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Are any changes going to be made to ensure the Maurya actually fall apart more consistently? These changes are great and for sure have me excited to play in the region but the giant blob always worries me because they end up annexing all of India almost every game. The current civil war threshold reduction just leads to lots of small revolts that quickly get put down, I think that needs to be removed and replaced with a much heftier character loyalty reduction once Mauryan Decline sets in to give the other nations in the subcontinent a bigger chance to survive and thrive.
We're working on it yes but it will be a bandaid solution until we develop full content for Maurya.
Yes, I always wanted to have CoT representing a result of "Elephant and Camel were REALLY drunk yesterday at Jeff's party".


Isn't that pushing it too hard the other way around? Indian countries always have big armies and chariots having a minor part in them will make their forces stronger, it's gonna be a pain to deal with them. And Seleucid Empire will die in every game.
We nerfed Maurya with this culture split and we're working on the Balance so Seleucids won't get eaten.
 
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I would love to see a change in "embrace social equality". The fact that you only need to spend some political influence feels too easy when you think that fully integrating women into society has been actually really hard, even to this day it has not been achieved completely. Maybe by enacting this if your heir is a man then he will start plotting against you, and if it is a woman then her loyalty will increase. Also if you are a republic you will loose senatorial support from the most conservative factions while empowering the populares. This change should not be instantaneous as well. Maybe through events you can accelerate or decrease the process speed, depending on how both your society (stability, integrated culture happiness, non-integrated culture happiness) and characters are on board or not with it. Maybe some culture types are going to be more in line with your changes than others (Romans for example have been well known for their not-so-linient behavoiur towards giving that many rights to women). A change here could help enhancing the game experience by adding a little bit more of a realistic touch when altering policies or adopting new ideas.
 
@Snowlet Hey! I have some suggestions for the upcoming building bonus changes:

Ports and Markets:
Have you considered to add an absolute trade route increase bonus to ports? Maybe your planned increased percentage bonus will do the job to make them more useful, but a better solution could be an absolute trade route increase bonus. This would help to make ports also more viable in territories with a smaller number of nobles and citizens. Of course the trade route increase shouldn't be one route per building level - more like 0,30 or 0,50 or whatever is a balanced value. This absolute bonus would make ports at least somewhat better for settlements too as they would add an absolute amount to the trade routes of a province instead of not providing any meaningful bonus at all, because of the lack of nobles and citizens in the settlement.

So ports should provide an absolute trade route increase bonus, while markets should still provide a percentage bonus. This way port cities could offer the strategy to combine these two buildings even better. Port cities would also easier contribute an even bigger proportion of available trade routes in comparison to land locked cities, what represents the historical role port cities had. The new port limit of 6 would also prevent an abuse of creating trade mega cities.

The goal of my suggestion would be (if everything works as intented) that building ports is a good and viable choice while markets serve more or less two purposes. First purpose of markets would be the support of the absolute trade route increase bonus from ports - this should be ideally helping even port cities with only a decent amount of nobles and citizens to offer a notable amount of trade routes. Second purpose of the percentage bonus would be the increase of trade routes - even in land locked cities - with a lot of nobles and citizens (as it's the current role). Markets still wouldn't be a good choice in land locked cities with a low amount of nobles and citizens, but imo it's more than fine that markets aren't a no brainer building for every city. Some no brainer or pretty good buildings are okay, but not every building should be one.

Earthworks:
I think earthworks aren't worth the investment even after the buff. I don't know if the following suggestion is too gamey - @ all please share you opinion - but earthworks could disable the 'assault' option for the besieger, if that's modable. That way the local fort defense bonus would have a greater impact too.

Foundry:
This requires testing, but maybe increase freeman and slave output to 10% from the planned 5%? Just in case the current planned bonuses are too weak for a tier 3 building, which is limited to 1 tier. But as I wrote this probably needs some testing.

Slave Estate:
Not sure if it should provide a local slave desired ratio bonus too?

Provincial Legation:
Not sure, if it should get a cost decrease like the tribal settlement or add a local citizen desired ratio bonus?

Tribal Settlement:
As @Lord Lambert pointed out in one of his latest videos, tribal settlements have still one issue after the planned cost reduction - once you reform your government and become a republic or monarchy, your tribal settlements were a pretty costly investment, which no longer offers you any purpose. In contrary they are even a disadvantage. An easy solution could be, that demolishing tribal settlements returns 75% of the cost instead of only 25%. So if you decide to reform your government, you only lose an overseeable amount of money and if you owned the tribal settlements for a while, they probably were worth the lost 25% costs. The only worrying balance thing could be the potential one time gold income a "civilized" conqueror could earn by taking a lot of tribe lands and tearing down all tribal settlements. But maybe it's not a big deal at all or another solution can be found, if it's really an issue.


I hope my suggestions offer some kind of help!


Edit: I know the building tooltips are already very large, but it would be great, if you could add the info about the building bonuses per tier. Currently it's only shown, if you haven't built the building already. After that you have to look in the makro builder (which is okay, but it's less comfortable). I know that you see the absolute result in the bottom section of the tooltip, but the basic bonus info would be great too.
 
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@Snowlet Hey! I have some suggestions for the upcoming building bonus changes:

Ports and Markets:
Have you considered to add an absolute trade route increase bonus to ports? Maybe your planned increased percentage bonus will do the job to make them more useful, but a better solution could be an absolute trade route increase bonus. This would help to make ports also more viable in territories with a smaller number of nobles and citizens. Of course the trade route increase shouldn't be one route per building level - more like 0,30 or 0,50 or whatever is a balanced value. This absolute bonus would make ports at least somewhat better for settlements too as they would add an absolute amount to the trade routes of a province instead of not providing any meaningful bonus at all, because of the lack of nobles and citizens in the settlement.

So ports should provide an absolute trade route increase bonus, while markets should still provide a percentage bonus. This way port cities could offer the strategy to combine these two buildings even better. Port cities would also easier contribute an even bigger proportion of available trade routes in comparison to land locked cities, what represents the historical role port cities had. The new port limit of 6 would also prevent an abuse of creating trade mega cities.

The goal of my suggestion would be (if everything works as intented) that building ports is a good and viable choice while markets serve more or less two purposes. First purpose of markets would be the support of the absolute trade route increase bonus from ports - this should be ideally helping even port cities with only a decent amount of nobles and citizens to offer a notable amount of trade routes. Second purpose of the percentage bonus would be the increase of trade routes - even in land locked cities - with a lot of nobles and citizens (as it's the current role). Markets still wouldn't be a good choice in land locked cities with a low amount of nobles and citizens, but imo it's more than fine that markets aren't a no brainer building for every city. Some no brainer or pretty good buildings are okay, but not every building should be one.

Earthworks:
I think earthworks aren't worth the investment even after the buff. I don't know if the following suggestion is too gamey - @ all please share you opinion - but earthworks could disable the 'assault' option for the besieger, if that's modable. That way the local fort defense bonus would have a greater impact too.

Foundry:
This requires testing, but maybe increase freeman and slave output to 10% from the planned 5%? Just in case the current planned bonuses are too weak for a tier 3 building, which is limited to 1 tier. But as I wrote this probably needs some testing.

Slave Estate:
Not sure if it should provide a local slave desired ratio bonus too?

Provincial Legation:
Not sure, if it should get a cost decrease like the tribal settlement or add a local citizen desired ratio bonus?

Tribal Settlement:
As @Lord Lambert pointed out in one of his latest videos, tribal settlements have still one issue after the planned cost reduction - once you reform your government and become a republic or monarchy, your tribal settlements were a pretty costly investment, which no longer offers you any purpose. In contrary they are even a disadvantage. An easy solution could be, that demolishing tribal settlements returns 75% of the cost instead of only 25%. So if you decide to reform your government, you only lose an overseeable amount of money and if you owned the tribal settlements for a while, they probably were worth the lost 25% costs. The only worrying balance thing could be the potential one time gold income a "civilized" conqueror could earn by taking a lot of tribe lands and tearing down all tribal settlements. But maybe it's not a big deal at all or another solution can be found, if it's really an issue.


I hope my suggestions offer some kind of help!


Edit: I know the building tooltips are already very large, but it would be great, if you could add the info about the building bonuses per tier. Currently it's only shown, if you haven't built the building already. After that you have to look in the makro builder (which is okay, but it's less comfortable). I know that you see the absolute result in the bottom section of the tooltip, but the basic bonus info would be great too.
I've forwarded the suggestions to the team, some of these we have already changed ourselves but you'll have to wait till the update.
 
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DD18: Scythia part 2 + Anatolian heritages
Dev Diary 18: Scythia and Anatolian Heritages
Salvete! Today we’ll be talking about...

Bar bar bar!!!
Enough of that latin, I’m Eleran, here with Hannibal_theCannibal again to discuss our next installment in the story of Scythia, where we get to show you some fun additions and the first thick mission to dig your role-playing hands into.

A few minor additions we’d like to showcase are a package set of 4 treasures which all avid Herodotus readers will recognize (if you’ve read book 4 anyway). In looking for interesting and unique aspects of Scythian culture and tradition, the idea of four golden objects falling from the sky and bursting in flames until the right ruler picked them up was a quite obvious pick. Story Time: Herodotus and other historians/writers leave us with several versions of the same aristocracy-based story of Scythian origin which they say the Scythians tell themselves. Several scholars debate whether this story/structure was specifically created by and culturally ingrained by the aristocracy only, as a means of establishing ancient hierarchy (meaning that there is also one or several unknown origin myths the Scythians have for themselves), or whether it is in truth the main mythological origin myth they have had since time immemorial. In either case, Herodotus give two lengthy accounts of it: a Greek version, and a Scythian version, and in the Scythian version 4 golden objects fall from the sky one day and the three sons of Targitaos attempt to touch them, with only Cloaxais succeeding and therefore being divinely chosen as the father of the Royal Scythian tribe, the ruling elite of all the Scythian tribes.

Treasures:
Golden Yoke: Local Pop Growth: +0.10%

A rein fit for the strongest ox, this was one of the four golden objects to fall from the sky which Targitaos’ son, Cloaxais, took hold of in order to become ruler of the dominant Scythian tribe.

Golden Plow: Local Food Production: +20.00%

The tool to till the land, this was one of the four golden objects to fall from the sky which Targitaos’ son, Cloaxais, took hold of in order to become ruler of the dominant Scythian tribe.

Golden Drinking Cup: National Happiness: +2.00%

A symbol of virility and success, this was one of the four golden objects to fall from the sky which Targitaos’ son, Cloaxais, took hold of in order to become ruler of the dominant Scythian tribe.

Golden Battle Axe: National Manpower: +5.00%

A commander’s unfailing weapon, this was one of the four golden objects to fall from the sky which Targitaos’ son, Cloaxais, took hold of in order to become ruler of the dominan Scythian tribe.


These treasures will not be available at game start and will need to be created or discovered. Additionally, we're planning something special if the player can gather all 4 golden objects. And with that done, we will now unveil our first unique Scythian mission tree, for which we have ideas for many sequels...

Mission: Our Stance on the Greeks

The Scythians of the Hellenistic period found themselves migrating farther away from the inner steppe lands and closer to the northern coast of the black sea due to encroachment from other Steppe tribes. This led to closer ties between Scythians and their coastal neighbours in the Greeks, native Anatolians, Dacians, Bastarnae, Colchians, etc. Though their nomadic way of life seemed to change to a more sedentary one as they took on aspects of foreign cultures, the Scythians were still famed for their horse archers and their use of asymmetrical warfare when compared to the armies of their sedentary rivals. Following 304 BCE, Scythian mercenaries would end up fighting in the wars of the Successors and the Mithridatic Wars, to name a few. This increasing involvement with the Hellenistic world served as the inspiration for this mission and prompted the questions: "What would happen if the Scythians adopted even more Hellenistic customs and even attempted to become hellenized?” Or, “What if a more hostile stance towards Greek encroachment won the day and they returned to their roots?"

In our first planned mission for Scythia, the player will have to answer these questions, pushing their nation towards one of two distinct ideas competing for the heart and souls of the semi-nomadic men and women of the Steppe. Should you embrace hellenization or reject it outright?

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Below, you can see the full tree with zoomed in images as well. The mission will feature two branches regarding the growing Greek influence on tribal society as well as an optional tree focused on strengthening the trade economy and military affairs.
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From left to right: Optional Branch, Hellenic Path, Traditional Path
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When beginning the mission, the player may have some ideas on how they'd like to role-play their nation. Whether that would be to become a great steppe horde in the vein of the Huns or the Mongols, or to do the unthinkable and actively work towards creating a Greco-Scythian state, our goal is to allow for many different styles of play emerge.

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Acting as a catalyst for your choices, the first task presents multiple scenarios in which you decide how the Scythian people should interact with Greek customs and the Geek world. Every answer has its rewards and consequences, and will lay the groundwork for the direction of your people. Choose wisely!
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As with the Forgotten Children of Hellas mission, we're excited to provide more unique and varied task requirements than just 'build this, conquer that' when possible. In fact, most of the tasks in this mission contain some or many elements of extensive choice and play-style drive through event chains. We hope players have fun and can immerse themselves when slowly changing laws to further a centralization agenda, as shown in the image below. However, this mission is not for the careless of heart. Beware the choices you make: the enemies both internal and external you anger, the officials you bribe, the strangers you invite into your internal affairs. Not even your ruler is safe in this day and age...
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The Hellenic path will focus on importing Greek experts, founding new cities, and strengthening ties to the Greek colonies, the Diadochi, and the Mainland Greeks. By the end of the path, Scythia will have adopted the Hellenic Pantheon, will have adopted a new heritage better fitting their newfound focus on settlement and trade, and will restructure their government into a formal monarchy, not unlike in the tribal reform mission. (Note: we are also considering offering the player the option to instead create a republic, though we have not committed to this idea yet).

Hellenized Barbarian Heritage:
Heritage:
Export Value : +15.00%
Pop Assimilation Speed: +10.00%
Unintegrated Culture Happiness: -6.00%

The thunder crashes as the lighting dashes out of the clouds and spears the ground, but this lot has no fear, for they all see the lord of Olympus, enraged, casting down his thunderbolts onto all of his enemies, of whom they are no longer one. While they can never truly walk into the ancient temples of Hellas and be accepted by the priests without a leering gaze, they are now part of the complex and interconnected web of the Hellenic world.

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The traditional path, on the other hand, will focus on strengthening ties with other nomadic steppe tribes, expanding Scythian influence on their Greek neighbours, and codifying the Heptadic religious practices (at the expense of their Hellenic subjects). By the end of this path, Scythia will be the dominant military force in Taurica, will have plundered in its conquests both technological advances as well as riches, and will have formed an upgraded tribal government form. Unfortunately, we're not ready to unveil the details of this government yet. We're currently undecided whether to have a new government tailored specific to steppe tribes only or have a more generalized form that might be available to all tribal tags in the future. We are ready however to reveal that the new government form will have 4 idea slots and will allow for more professional armies to be employed that could run parallel to legions, allowing a tribal player to not feel as though they are utterly outclassed by legions by the endgame. As history has shown, tribal armies adopted some legionary tactics or invented new tactics that allowed them to beat the Roman legions and Parthian cavalry at various points.

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We're very excited to have players testing out this new tree for a number of reasons, one of them being the increased emphasis on diplomacy. Certain tasks and events in this tree will allow the player to seek out alliances and possibly even new subjects by offering sweeteners to win them over. Players will be able to offer gold, manpower, political influence, recognize or renounce claims, and even sell slave pops in order to better woo potential allies.

We have plenty more things in the works for Scythia, but we can’t currently be sure that anything else Scythia-related will find itself in a DD before the next big update, so there’s always a good chance some ‘surprises’ might find their way in.

But wait, you thought that was it? Ha, never!
Anatolian Heritages

This is still Eleran, also crediting Diego I de Persia for historical assistance and olivenkranz for balance/modifier suggestions, bringing you a slew of new heritages for the Anatolian peninsula.

Invictus, through our own development and the inclusion of other mods, has added a lot of heritages to the vanilla game, but there is always room for more. We on the dev team felt like Anatolia was one of those places which could use some more cultural heritage love, and since PDX gave us so many more nation states when they carved up all of the southern portion of the peninsula, we might as well make each one of them at least somewhat more enticing for a playthrough. So here you have it, a lot of heritages (subject to tester feedback and change):

Trapezan Heritage
National Import Value: +10.00%
Unintegrated Culture Happiness: +6.00%
National Manpower: -5.00%

A Sinopian colony founded around 756BCE by Milesian traders, Trapezous was a cultural melting pot, originally home to several caucasian tribes, and was a trade gateway from the Pontos Euxinos into the Achaemenid Empire and the east at large. Fighting his way out of Anatolia, Xenophon recorded in his Anabasis that he and his 10,000 mercenaries got “provisions in Trapezus by purchase, for the Trapezuntians provided us a market, and in return for the honours they bestowed upon us and the gifts of hospitality they gave the army, we paid them like honours; if any of the barbarians were their friends, we kept our hands off them, while upon their enemies, against whom they would themselves lead us, we wrought all the harm we could” (5.5.14).

Kerausousan Heritage
National Export Value: +10.00%
National Food Growth: +5.00%
Monthly Ruler Health: -0.05%

Possibly coming from the Greek: κερασός “cherry,” Pliny the Elder writes that the first cherry was exported from this colony town to Europe in Roman times by means of Sulla’s close friend Lucius Lucullus. Settled in the 6th century BCE by Sinopian colonists, this port town was also famously visited by Xenophon, as recorded in his Anabasis (Book 5).

Kotyoran Heritage
Fortress Garrison Strength: +10.00%
Loyalty to Overlord: -30.00
Diplomatic Relations: -2.00

A colony founded by Milesians from Sinope, this town was a resting point for Xenophon and his 10,000 mercenaries, who rested there for 45 days. Speaking to Sinopian diplomats about the native Kotyorites in his Anabasis, he writes: “they did not behave toward us as friends, but shut their gates and would neither admit us within nor send a market without; and they alleged that the governor set over them by you was responsible for this conduct” (5.5.19).

Amison Heritage
Monthly Ruler Prestige: +0.30
Character Loyalty: +5.00
Fortress Maintenance: +10.00%

Established by Ionian Milesians between 760 and 750BCE, this town is notable for two things: the early wild goat style pottery found in archaeological excavations, and the fact that the area is, according to the Greek historian Hecataeus, the site of the previously known Enete - home of the paphlagonian Enetoi who’s king Plyaemenes was an ally of the Trojans in the fabled war.

Heritage of Autolycus
Export Value: +15.00%
Monthly Aggressive Expansion: -0.10
Unintegrated Culture Happiness: -6.00%

Namesake of the red earth pigment ‘sinopia,’ the colony of Sinope traces its lineage to both Miletian colonists and the legendary Autolycus, grandfather of both Jason of the Argonauts and the wandering Odysseus.

Heritage of the Pylaemenes
Culture Group Happiness: +6.00%
Land Army Discipline: +5.00%
Character Loyalty: -3.00

One of the oldest tribes in Anatolia and established in myth as having been strong allies of the Trojan defenders in the 10-year war, the paphlagonians were in those ancient times ruled by the king Pylaemenes - may of his successors have payed tribute to his revered reign and legacy by taking on his name as their own, wearing the title: “Pylaemenes”. This tribe would soon spawn the line of Mithridates following the fall of Alexander’s Empire, one of the staunchest thorns in the Roman Republic’s side.

Kaukonian Heritage
Land Army Movement Speed: +5.00%
Army Attrition: -0.10
General Loyalty: -5.00

It is hard to say where the Kaukones came from, or where they went. Some, like Homer, consider them an autochthonous group in Anatolia, while others consider the name to be referring to a Greek tribe, or a tribe having moved into Greece. For all intent and purposes, the Iliadic reference to Kaukones is used, and so they can say they were part of the great Trojan War - huzzah!

Heritage of Philetaerus
Monthly Military Experience: +0.05
Military Tech Investment: +7.50%
Building Construction Time: +5.00%

The colony of Tieion, founded in the 7th century BCE, was the birthplace of Philetaerus and Pergamon’s royal dynasty. A eunuch all his life (a crowd supposedly crushed his genitals), he served under Antigonos, Lysimachus, and Seleucus during the Diadochi Wars before finding independence in Pergamon and establishing the reign of the Attalid dynasty.

Heritage of Mariandynus
National Manpower: +5.00%
National Slave Output: +10.00%
National Slave Happiness: -10.00%

A tribe sometimes described akin to the neighboring Bithyni, and sometimes described akin to the Paphlagonians, the Mariandyni have lived in forced servitude of several peoples, including those living in Heraclea Pontica. But all of these can trace their lineage back to Aeolian Mariandynus and his grandson of the same name - the composer of mourning songs.

Ok, there are actually waaaaay too many heritages to show in this DD, so enjoy these and expect that literally every single separate nation in the Anatolian peninsula is getting a unique heritage.

Back to you, Snowlet.
Worth noting all numbers are still highly experimental. We're also looking forward to reading more of your stories for the story content announced last DD.
 
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Hello would you consider changing the conditions in order to put a treasure to a holy site?
As it stands you need a huge 30 stab drop in order to take one treasure and place it to a deity's holy site if it is usually not in your pantheon (plus 1 ae which is OK imho). Change deity put artifact rechange deity. Also there are some other cases where you can't even use the holy sites even if it is in the same religion you are following because this deity is exclusive to one tags pantheon.
 
Hello would you consider changing the conditions in order to put a treasure to a holy site?
As it stands you need a huge 30 stab drop in order to take one treasure and place it to a deity's holy site if it is usually not in your pantheon (plus 1 ae which is OK imho). Change deity put artifact rechange deity. Also there are some other cases where you can't even use the holy sites even if it is in the same religion you are following because this deity is exclusive to one tags pantheon.
You can take the treasure out without the 15 stab cost. In the religions menu go to the 2nd tab and there go onto the target treasure. Then take it out like you would if it was in the pantheon. Putting the terasure into a holy site will be as usual.
 
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You can take the treasure out without the 15 stab cost. In the religions menu go to the 2nd tab and there go onto the target treasure. Then take it out like you would if it was in the pantheon. Putting the terasure into a holy site will be as usual.
Thank you! :)
I know this is an option, I think they changed it with the Marius update.
The -30 refers to the following scenario. I have a set of four deities I have in my pantheon (because they work well for my tag at the time etc). Let's say that there is a fifth deity with crappy modifiers that is however in a province that I would like to put a treasure. In order to put the treasure there and then change away from the crappy deity I need to basically spend 30 stability. It feels too big a cost imho to pay in most cases. Usually I don't even bother with treasures after a point because of this.
 
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DD19: Kushite map extension + AI rework + new art
Dev Diary 19: Kushite map extension + AI rework + new art

Salvete! Today we’ll be talking about some new ART, a map rework to the Kushite lands, a rework of the AI, as well as a bit of extra flavour for Ptolemaic Egypt. First I’m going to turn things over to Nerdman3000, who will be discussing some of the art in the upcoming update.
Hi, this is Nerdman3000. You might remember from some of the earlier dev diaries for the mod. I’m one of the artists for Imperator Invictus, and today one thing we’d like to focus on is something we haven’t touched on much for a while: art.

Now, as you may know, Imperator Invictus features various new character backgrounds throughout the world, such as in Rome, Alexandria, Memphis, Babylon, etc. For the upcoming update, we will be confirming that we are adding new additional character backgrounds to the game for places like Carthage, India, and Stonehenge. The remaining Seven Wonders of the World (the colossus of Rhodes, the Mausoleum at Halicarnassus, and the Temple of Artemis) will also be getting character backgrounds in order to finally complete that set.

Here are two examples of the new character backgrounds:
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The Temple of Artemis, located in Ephesus
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A generic city background for Northern India.

Beyond simply adding new character backgrounds of course, we are considering adding new loading screens for the mod. We felt it was important to give the mod its own unique distinction from vanilla, if a minor one, such as its own unique loading screens. A few of these have already been created, and you can see one of them below:
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This one will also serve as the background for the main menu.

This of course leaves the question of what then will be the fate of the old loading screens from vanilla Imperator Rome? Well, truthfully, we’re realized much of that art is too good to just throw away, so we’re in fact thinking of potentially reusing/recycling them as event window art for the mod. An example of this is below:
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This vanilla loading screen will now serve as the event window art for Triumphs.

Aside from reusing vanilla loading screens as background art, there are currently plans to include a few original, new event art pieces as well, which may be revealed eventually. I don’t want to show it now however, as it relates to something another team member is currently working on that has yet to be revealed.

Anyways, I’m going to give you back to Snowlet for now.

So it is worth noting that gmb360 has worked heavily to improve the performance of the character backgrounds and most of the lag that happens when you open it should be gone.
We are also doing our best to reduce the ram usage, but now onto a first for Invictus, a physical map extension for which I’ll hand you over to shocky27.

Hello all, shocky27 here with my first work on Invictus and the first province additions in the Egypt and Kush area. There was far more going on in this area than meets the eye with the current vanilla map, so a number of areas have been added to reflect the important role that semi-nomadic tribes, wadis, and the numerous gold/mineral sources played during this time period. Let’s dive in!
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“King’s Road” (Wadi Abu Dom); First I will show the "King's Road", which is speculated to have run through the Wadi Abu Dom across the Bayuda between Napata and Meroe. While in the 4th century BC Meroe was the political capital, Napata still held immense religious importance to the nation, and new kings had to make the journey along the King's Road from Meroe to Napata to receive the crown from Amun in the Temple of Amun at Jebel Barkal, one of, if not the most, holy place in the Kingdom of Kush. While the “King’s Road” and the Wadi Abu Dom generally was sparsely populated by semi-nomadic tribes outside of the sizeable community at Kuweib, the area was an important source for metals, animal skins and wild game for the Kushite Kingdom, and served as the shortest route between Meroe and Napata.
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Wadi Hudi and Wadi Allaqi: Next we have the Wadi Hudi and Wadi Allaqi areas. A trail connected the rich mineral and metal sources of the Hudi area with the Ptolemaic fortress at Abraq and the known gold mines at Ileigha, which were active during this period. Just below this area sits the famous gold sources in the Wadi Allaqi. The Wadi Allaqi was a famous gold mining area since the Egyptian Dynastic period. It fell into disuse until the Ptolemies and Romans brought new techniques for extraction. King Ptolemy II Philadelphus, a character at the start of the game, son of Ptolemy Soter, launched an expedition against the Nubians and the Blemmyes in 275 BC to conquer portions of Lower Nubia and the gold sources of Wadi Allaqi. They would go on to found the gold producing town of Berenike Panchrysos, the southernmost known Ptolemaic settlement in the Eastern Desert away from the coast. The Blemmyes were a constant source of trouble for mining operations for the Ptolemies as well as the Romans, and they would eventually come to occupy portions of the Nile in Lower Nubia in the 5th century A.D.
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Wadi Gabgaba: The area in and to the immediate east of the Wadi Gabgaba was famed since Pharaonic times as a source of gold. While during the Kerman Kush and Napatan Kush period this area appears to have been under more direct control of the Kushites, during the Meroitic period, it appears the Blemmyan peoples of this region regained some autonomy; the Blemmyes tribes traded gold, metals and animal furs to Meroitic Kush and Ptolemaic/Roman Egypt.


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Wadi Muqaddam:
The Wadi Muqaddam is thought to be an old channel of the Nile River during the Neolithic wet period. During the post-Kerman period, Napatan period, and most especially the Meroitic period, the Wadi Muqaddam saw a number of settlements, well sites, burials and scattered pottery finds along the entire length of the wadi that attests to the importance of this route throughout the 1st millenium BC, especially the second half. Archaeology of the past 20 years has highlighted important settlements such as Meragh and the Hosh area as clearly Meroitic.

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The Gezira Plain: The Gezira plain was home to the well known Jebel Moya site and its associated cultural sites such as Rabak, Amara, Singa and the Sennar area. These were agro-pastoralist peoples unlike the Meroitic peoples to the north. The large site of Jebel Moya houses thousands of burials from the first millenium BC and older, but the occupation at Jebel Moya itself seems to end with the rise of Classic Meroitic civilization around the turn of the millenium, while nearby sites such as Amara, Singa and Sennar begin to show intrusions of Meroitic pottery and influence from the Meroitic Kushites. The Jebel Moya peoples were most certainly Nilo-Saharan language family speakers like their northern neighbors, but probably still quite distant culturally and linguistically from the people of Meroe and Alut.
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Hello! Dementive, your friendly neighborhood Kush dev, here alongside the map changes that have been made to the Nubian region I've also reworked the cultures in the region. In vanilla the Meroitic culture has about 600 pops at game start which is ridiculously high. So at the beginning of the game Kush can simply ignore cultural assimilation all together because everything they conquer initially would be their primary culture.
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To combat this issue the Nubian culture group has been split in two with Kerman in the north and Meroitic in the south. Additionally, a new culture group: Nilotic has been made to represent the vast ethno linguistic differences between Nubian peoples and their southern neighbors down the Nile. Lastly, the Blemmyan culture has been moved to the Aksumite culture group, in vanilla it is in the Nubian group although there are vast cultural and linguistic differences between the two peoples.

Other General changes that have been made to the region:
  • New heritages for Boras, Alut, Moya, and Blemmia.
  • Merotic culture will now rename hellenized Egyptian provinces like Boharic culture.
  • Added multiple kemetic flavor events
Here we can see one of the new Kemetic flavor events:
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I wonder what it could be…

Now back to Snowlet:

One additional thing we’ve done which we wanted to mention for today’s dev diary is some small flavor for Ptolemaic Egypt. In this case, we’ve made a small change to how the Lagid dynasty Pharaoh’s naming convention works. In vanilla, when a Lagid dynasty character becomes Pharaoh, if they are a male they will gain the name Ptolemy, and if they are female, they will gain the name Kleopatra. Now this is still technically the case in the mod, however for a female Lagid ruler, there is now a small percent chance that they will instead be named either Arsinoe or Berenike.

We’re also experimenting with some further special succession rules relating to said naming convention, relating to cases where a spouse of a Lagid Dynasty Pharaoh is also of the Lagid dynasty, but for now we can offer no assurances it’ll happen.

It’s a small bit of flavor for Ptolemaic Egypt overall, but it’s something we wanted to include within the mod.

Finally we have a lot of AI improvements adapted with permission based upon the work of the great Glavius AI mod which is now in essence integrated (Glavius AI is thus not compatible with Invictus anymore nor has it ever been) which can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1975640038

We have changed a lot of things about the AI, in general it will:
- save less money during peacetime. (but invest it instead)
- save slightly less money for military spending. (as this is a leftover for when there were no levies)
- be far more likely to build buildings when at peace.
- stop conquering if its AE is too high and its provinces too disloyal.
- build buildings optimally like a player would (more foundries, theaters in provinces that need converting, always prioritise religious conversion, etc)
- be less extreme in prioritising holy sites
- more intelligently choose deities if they’re of the wrong religion
- only integrate cultures if they have 75 pops and 12.5% of the total pops
- much more intelligently choose its economic policies (prioritise exports when not a city-state for example)
- choose its governor policies much more intelligently (prioritise religious conversion, then assimilation, not oppress when it causes provinces to rebel, etc)
- prioritise certain key innovations based upon dynamic factors like nation size
- much more intelligently use the cultural decisions
- more intelligently choose certain diplomatic stances

Anyways, that should be all for today’s dev diary.
Don’t forget that the story contest announced a few weeks ago will run till November: https://forum.paradoxplaza.com/forum/threads/mod-imperator-invictus.1473328/post-27775632
 
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Very interesting!!!

One thought on a resurgent native Egypt. In one of my last vanilla runs I remember that after reforming Egypt as Dodekaschinos (Bohairic) most of the characters of my country would take Greek names rather than Egyptian. Its a small thing but it feels a bit off.
 
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