only Sol Invictus could have become the symbol of “Imperator Invictus” mod. So, here it is, the Unconquered Sun as an insignia to inspire our team and lead it to new heights.
Problems we’re looking into:
We have noticed that the character screen seems to lag a lot when loading it for the first time, we’re trying to reduce this lag as much as possible by creating a lower resolution art for screens with more than a few characters, this should hopefully reduce ram usage and prevent crashing.
We’ll also be further looking into the Prisoners reducing stability bugs where the characters are ghost characters that you cannot free from prison.
We do have a small teaser for next week where we will be showing of some more content:
![]()
Something i'll add, if we push any hotfixes in the week, an explanation will usually follow in the next DD.