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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.


2022-04-23-3.png


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.


2022-04-23-4.png

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~
 

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v1.0.1 — Deurbanization in late antiquity
Late Antiquity was a time of depopulation and deurbanization, when large cities dwindled. In Imperator: Rome, depopulation tends to increase centralization and urbanization, as pops from dying settlements migrate to cities where migration attraction scores are higher because of additional bonuses.

To counteract this and encourage migration away from large cities, I've added some additional Late Antiquity modifiers that decrease the migration attraction of large cities with populations greater than 120 pops; and increase migration into settlements with less than 20 pops.
2022-05-10-1.png

These large cities get a significant drop in migration attraction of -10, and a migration speed boost of +2.


2022-05-10-2.png

Pops should begin to migrate away to other, smaller cities, or settlements, at a faster rate than incoming migration, leading to gradual deurbanization over time.

Meanwhile, smaller settlements receive a large migration attraction bonus of +15, which should make them much more attractive to pops, despite the slowly declining populations there from negative growth.
2022-05-10-6.png

Pops should stop migrating away, and start migrating towards these settlements, leading to gradual decentralization. These modifiers last about 10 years before expiring, and will get reset if the population of a city climbs above 120 pops again, or a settlement drops below 10 pops.

This also helps somewhat to avoid the micromanagement of having to move pops into depopulating provinces — but not entirely, as the grey empty spaces that appear in depopulated areas allow for migratory tribes to settle there, following another historical trend.

Players can try to counteract the deurbanization by using centralization governor policies, which will increase the migration attraction of provincial capitals, and decrease it for all other provinces in a state area. Or players could try to speed up the process further by using decentralization policies. [The AI never uses these policies.]


Changelog — Simple I:R Timeline Extender version 1.0.1

*adjusted late_antiquity_decentralization_settlement modifier to remove migration speed boost and add
local_migration_attraction = 15
-offsets malus for settlements (-3) and population dying (-12)
-migration speed seems to only affect the outgoing migrants?
*adjusted late_antiquity_decentralization_city modifier to decrease migration attraction -10
-a -5 modifier is weak on large cities

*fixed unset variable new_minor_manichee in event te_manichees.3

*added max_attrition modifiers to Antonine and Cyprian plagues
-attrition added by 10 and 15, respectively, with the same max attrition increases
+plagues affected armies historically
 

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Does this mod include a bloodline for Atilla that can be carried over in the CK2 converter? Vanilla CK2 has an Atilla the Hun bloodline after all...
 
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Does thus mod include a bloodline for Atilla that can be carried over in the CK2 converter? Vanilla CK2 has an Atilla the Hun bloodline after all...
It doesn't as Attila is not a created character, but can appear randomly depending on the barbarian hordes that spawn, and the names of their leaders, from Hunnic strongholds late in the timeline. That is a neat idea though. At least one modder has mentioned working on possibly adding more events for the Huns, so maybe something like that could be added in a submod.
 
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Does this mod include the formation or emergence of Arab Christians such as the Ghassanids?
No, it doesn't add that level of detail. Neat idea. Christianity does spread into the Arabian peninsula, but there is no additional granularity for groups of Christians and cultures or historical polities (which always involves "on-the-rails" history rather than random alternate history). Further historical detail could always be added in submods.
 
No, it doesn't add that level of detail. Neat idea. Christianity does spread into the Arabian peninsula, but there is no additional granularity for groups of Christians and cultures or historical polities (which always involves "on-the-rails" history rather than random alternate history). Further historical detail could always be added in submods.
Thank you for your answer.

1. I would have loved if there was a mod or sub-mod that included more historical details in Arabia/Levant. Unfortunately, Late Antiquity is an interesting but neglected period in strategic games. There is a mod (Fall of Rome) that has the bedrock for Arabia and was supposed to expand on it. However, it seems that the creator of this mod left it when it was initially released.

2. On a side note, I am playing Invictus with a Punic Republic in Western North Africa. Can Christianity reach this area or do I have to expand eastward?
 
Thank you for your answer.

1. I would have loved if there was a mod or sub-mod that included more historical details in Arabia/Levant. Unfortunately, Late Antiquity is an interesting but neglected period in strategic games. There is a mod (Fall of Rome) that has the bedrock for Arabia and was supposed to expand on it. However, it seems that the creator of this mod left it when it was initially released.

2. On a side note, I am playing Invictus with a Punic Republic in Western North Africa. Can Christianity reach this area or do I have to expand eastward?
It's a small modding community, so if you have any interest, I recommend learning how to mod — it's not too hard and it's fun!

Yes, Christianity spreads to northwest Africa usually.
 
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version 1.1 — Russian and Spanish localization, additional features from Timeline Extension for Invictus
With all the small additions to the Invictus-compatible Timeline Extension for Invictus I wanted to bring the original mod up to date, as well as add Russian and Spanish localization files, kindly provided by @Ихний and @SantiD10, respectively. As a result of splitting the vanilla and Invictus versions, this update is no longer compatible with Invictus v1.3.1b. If you would like to continue play with Invictus 1.3.1b, please download and run the files manually that are attached in the post above: https://forum.paradoxplaza.com/forum/threads/mod-simple-i-r-timeline-extender.1175609/post-28262654

Updates include a lengthening of base time for research (240 months, as opposed to 192 months for vanilla) as well as longer building times for Great Wonders, additional modifiers to make barbarians tougher (thanks to @Diskianterezh for the suggestions), and a Germanic Migrations modifier that kicks in around 1128 AUC / 375 CE:

2023-03-12-4.png


The Germanic Migrations modifier is a combination of additions to tribal germanic countries based off the harder difficulty and Antagonist nation modifiers. I didn't see a good reason not to also give the player this modifier, so players who continue as a germanic tribe until the last century of the timeline will get a nice boost to their abilities to conquer and hold territory.

2023-03-12-6.png


AI aggressiveness for germanic tribes is also increased for the last century, if they border a great power. They also become somewhat less trustworthy and more likely to migrate (but they don't always go westward to Iberia like they did historically).

2023-03-12-5.png


Changelog v1.1

*removed events te_plagues.4* for Invictus
-Timeline Extension for Invictus should be used instead
*removed IRCK3 alternate decisions and scripted trigger for Invictus
*replaced Invictus-compatible setup file countries.txt with vanilla file
-added IRCK3 tags for ERE and WRE
*removed references to Invictus names for regions germania_magna and bohemia_region

*added NOT has_global_variable roman_empire_divided check in potential for divide_roman_empire_invictus IRCK3 decision
-should not show up twice if severed half conquers other half!

*added custom_on_action late_antiquity_deurbanization
-includes delay of between 1 and 364 days so events don't always trigger on same game date

*added province population checks to triggers for te_plagues.11 (Antonine plague) and te_plagues.21 (Cyprian plague) to avoid error log complaints of unset scope where no city of sufficient population is found in a country

*added cyrenaica_region for triggering st_mark theosis event

*added tibet_region to NOR list for l6_christian.5

*added tag = BHA for Bharatavarsha end game formable to late antiquity decline modifiers

*added barbarian_fury_discipline country modifier for discipline 0.1, siege_ability 0.1 and siege_engineers 1
-added to event te_barbarians.50
*added 175 create tribal pop effect in te_barbarians.4 for p:5981 (Huns 3rd wave)
-increased tribal pop count for all barbarian strongholds
+increased tribal pop count to 200 in te_barbarians.5 (Huns 4th wave)
*added event te_barbarians.55
-for AI countries, if a province has more than 200 tribesmen (because of barbarian strongholds) check for dominant_province_culture and if it is huna, hunnic, istvaeonic or irminonic, set ruler and primary culture to that culture
-should work in tandem with other te_barbarians.5* events to make invasions have more of an effect on the map, and prevent some provinces from getting massive populations from settling tribesmen
-added in te_custom_on_action_yearly_country_tribesmen
*added event te_barbarians.98 to cleanup any strongholds over Pontic Steppe that might be added and left running after fourth hunnic wave
-added to te_custom_on_action_yearly_country_barbarians

*added germanic_migrations modifier to buff late-timeline germanic tribes
-added to countries in te_migrations.1 and new hidden event te_migrations.10
+event te_migrations.11 to remove germanic migrations modifier for a country that is no longer a tribe (or no longer germanic)
*added events te_barbarians.13–15 if Scandinavian provinces next to p:5952 are overtaken by a non-germanic country after 1054 AUC / 300 CE
-should add some challenge for AI or a player to hold this area as non-Germanic

*added army_maintenance_cost and navy_maintenance_cost modifiers to late_antiquity_pop_decline modifiers
-army and navy sizes declined historically as they became more difficult to maintain
-should reduce number of legions in the late game
-added levy_size_multiplier = -0.01 to cursed_by_elohim modifier

*added ai_plan_goal te_historic_country te_has_germanisch_wanderung_aimod for germanic migratory tribes in the last century of the timeline to increase aggressiveness and migration_chance if they border a non-germanic great_power

*blocked te_migrations.2 line 296 religion effect to set_country_religion with saved foedus_target_country religion scope

*doubled the WORK_COST_SCALEFACTOR in defines.txt
-extends time required for building great wonders, as there tend to be too many great works in the late game
*increased TECH_ENTRY_YEARS to 20, TECH_AHEAD_OF_TIME lowered to -0.15 and TECH_BEHIND_OF_TIME lowered to -0.15

*lowered added technology to 3500 for severed WRE and 4000 for severed ERE, respectively, in IRCK3 decision
-tech check changed for WRE < 35 or ERE < 40

*added localization for germanic migrations and barbarian_fury_discipline modifiers
*added Russian, thanks to Podvoh
*added Spanish localization, thanks to SantiD10
-small edits to other localization

##########

There is also the addition of a new Suiones stronghold that will only appear in the far north of Scandinavia, if those provinces are entirely conquered by a non-germanic country.

These updates should help make the end-game a bit more interesting. If this is all too easy, then you may want to increase the game difficulty — and definitely try the Crisis of the Third Century mod by @Diskianterezh!
 
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This mod turns Imperator into the only strategy game I know of that somewhat accurately simulates decline.

At first I expected technologies I had unlocked to perhaps dissappear from the tree, to resemble one aspect of decline. But I learned from some reading that technologies were not exactly “lost”. Many technologies simply fell into disuse because impracticable due to the collapse of their supply chains. I've read all your changelogs and think you really did and are doing a great job simulating the decline!

Thanks for your great work!
 
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This mod turns Imperator into the only strategy game I know of that somewhat accurately simulates decline.

At first I expected technologies I had unlocked to perhaps dissappear from the tree, to resemble one aspect of decline. But I learned from some reading that technologies were not exactly “lost”. Many technologies simply fell into disuse because impracticable due to the collapse of their supply chains. I've read all your changelogs and think you really did and are doing a great job simulating the decline!

Thanks for your great work!
Thanks for the positive feedback. :) Fortunately, the game is designed well enough that simple modifiers from script can bring out some of its potential, for example, to simulate that decline of an empire, rather than just the creation, expansion and maintenance of one. Anyone who plays this game and enjoys it can see all the potential that was not realized (although the Invictus team have done some fantastic work to continue development). Eventually, hopefully, if PDS ever do get around to Imperator II, they'll fully expand it from the Hellenistic period into the imperial period and late antiquity, and break some new ground in the grand strategy genre. Alternatively, that time period might be better served with its own GSG.

I thought about changing some of the innovations, but stopped short of that, as I didn't want to simply remove progress and didn't come up with a good concept of what to change. The Crisis of the Third Century mod is bolder in that regard and provides greater challenge for players trying to keep their empire together in the late timeline.
 
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Glad i found your mod. Finally a vanilla-ish Mega-Campaign is possible. Am i right combined with the I:R->CK3 converter i can play I:R till somewhere AD 400+ and then move on to CK3 in ~400AD?
 
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Glad i found your mod. Finally a vanilla-ish Mega-Campaign is possible. Am i right combined with the I:R->CK3 converter i can play I:R till somewhere AD 400+ and then move on to CK3 in ~400AD?
Yep you can, but you can convert in any year AD.
 
Cheers! You asked in Steam if I can look at your save and give you some ideas on how to increase your population growth.

To keep your population growth positive that late in the timeline is going to be challenging when your capital is that far north in Europe, or farther west, but the bonuses to population growth are listed here: https://imperator.paradoxwikis.com/Population#Population_Growth At least you have that deified ruler with the population growth passive bonus and a harvest blessing effect for your capital region.

You can try enacting the infrastructure policy law, build lots of granaries in your cities, farms in your settlements or slave estates where you can't build farms, and import grain. Barbarians are going to do a lot of looting, though, and hit your stability. If there is a province that is really struggling, build a great wonder with the fertile nation effect there.
 
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Hi im Chris Yerington from the steam workshop, here is the save game we were speaking about, it crashes within two months consistently on the same date
 

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Hi, i am Kampfspargel from the steam workshop, here is my savegame that crashes. I also tried looking into the observer mode and have debug mode activated. Besides the two mods i ran Virtual Limes (Invictus) and Better UI, although i deactivated those two and it still crashes around that time. My savegame is attached as well as the error log file.
 

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Hi im Chris Yerington from the steam workshop, here is the save game we were speaking about, it crashes within two months consistently on the same date
It looked like it kept crashing due to some triggering event. There is a trick you can do for this sometimes:

1. Start I:R in debug mode by going to the start options in Steam and adding "-debug_mode"
2. Load your save.
3. Let it run a couple of days. Then save it.
4. Quit I:R
5. Open your save in Notepad++ and scroll to the bottom of the save file
6. Search for the date of the crash, like "date=YYY.MM.DD" e.g. "date=696.4.2" for April 2, 696 AUC
7. Find those dates that have "triggered_event { }" and delete those lines with everything in the curly brackets, which includes the trigger date.
8. Save the save file in Notepad++
9. Remove debug mode from the Steam start options
10. Load your save in I:R and see if it will go past the date.

This doesn't always work, but sometimes it does. It seems to have worked this time. I've attached your edited save here. Try it out. You might get a crash at another point in time though, and you can try this trick again. In any case, the timeline extender doesn't add events this early, so I don't see how this could be what is causing your crash. Since you're using the Crisis mod, maybe @Diskianterezh can take a look if you get more crashes.
 

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