Version 1.0
Finally at version 1.0 after nearly three years of work on this mod, off and on, with a long hiatus. This release includes a lot of minor improvements again, listed in the changelog below, and is save-game compatible with 0.9* versions.
I've added a minor country event starting in the 4th century to include some historical flavor for the foederati of the late Roman Empire. A Latin culture great power (usually Rome, but could be the Etruscans) that borders a province with a migratory germanic tribe will get the event to vassalize that tribe, or create a new tribe from a part of it, if it owns many territories, in exchange for giving all the territories in the same state area.
A random successor chief appears in the event window, and if a new tribe is created then he becomes the new ruler.
There is, however, a -50 modifier added to the loyalty of the new tribe, alluding to the questionable loyalty of the historical foederati, which eventually led to the final dissolution of the Western Roman Empire as a polity when Odoacer deposed Romulus Augustulus in 1229 AUC / 476 CE.
I've added a minor country event starting in the 4th century to include some historical flavor for the foederati of the late Roman Empire. A Latin culture great power (usually Rome, but could be the Etruscans) that borders a province with a migratory germanic tribe will get the event to vassalize that tribe, or create a new tribe from a part of it, if it owns many territories, in exchange for giving all the territories in the same state area.
A random successor chief appears in the event window, and if a new tribe is created then he becomes the new ruler.
There is, however, a -50 modifier added to the loyalty of the new tribe, alluding to the questionable loyalty of the historical foederati, which eventually led to the final dissolution of the Western Roman Empire as a polity when Odoacer deposed Romulus Augustulus in 1229 AUC / 476 CE.
Will Duomogan of the Dwaldes clan revolt against Rome? Probably not.
This is compatible with Invictus 1.3.1b "Ashoka" but it will need further updating for any map changes in a future Invictus release.
Changelog — Simple I:R Timeline Extender version 1.0
*added minor_country_event for a Latin culture great power (e.g. Rome) to give a neighbouring migratory tribe control of a state area in exchange for vassalization
-triggers in the 4th century, to simulate development of the foederati tribes
-foederati modifiers reduce loyalty_to_overlord = -50
-localization for English, French and German
*edited IRCK3 split empire decision to release subjects depending on whether the subject capital is_in_pars_occidentalis_trigger = yes/no
*cleaned up move_country effects for new ruler of split empire WRE/ERE junior pars and immediate family (spouse and children)
*The player (or active AI) that plays as the Western Roman Empire after taking the IRCK3 decision to split WRE from ERE will now get the slightly weaker [central] modifier for the Late Antiquity Population Decline
-some compensation and/or added incentive for a player to take this decision
+trying to keep the whole Roman Empire together while keeping the capital in western Europe is the most challenging
-junior_pars ERE gets the orient modifier
*added colours to some custom_tooltip localization for te_rel_flavor and te_migrations.2 events
*Reduced civilization decline for late_antiquity_pop_decline modifiers: central from -30 to -25; orient from -20 to -15; occident from -40 to -35
*late_antiquity_pop_decline modifiers for central and occident remove more capital province trade routes
-orient, central and occident modifiers now remove -3 (same), -6, and -9 capital province trade routes, respectively
*late_antiquity_pop_decline modifiers now include a lowered global_manpower_modifier of -0.2, -0.3 and -0.4 for orient, central and occident, respectively
-larger standing armies declined during late antiquity
*added -0.75 land attrition to barbarian_fury_rage unit modifier
-Furious barbarian hordes now take only a quarter attrition
*corrected te_barbarians.11 to only add the barbarian_invasion_war modifier to P:5140 if it does not have the barbarian_invasion_skirmish modifier [it would have been changed due to te_barbarians.51]
-avoid rare stacking of these modifiers
-tribesmen pop count for p:5141 increased from 100 to 125
*corrected te_barbarians.4 to remove barbarian_invasion_skirmish modifier from P:5140 [if it was changed by te_barbarians.51]
-moved from hidden_effect = {} in option to after = {}
*if no countries that neighbor province_id = 5142 nor province_id = 5143 are germanic, then another barbarian stronghold will trigger for events te_barbarians.1 and te_barbarians.12
-stop-brake added for te_barbarians.51 and te_barbarians.52
*added manichaeism random pop conversion in random province for in_numidia_or_africa_trigger = yes to events te_manichees.11 and te_manichees.15
-more Manichees in this area
*new hidden country event te_manichees.30 creates Manichaean character for minor_country_event te_manichees.31
-left_portrait should show up correctly
-corrected variable for character scope:new_minor_manichee
*added saved scopes and GetName localization for provinces targeted by church events te_christianity.7, 8–10 {Rome, Antioch, Alexandria, Edessa}
-names can change depending on owner
-added alternate description for te_christianity.7 if Rome is not owned by tag = ROM
+might be owned by Etruscans
*new hidden country event te_christianity.98 creates Christian character for minor_country_event te_christianity.99
-set culture = root.current_ruler.culture
-re-numbered events te_christianity.91–97
*te_manichees.31 and te_christianity.99 removed from te_custom_on_actions
-now triggered by te_manichees.30 and te_christianity.98
*added weight add = 10 to te_judaism.5 for provinces with is_port = yes
*increased chance for te_judaism.5 to fire in te_custom_on_action_yearly_country_jewish random_events from 1 to 5
-converts one Hellenic pop to Judaism
-reduced no random_events chance from 50 = 0 to 45 = 0
*corrected global variable for plague_pandemic to separate antonine_plague_pandemic and cyprian_plague_pandemic into two different global variables for triggering te_plagues events
-some countries that did not get the Antonine Plague (because they were too small [<100 cities], or created after the triggering dates) would get both plagues during Cyprian pandemic, because the global variable to trigger the two plague events was the same one!
-likewise adjusted triggers in te_custom_on_action_yearly_province_antonine and te_custom_on_action_yearly_province_cyprian from plague_pandemic to antonine_plague_pandemic and cyprian_plague_pandemic, respectively
*only single city-states are now exempt from plagues! All countries with num_of_cities > 1 will be affected in cities.
-attempt to minimize unchecked growth for huge metropolises in the late timeline
*added checks for has_global_variable = is_playing_invictus to IRCK3 decision to split Roman Empire, and is_in_pars_occidentalis_inv_trigger in scripted_triggers
-trying to quiet down error log complaints when not playing with invictus
*IRCK3 split empire decision now checks has_country_modifier = embellished_temple_jupiter_optimus_maximus and then remove_country_modifier = embellished_temple_jupiter_optimus_maximus
*IRCK3 split empire decision now checks has_country_modifier = expanded_campus_martius and removes from ERE, adds to WRE
*finished some missing localization for divided_roman_empire_invictus decision
*switched pantheon slots for some christianity deities
-deity_st_james_zebedee (from economy to war) and deity_st_mark (from war to economy)
+some historical precedent
-deity_archangel_gabriel (from culture to economy) and deity_archangel_uriel (from economy to culture)
*added SAINTS:0 localization to interface for christianity pantheon
######
TO DO:
!Testing and updates~
*added minor_country_event for a Latin culture great power (e.g. Rome) to give a neighbouring migratory tribe control of a state area in exchange for vassalization
-triggers in the 4th century, to simulate development of the foederati tribes
-foederati modifiers reduce loyalty_to_overlord = -50
-localization for English, French and German
*edited IRCK3 split empire decision to release subjects depending on whether the subject capital is_in_pars_occidentalis_trigger = yes/no
*cleaned up move_country effects for new ruler of split empire WRE/ERE junior pars and immediate family (spouse and children)
*The player (or active AI) that plays as the Western Roman Empire after taking the IRCK3 decision to split WRE from ERE will now get the slightly weaker [central] modifier for the Late Antiquity Population Decline
-some compensation and/or added incentive for a player to take this decision
+trying to keep the whole Roman Empire together while keeping the capital in western Europe is the most challenging
-junior_pars ERE gets the orient modifier
*added colours to some custom_tooltip localization for te_rel_flavor and te_migrations.2 events
*Reduced civilization decline for late_antiquity_pop_decline modifiers: central from -30 to -25; orient from -20 to -15; occident from -40 to -35
*late_antiquity_pop_decline modifiers for central and occident remove more capital province trade routes
-orient, central and occident modifiers now remove -3 (same), -6, and -9 capital province trade routes, respectively
*late_antiquity_pop_decline modifiers now include a lowered global_manpower_modifier of -0.2, -0.3 and -0.4 for orient, central and occident, respectively
-larger standing armies declined during late antiquity
*added -0.75 land attrition to barbarian_fury_rage unit modifier
-Furious barbarian hordes now take only a quarter attrition
*corrected te_barbarians.11 to only add the barbarian_invasion_war modifier to P:5140 if it does not have the barbarian_invasion_skirmish modifier [it would have been changed due to te_barbarians.51]
-avoid rare stacking of these modifiers
-tribesmen pop count for p:5141 increased from 100 to 125
*corrected te_barbarians.4 to remove barbarian_invasion_skirmish modifier from P:5140 [if it was changed by te_barbarians.51]
-moved from hidden_effect = {} in option to after = {}
*if no countries that neighbor province_id = 5142 nor province_id = 5143 are germanic, then another barbarian stronghold will trigger for events te_barbarians.1 and te_barbarians.12
-stop-brake added for te_barbarians.51 and te_barbarians.52
*added manichaeism random pop conversion in random province for in_numidia_or_africa_trigger = yes to events te_manichees.11 and te_manichees.15
-more Manichees in this area
*new hidden country event te_manichees.30 creates Manichaean character for minor_country_event te_manichees.31
-left_portrait should show up correctly
-corrected variable for character scope:new_minor_manichee
*added saved scopes and GetName localization for provinces targeted by church events te_christianity.7, 8–10 {Rome, Antioch, Alexandria, Edessa}
-names can change depending on owner
-added alternate description for te_christianity.7 if Rome is not owned by tag = ROM
+might be owned by Etruscans
*new hidden country event te_christianity.98 creates Christian character for minor_country_event te_christianity.99
-set culture = root.current_ruler.culture
-re-numbered events te_christianity.91–97
*te_manichees.31 and te_christianity.99 removed from te_custom_on_actions
-now triggered by te_manichees.30 and te_christianity.98
*added weight add = 10 to te_judaism.5 for provinces with is_port = yes
*increased chance for te_judaism.5 to fire in te_custom_on_action_yearly_country_jewish random_events from 1 to 5
-converts one Hellenic pop to Judaism
-reduced no random_events chance from 50 = 0 to 45 = 0
*corrected global variable for plague_pandemic to separate antonine_plague_pandemic and cyprian_plague_pandemic into two different global variables for triggering te_plagues events
-some countries that did not get the Antonine Plague (because they were too small [<100 cities], or created after the triggering dates) would get both plagues during Cyprian pandemic, because the global variable to trigger the two plague events was the same one!
-likewise adjusted triggers in te_custom_on_action_yearly_province_antonine and te_custom_on_action_yearly_province_cyprian from plague_pandemic to antonine_plague_pandemic and cyprian_plague_pandemic, respectively
*only single city-states are now exempt from plagues! All countries with num_of_cities > 1 will be affected in cities.
-attempt to minimize unchecked growth for huge metropolises in the late timeline
*added checks for has_global_variable = is_playing_invictus to IRCK3 decision to split Roman Empire, and is_in_pars_occidentalis_inv_trigger in scripted_triggers
-trying to quiet down error log complaints when not playing with invictus
*IRCK3 split empire decision now checks has_country_modifier = embellished_temple_jupiter_optimus_maximus and then remove_country_modifier = embellished_temple_jupiter_optimus_maximus
*IRCK3 split empire decision now checks has_country_modifier = expanded_campus_martius and removes from ERE, adds to WRE
*finished some missing localization for divided_roman_empire_invictus decision
*switched pantheon slots for some christianity deities
-deity_st_james_zebedee (from economy to war) and deity_st_mark (from war to economy)
+some historical precedent
-deity_archangel_gabriel (from culture to economy) and deity_archangel_uriel (from economy to culture)
*added SAINTS:0 localization to interface for christianity pantheon
######
TO DO:
!Testing and updates~
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