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Wiz

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Last edited:

Wiz

Game Director (Secret Project)
Moderator
41 Badges
Nov 15, 2007
11.846
88.389
  • Hearts of Iron II: Armageddon
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Heir to the Throne
  • Arsenal of Democracy
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III Complete
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
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  • 500k Club
  • Victoria 2
Reign of the Ancients 2 for Vae Victis 2.35 BETA
Author: Martin "Wiz" Anward
Contributors: Djack (Tribes and Empires), Riso (New Regions), Sniper4625 (Misc Graphics)

This mod was originally based off the Tribes and Empires mod by Djack. Most of the T&E features are no longer used, but if it weren't for T&E RoA would never have gotten off the ground, so Djack deserves a big share of the credit.

See the Paradox forums for updates.

****************
* Installation *
****************
1) Go into the /map folder in your Europa Universalis: Rome folder and rename the 'cache' folder to 'cache_vanilla'. This will allow you to play vanilla by changing between the two cache folders and will also prevent any crashes caused by mixing the two caches.
2) Unzip this zip to your Europa Universalis: Rome installation folder
3) Launch ROA with the launcher. You should not attempt to play vanilla unless you have first restored or rebuilt the vanilla cache (see above)

IMPORTANT NOTE: If you launch vanilla after installing RoA, it will likely mess up the map cache and cause RoA to start crashing on startup. If this happens, you will have to delete your cache (in the rome base folder, not in the RoA folder) and re-unzip the RoA cache (the "map" folder found in the root of the zip).

******************
* Known Problems *
******************
- If you do not unpause the game long enough for the mod to start before starting to play, you will not benefit from some features (like reworked relations). You'll know the mod has started when you get the "Reign of the Ancients II" event that has you pick a victory condition.
- At the start of the game, there are very few women, so your characters will mostly marry foreign women (moving women from other countries forces them to spawn additional women). This problem self-corrects with the second generation and has no impact on gameplay.
- Saving and reloading the game when an event is on the screen can derail fundamental game mechanics like elections. Don't do it.
- The mod can crash on startup. This is usually due to a corrupt map cache. Try deleting the vanilla cache (found in rome install folder/map) and replace it with the RoA map cache (from the zip). If this does not work, reinstall the mod.
- Starting a vanilla game with RoA installed can corrupt the map cache so that the game starts crashing on startup. If this happens, see above for solutions to a corrupt map cache.
- The large number of countries can make the mod run slowly. If your computer is old, avoid the Shattered World scenario.
- Autosave has a tendency to crash. This seems to be related to large save games caused by the huge number of countries, if it becomes a problem turn off autosave.
- Assigning minor offices from the character ledger is buggy and the option will appear greyed out when it should not be. Assign minor offices from the character screen to avoid this.

************
* Features *
************
- 100+ new tribes, kingdoms and republics.
- 80+ new land provinces.
- 8 new types of tradegoods.
- Completely rewritten character event system.
- Country power status system.
- Reworked popularity and loyalty: Instead of being just a factor of monthly gains and losses, popularity and loyalty are now gained and lost through events instead, making it harder to predict what characters will remain loyal to you.
- Revamped tech system with total emphasis on inventions instead of hidden bonuses - what you see is what you get.
- Different military tech trees for different tech groups.
- Rebalanced warfare with a greater emphasis on sieges and logistics - you can no longer maintain an army of 30000 men in a barren tribal province without attrition and sieging will cost you large amounts of men.
- Expanded and revamped tribal mechanics that make tribes far more viable to play and allow gradual procession to better government types.
- Revamped nation ideas that allow more choices at the game start and a more balanced set of picks.
- Rebalanced and fixed laws - there are no longer any 100% beneficial laws and many overpowered or underpowered laws have been tweaked.
- Dozens of new regions and serious fixes for the previously buggy independent regions allowing empires to fracture into new nations.
- Tweaks to civil wars that make civil war factions stronger and more of a serious threat.
- Revamped civilization: Civilization will now increase your tax income in addition to research, but will also reduce the amount of manpower available in the province and increase stability costs, as urban dwellers become more demanding and less willing to fight for you.
- Revamped and rebalanced governments, with four specific levels of refinement where higher levels offer more ideas and larger bonuses.
- Pirates removed from the game.
- Annexation limit of 2 to better fit the size of RoA provinces.
- Full support for later start dates.
- Advanced tribal governments that allow tribes to gradually grow into a civilized government form.
- Hording and migration among tribes, migrating hordes can form in discontent tribal provinces.
- Nomadic invasions from beyond the borders of the map.
- Land grab events that allow you to seize provinces if you hold them long enough - though at a considerable cost in infamy.
- Revamped and gradualized cultural conversion that will first populate your wrong-culture provinces with citizens and then convert them culturally.
- Majorly revamped tradegoods, the game has far less grain and more of the rarer resources to prevent the issues with grain provinces lacking trading partners.
- Many more minor and major changes for a more challenging, fun and complete game experience.

*************
* Changelog *
*************
2.01:
- Now compatible with version 2.36b.

2.00 FINAL:
- The AI will no longer shuffle around employed characters. This should prevent the crazy command switcheroo on AI armies and stop save-game ballooning from constantly switching titles.
- Fixed a couple bugs with the Ruler Finesse titles.
- Tweaked the power status calcs as it was too easy to reach Great Power and Hegemony.
- Changed the requirements for the rebellious tributary events so that they don't fire simply because your forcelimit got larger in war
- Fixed some accidentally positive benefits to unpopularity and negative stability to be not so positive.
- Changing the end date to 20000 AVC so that you can play however long you like (note that there is no start date history after 727 AVC though).
- Comets can now be sighted.
- Reunited Crete to get rid of another couple of tags (for performance reasons).
- Tyranny will now go away more slowly.
- The badboy limit is now fixed at 21.
- Reduced the forcelimit bonus that AI Rome and Parthia gets.
- Removed the option to bribe characters as this made it far too easy for large, rich countries to deal with disloyal governors and generals.
- Macedonia can now form Greece.

2.00 BETA 4:
- Added a base stability cost so that even tiny countries have to pay more than a couple gold to raise stability.
- Your capital city now gets a bonus to pop growth.
- Population growth penalties are now handled as a direct factor of population size instead of being a modifier.
- Reduced population sizes in provinces to reduce the size of rebel stacks. Tax, manpower and RP from each pop was increased to compensate.
- Rulers should no longer get disloyalty events.
- Hid the character death icon to prevent it from showing up in all events.
- Republics with Gender Inclusion can now upgrade to a full Gender Equality law.
- Senate appointments to offices should now be better stat-wise.
- Made it less likely that wrong-religion characters are appointed to the Senate unless you have the Religious Tolerance Law.

2.00 BETA 3:
- Added 100+ new character events, with particular emphasis on friendships and rivalries.
- Disloyal characters with many loyal regiments can now start a civil war, even if they don't hold a command.
- Added cleanup code that should prevent the game from breaking permanently if the player saves and reloads with events on the screen. Nonetheless, don't save and reload when events are on the screen!
- It is no longer possible for republics to get an appointment event while another appointment event is pending. This should prevent duplicate appointments.
- It is no longer possible for characters to have friends and rivals from outside the country since the engine doesn't really support it.
- Made war horses a bit more common.
- Fixed some bugs with colonization and land grabs caused by duplicate event IDs.
- Implemented a workaround fix for the mouseover crash on government screen introduced in 2.35. This workaround disables the "jump to character" button for some positions, so you'll need to do an extra click or two to bring up characters holding the affected offices.
- Prisoners and envoys will no longer get the vast majority of character events.
- Tweaked Punic military inventions to better match up with history.
- Military inventions are now tied to tech group instead of culture group (roman tech gets roman inventions, etc).
- Colonies are now more expensive to build.
- Consolidated a number of OPM tribes into larger tribes in order to speed up the game. Further consolidations may occur if necessary.
- Numidia now starts the game as a tributary of Carthage, which will hopefully prevent Carthage from annexing them early on.
- Removed Phazania and Nassamones in the regular scenario. Numidia now holds their land.
- Fixed some localisation problems in events.
- Made incestous romances rare and added some rather nasty consequenses if they are discovered.
- Removed incestous marriages with the exception of ruling families under egyptian succession law.
- Increased the loyalty loss from unfulfilled ambitions.
- Increased the loyalty loss from being unemployed.
- Some events related to barbarians are no longer major (they were set to major for testing purposes).
- Increased the effects of court offices.
- Increased ruling party bonuses.
- The ruler's finesse no longer affects your global tax income (it still has a large effect on tax income in the capital region).
- Reduced the years of peace at game start as the AI is now better at finding allies.
- Increased loyalty hits for dismissing characters from offices.
- You can now shuffle governors into tech or command offices and vice versa without suffering dismissal penalties. You can not shuffle a governor whose loyalty is low.
- You can no longer shuffle characters between court/censor offices and other offices, as the engine doesn't quite allow it. To move a character between a court/censor and tech office for instance, you will first have to dismiss them from their court/censor office.
- Characters can no longer hold two major offices concurrently.
- Returned Cyrenaica to Egypt, but upped the chance of the Cyrenaican Independence event firing.
- Fixed a bug that allowed women to be censors.
- Tribal revolts will now occur with less frequency.
- Dictatorships can now form an Imperium.

2.00 BETA 2:
- Further increased regiment reinforce speed.
- Further decreased ship repair speed.
- Provinces under siege now have a minimum revolt risk, making it risky to siege them with small armies.
- Occupied provinces now have a minimum revolt risk, and so are always at risk of being flipped back to their owner by a revolt.
- Reduced garrison sizes back down to 1000 per fort level.
- Increased the effects of cloth and leather on recruitment times.
- Made troop recruitment faster. Countries whose armies were destroyed but who still have manpower or money should be able to raise a new army very quickly.
- Cyrenaica is now a tributary of Egypt between 474 and 478 AVC.
- Removed the code intended to cut down on alliance chains since alliance chains are fixed (yay!)
- Mines now give a fixed tax income instead of a local tax modifier.
- Colonies will no longer disappear when you reload the game. They now make use of the building graphic for forestries.
- Forestries are gone. Irrigation can be built in provinces previously supporting a forestry.
- Removed the 'Increase Supply of Grain' mission as it was essentially a limitless slave making machine.
- Upped MTTH for election events so you don't get the same person repeatedly appointed despite vetoing their appointment.
- Changed around tech requirements for ideas a little.
- Fixed the requirements for dictatorship so you can no longer declare a dictatorship if you already are a dictatorship (whoops!).
- Colonizing an uncivilized (less than 50% civilization) province as a civilized power will now turn that province civilized.

2.00 BETA:
- Added a decision to form Germania
- The AI will now keep a warchest of a size proportional to their country and only tap this money during war to purchase mercenaries and maintain their armies.
- Warfare has been reworked. Forcelimits have been slashed and army maintenance increased so that maintaining standing armies is difficult, and you will need to save up money to be able to afford wars. Troop recruiting times have been lowered and during war, your forcelimits increase so that mercenaries have a real use.
- Most monthly variables to loyalty and popularity are gone, and these are now mainly gained or lost through events and ambitions. This makes loyalty less predictable for the player.
- Characters in a monarchy can now simultaneously hold a court office (prime minister, foreign minister, finance minister, interior minister) and a major office (general, admiral, tech office). Governors cannot hold a court office.
- You can now freely move characters between offices without suffering the tyranny hit for dismissing them (this is done by appointing a character to an office while he is already holding one, he will lose the old office and assume the new one). Characters will gain or lose loyalty depending on whether the change is a promotion or a demotion. The exception to this is governors, who cannot be shuffled around. Also, you can't reassign a general with low loyalty for obvious reasons.
- Land trade now geneates the same amount of money as naval trade, but coastal provinces have an extra trade route (in addition to being able to support a harbor)
- You will now always have a CB on anyone of a different religion, to reduce need for fiddling with intrigue.
- Increased stability penalties for monarchies and tribes with gender equality.
- Monarchies can now enact gender equality.
- You no longer automatically assimilate provinces culturally over time. Instead, you colonize wrong-culture provinces by constructing colonies (a type of building) in them. Each time you construct a colony, the colonization level in the province increases, and once it gets high enough, the province's culture and religion changes. Provinces can still convert religiously by event even if you do not colonize them.
- All population will now provide a small amount of manpower and tax to supplement the tax/manpower from slaves and freemen.
- A conquered province will now keep more of its citizens (15% instead of 5%)
- Significantly sped up reinforcement rate.
- Dictatorships are now a form of republic, with an elected ruler for life whose party of choice gains a huge boost to political attraction.
- Conquering civilized provinces now gives 2 badboy (3 with no casus belli). Uncivilized provinces give 1 badboy (2 with no casus belli) unless the conqueror is tribal.
- When conquering uncivilized provinces as a civilized country, you will gain an instant core (and thus no nationalism) but a fraction of the population will be converted to barbarian power.
- If you do not have an omen invoked in a monarchy or tribe, your ruler will take popularity hits.
- Reduced penalties for wrong culture provinces.
- Added the seven wonders of the world as modifiers if you own the right provinces and have the requisite building in them (harbor for Lighthouse of Alexandria, for example).
- Your governor's attributes will now affect the revolt risk, tax income, research, manpower and fort defense of your provinces.
- Changed requirements for Agnatic succession so its actually possible to switch to.
- Monarchs at the start of the game will now get a special 'fertile' trait to help get more children early on.
- All omens will now last 5 years instead of 1.
- Disabled assaults in sieges completely. They will be re-enabled if Paradox ever fixes the bug with assaulting and morale.
- Removed automatic marriage and added marriage events.
- Monarchies with low ruling family prestige will now receive a loyalty penalty to characters, while monarches with high ruling family prestige will gain a loyalty bonus.
- You can now remove minor titles from characters via the grant title option.
- Reduced the number of ideas in each category to 8 to get rid of some useless ideas and make each idea group more distinct (so no military bonuses in economic ideas, for example)
- Internal trade routes will now give normal income since you have to use up 2 potential foreign routes to set up an internal route (so its effectively half income anyway)
- Added a new government type: Bureaucratic Monarchy
- Gave Heraclea to Bithynia to give them a better chance at survival (historically it should be independent, but it would be a pointless tag)
- A basic tribe (not tribal kingdom or tribal federation) that has annexed other tribes will now always collapse on ruler death unless the new ruler has at least 8 in one attribute.
- Tribes can no longer be inherited, you will have to civilize your tribal tributaries to inherit them.
- The AI will now weigh in warfare type when deciding what troops to recruit (Rome will recruit more heavy inf, etc).
- The AI will now be smarter about where to place buildings (forts on borders, tax buildings in densely populated provinces, etc).
- Changed the event interface to get rid of event titles and just have a short, descriptive text.
- The player will now start the game with more manpower.
- Rebalanced cost of buildings.
- Tributaries will now understand the combined strength of all your tributaries and may revolt if they think they can take you on together.
- Minimum revolt risk has been removed from the game, but the revolt risk caused by nationalism has been increased.
- Ships will now repair more slowly in order to make the effects of naval battles less lopsided.
- Tribes with Gender Equality that become republics will now automatically get the benefits of Gender Inclusion without any of the penalties.
- Added more character ambitions.
- Traits now have a bigger impact on character ambitions.
- AI countries will now start with a larger army on game start.
- The player will get some extra money at game start.
- Pyrrhic wars are now less lopsided.
- Tribal countries will now be able to field a much larger army.
- Barbarians will no longer spawn in tribal land. Instead, barbarians will spawn more frequently in civilized lands bordering tribal provinces.
- Civilized countries holding on to tribal land will have significantly increased problems with barbarians.
- Redid population growth. Your provinces will now grow at a fast base rate determined by civilization score, but provinces with a population of 50+ will gain an increasingly large growth penalty, making it so that growth resources, buildings and ideas are required to grow very large provinces.
- Added decisions to form Hibernia and Hispania.
- Northern Gaul now has a separate Aremorican culture to encourage the AI to find less distant allies.
- The AI is now more likely to want to conquer islands.
- Added a strait between Corsica and Pisae.
- Added a new alternate starting scenario, Shattered World, where the map is broken up into lots of medium powers and independent regions. Strictly ahistorical, strictly for fun. The main historical campaign is not affected by this scenario in any way.
- Removed all vanilla childhood, romance, friendship, rivalry and internal politics events.
- Removed vanilla trait assignment events.
- Added events that assign children a personality upon turning 10, giving them between 1 and 3 relevant traits.
- Reworked technology. Static tech bonuses are gone, but inventions are much more significant.
- Removed the infantry/auxilaries/cavalry warfare split and implemented four different sets of warfare techs (Roman, Hellenistic, Punic, Parthian) based on culture group.
- Added 8 new tradegood types and reworked the tradegood bonuses to ones that the AI will desire.
- Horses will no longer allow you to recruit Horse Archers, instead the new tradegood Steppe Horses will do that.
- All provinces have had their population at least doubled, with the effects of each individual pop lowered by a little more than half. This will prevent most instances of barbarians emptying out provinces (and potentially crashing the game).
- Forcelimits have been completely redone. All your pops now contribute to forcelimits (instead of just slaves) and your naval forcelimit is determined in part by your number of ports.
- Children will now be able to get an education when they turn 6. There are three quality levels of education, with better costing more money. A character recieving an education can acquire special traits during the education and may get a bonus to their attributes upon becoming an adult. The chance of either happening depends both on the child's skills and the quality of the education.
- Added new childhood events.
- Reworked wealth. Characters will now have a lot less wealth on average and events spending/requiring it have been appropriately scaled down.
- Many regions have been split into smaller regions, with the average region size now 2-4 provinces.
- Replaced Desecrate Holy Site with Disrupt Trade, an intrigue option that lets you cut off trade routes.
- All attributes (martial, charisma, finesse) now have an effect in nearly every major office.
- The attributes of your office-holders are now more important and have a bigger effect on your country.
- All characters will start the game at 100% loyalty so monarchies without a legal heir will no longer get an instant civil war.
- The AI restrictions on starting wars have been tweaked to further reduce the early wars.
- The AI's relations have been reworked to limit its choice of allies and get rid of cascading wars.
- Relations have been totally redone. You will have at least 0 relations with all countries you do not have a war or strategic rivalry with, and negative relations will drift towards 0 rather than go down further unless your badboy is high.
- Startup event will now remove health and battle traits so your country stops resembling a leper colony.
- Traits have been reworked from ground up. About half of all traits have been removed and the rest have more significant and unique effects, particularily on events.
- If the rebel side in a civil war is losing badly they now have the ability to surrender to the loyalists.
- The AI is now much more likely to negotiate a surrender if they are losing a civil war.
- Added Palmyra as an independent country.
- Split Magna Graecia into three countries: Tarentum, Thurii and Croton.
- Added a decision to unify Crete.
- Added a new province in Naxos.
- Split Crete into two countries: Gortyn and Knossus.
- Lowered annex size limit from 3 to 2.
- Reworked some map colors and flags.

1.16:
- You can no longer appoint characters to minor offices in Republics, instead minor offices are gained through election events, with each minor office held for the duration of one term. The number of minor offices available varies based on the size of the country.
- Characters without a title will no longer get a loyalty/populist conviction penalty in Republics.
- Characters with an ambition to be elected to a minor office will now gain populist conviction until they get a minor office or a job.
- Characters with an ambition to get any job will now lose loyalty until they are given a job.
- Characters with a proper job will no longer gain ambitions to get a different job.
- Completing ambitions will no longer give characters bonuses to their stats.
- Renamed minor offices for Republics to default non-Roman names (Seer instead of Augur, etc). Latin countries will still get the Roman names.
- Cleaned up and rebalanced ambitions so they will be given out sensibly and characters will be more focused on their own advancement than killing rivals or getting 16-year old girls jobs.
- Offices will now give much less family prestige on assignment, but will give monthly family prestige so that dynasties benefit from having characters in office for a long time.
- Fixed the unit and siege positions for Allobroges province.
- Increased cost for assassinations.
- Replaced Industry with Urbanization, an NI that increases your population growth.
- Barbarian stacks will no longer spawn in provinces under siege to prevent a crash bug caused by multiple barbarian stacks sieging the same province.
- Barbarian spawning events will now generate more barbarian power but a smaller initial stack, creating more of a long-term problem and less of an immediate threat.
- Increased peace cost for taking provinces, as it was too low in the last version. Peace cost is still lower than in vanilla.
- Added a decision to form Britannia.
- Human players will now always gain at least 1 badboy for conquering provinces.

1.15:
- Fixed a bug in landgrabs that was causing provinces to be randomly ceded to other countries
- Gave Tylis more population and a second province to further strengthen their position
- Byzantion is now a tributary of Tylis
- Trapezus is once again a tributary to Pontus to help them survive longer
- There will no longer be a flurry of war declarations at the start of the game. To accomplish this, all AI countries at peace are forced to -3 stability for the first five years and given a modifier that gives them the bonuses of +3 stability. AI countries also have immunity to most events triggered by low stability during this time.
- Brightened up map colors to make province names more readable
- Wealth is now consistent to gold (100:1 ratio) in all events.
- Reworked friendship and rivalry events so that they are no longer full of pointless random lists and no longer make every single character in a republic suspicious.
- Reduced the penalties for failing missions.
- Characters will now gain some family prestige every time they take a province.
- Halved the cost of taking provinces in peace by lowering their civ score for the duration of their occupation. Events, techs and modifiers have been tweaked to ensure they don't fire by mistake while civ is artifically low.
- Lowered badboy cost of landgrabbing to 3.
- When you occupy a province and capture slaves from it, you now gain a very small amount of badboy.

1.14:
- Fixed a bug that was causing heavy depopulation in provinces when conquering them
- Theocracy now gives omen power instead of omen chance
- Fixed a bug that was causing units to be able to move instantly between Deciates and Allobroges
- Provinces controlled by a religion sharing their faith now gain a bonus to religious prestige, while provinces controlled by a different faith gain a penalty
- Fixed a bug that was causing 'Border Dispute' to appear for countries that should not be getting it
- Military Republic now has one religious, one military and one economical idea
- Created a new province in Menorca
- Instead of a random chance on capturing a province, you will now always gain a small amount of slaves when capturing provinces. Slaves can be captured from a province max once per decade.
- Regions in Persia have been revamped and should now be closer to historical regions
- Democratic Republic now gives popularity to all characters instead of the ruler

1.13:
- Added a new power status level above Great Power called Hegemony. To achieve Hegemony, you must be extremely large and powerful with no serious challengers.
- Parthia will now be far more aggressive about conquering Seleucid territory if it gains the upper hand against them
- Fixed a crash bug related to civil wars.
- Having cores on your neighbours will now increase stability costs by 20% to encourage the player to take cores instead of using them for a CB
- Improved the effect of Aqueducts from 3% to 5% population growth
- Common Marriage Law is now slightly better
- All provinces now have a basic trade transit capacity of 1, meaning they can have a single trade route with any province in the game provided they have the proper trade accesses.
- Roads now give +2 transit capacity, allowing a landlocked province in a road network to have up to 3 trade routes with non-neighbouring provinces.
- A disloyal governor of a region that already has an independent region now has a chance to be bribed into defecting to that region tag
- The new religious laws for republics are now also available for monarchies
- Toned down the effects of pop converting ideas and laws since they were having too great an effect over the course of the game
- The difference between cores and non-cores in tax income will now be more significant.
- The events for capturing slaves when taking provinces will now always show up for the player, regardless of which general took the province.
- When you conquer the capital of a country annexed by an AI country, you will now be given the option to release that country via event. Doing so reduces infamy and gives you max relations with the released country.
- Upped the MTTHs for tech minister events that were firing too often.
- Removed the hellenistic warfare / roman warfare choice and made their respective inventions based on military specialization.
- You can now only change military specialization once per game to prevent some issues with losing out on inventions.
- Doubled the number of minor titles Republics can hand out (from 20 to 40).
- Baleares (Ebusus and Mallorca) is now a region of its own instead of being part of Carthaginesis.
- Added a very small chance to inherit republic tributaries when they hold elections and relations are at +150 (represents the republic voting to join with their overlord).
- Added an event chain for negotiating a surrender to rebels if a civil war is going badly.
- Added events for rich characters to spend wealth on increasing their family prestige.
- Increased mercenary maintenance cost to 2x base (from 1.5x).
- Naval combat is now less lethal.

1.12a:
- Fixed a crash bug in 1.12

1.12:
- Greatly increased population in Parthian provinces to simulate Parthian lands outside the game boundaries
- Reduced the strength of the Parthian Homelands triggered modifiers
- Renamed some provinces whose names didn't fit their geographical boundaries
- Added conquest missions for gallic regions that should help the AI expand better
- Added hibernic culture for the Hibernic (Irish) tribes
- Fixed a duplicate event ID in cultural events
- A monarchy can now become a republic if its ruler is incompetent or corrupt and has extremely low popularity, and the primary heir is a pretender with selfless traits. A Federal or Despotic Monarchy becomes an Oligarchic Republic, while an Aristocratic Monarchy or Theocracy becomes an Aristocratic Republic.
- Republics can now appoint any male character over age of 25 as general or admiral, in large part to help the AI who didn't understand how to move high martial characters through the right offices
- Rebalanced republic bonuses and the effects of tech and court offices. Republics will get slightly worse bonuses but the parties will be balanced better. Monarchies will get significantly better bonuses from competent courtiers to balance for letting republics freely appoint commanders
- Censors can now have a command simultaneously with being censors
- Bribing and assassinating characters is now cheaper
- Infamy will now lower diplomatic success, intrigue success and character loyalty
- Increased political attraction from built buildings for Civic Faction
- Civic, Trade, Military and Religious Tribes now have decisions to switch to another type among the four
- Added a new law for republics that allows you to appoint women to Civic and Construction tech offices, at the expense of higher stability cost and lowered religious prestige. Requirements are a very charismatic populist ruler with a highly popular wife and max stability.

1.11:
- Independent regions will now gain cores on their provinces upon declaring independence
- Independent regions, barbarian countries and civil war countries will now lose all their cores on annexation
- An independent region that is revolting will now be instantly annexed if it is fully occupied during its war of independence
- Fixed a crash bug in elections event
- Ruler charisma and finesse will now have a bigger effect on diplomacy and intrigue, respectively
- Election results should now make more sense (ie not every single party losing seats at once)
- Slightly decreased cost of most buildings
- Doubled construction time on all buildings
- Non-tribal countries will now have an army specialization: Auxiliaries, Infantry or Cavalry, with each providing a special set of bonuses. You can switch between the three through decisions if the right conditions are in place.
- The AI will now act more aggressive towards a weaker player neighbour
- Increased character income from offices considerably
- It is now possible to convert between the different types of monarchy if the right circumstances are in place
- Higher Duty will now increase tyranny decay rate instead of lowering max friends and rivals
- The Tolerance idea will now reduce the penalties of owning wrong-religion provinces. A different religion group province has its penalties halved, while a same religion group province gets no penalties at all. However, provinces will be much slower to convert to your state religion with Tolerance.
- Added a power status system modelled on the Magna Mundi system. Your country will be defined as a Minor, Small, Medium, Major or Great Power based on number of provinces, population, army size, max manpower and tributaries. Smaller states get a bonus to trade income but a penalty to tribute income, diplomacy and civ spread. Larger states get bonuses to research, tribute income, civ spread, diplomacy and religious prestige.

1.10
- Disabled the Gaul unification event chain as no additional challenge to conquer Gaul is needed with the 2.32 alliance chains
- Provinces can now convert to the state religion of Shamanist, Druidist and Animist countries, though it will take longer than for other religions
- Reduced the tyranny gained from dismissing characters before their office term is up
- Rulers with dictatorial traits may no longer end a dictatorship by decision
- Republics may now get a dictatorship by event if tyranny is above 10 and the ruler is not humble, submissive, content, righteous or generous
- Slightly reduced the tax penalties for wrong religion provinces
- Bread riots can now always occur unless you have passed the Free Grain Law, but will be less likely to happen in provinces with access to grain
- Significantly increased the chances of characters dying or being wounded in combat
- Added new laws to Republics, mainly focused on religion
- An election event will now fire on a peaceful ruler election in a Republic. This event will slightly change the composition of the Senate based on buildings built, laws passed, national ideas and other factors. For example, having a lot of temples will strengthen the religious party, while populist laws will strengthen the populists, and so on
- Changed the party requirements for Privateer Sponsorship, Popular Augur and Anti-Piracy Laws to make more sense
- Forming Greece will no longer move your capital
- You will now receive notification when you inherit a tributary
- You will now gain cores on all core provinces of a tributary you inherit
- Reduced some factors that were causing too many characters to become militarists
- Civil war factions will now be stronger, especially if rebelling against the player
- Disabled tradegood switching events as they were causing the trademap to show the wrong resource after reloading

1.09
- Tweaked starting relations. 100 is now the max relations you should start at with a country that is not your ally at game start (note that it takes a few days of gameplay before relations are adjusted by the startup event).
- Minor offices in monarchies will now increase prominence rather than reducing it
- A character's wealth will now increase their prominence by 1 per 100 wealth
- All factors changing prominence on a monthly basis have been removed. As such, prominence is now a static number determined by traits, titles, wealth etc and should allow you to quickly sort characters according to importance
- Tribes will now be able to pass a gender equality law that allows women to hold any position. This law requires a high finesse and open-minded ruler and a highly popular consort.
- Characters must now be at least 20 years old, be the ruler OR be the primary heir to hold offices at court or in the military
- Characters will now start recieving trait-adding events at the age of 4 and stop recieving them at the age of 25
- Removed the trait random events as their effects were too minor and inconsequental to be worth the computer cycles
- Roads are now available at construction tech 10 instead of 15
- Academy is now available at construction tech 15 instead of 10
- Forestry is now available at construction tech 5 instead of 10
- You can now grant minor titles to characters with offices in a monarchy
- You will now be able to assign active generals and admirals an office if their loyalty is above 50. Doing so will remove them from command without suffering the usual penalties.
- Reduced the frequency of barbarian hordes forming in tribal provinces
- All provinces in the game now belong to a country at game start in order to do away with the silly colonization game once and for all. To this effect, some fairly ahistorical territorial assignments and tags are now available. I will look into making this more historical in the future, but for now gameplay is the main concern
- Provinces that become empty as a consequense of barbarian invasion will now be able to be claimed by any country with a sufficiently populated province bordering it
- Nabatea is now a playable country at the game start
- Added Germanic, Irish, Sarmatian and Gallic tribes in formerly empty provinces
- Added some numidian tribes in North Africa
- Numidia now starts the game owning Mauretania
- The coasts of northern europe can now be the target of barbarian sea invasions
- Nomadic horde invasions are now rarer but far more dangerous
- Trapezus no longer starts as a tributary of Pontus
- Syracusae can now declare independence if Epirus owns Syracusae and Messina and Magna Graecia no longer exists
- Increased the populations of Massilia and Emporion to give them a fighting chance
- Split off the province Byzantion from Thracia and added Byzantion as a new playable country
- Added new Gallic tribes in provinces that were previously owned by tribes that had no business owning them
- Increased the population of Thracia to strengthen Tylis at the game start
- Judaic provinces are now highly unlikely to convert to your state religion
- Tribal states who have annexed other tribes can now break apart on ruler death if the new ruler does not have sufficiently high attributes. Tribal Kingdoms and Tribal Federations are not affected by this.
- Non-republic tributaries now have a chance to be inherited by their overlord on ruler death if relations are at least +150 and the overlord has more cities and a larger army than the tributary. Player countries will never be inherited this way
- Countries with tributaries will now suffer relation hits with their tributaries during periods of weakness (low stability, small army, civil war, high war exhaustion or high badboy)
- Tributaries with low relations or a position of strength towards their overlord can now break off the tribute payments and declare indepedence

1.08:
- Fixed another bug in the land grab event chain, land grabs should finally work right
- Increased the base tribute income from 50% to 100%
- Offices will now have less of an effect on political attraction
- Imprisoned characters will now be able to be pardoned via event every five years (mainly to help the AI clean up its huge prisoner populations)
- Removed the AI diplomatic penalties as they were not having the intended effect
- The AI will now be less likely to honor alliances beyond the first degree of separation
- Tribes will now be less likely to have multiple allies
- Slightly lowered the rate of civilization spreading

1.07:
- Now compatible with official patch 2.32
- Renamed the Bosporan Kingdom to Cimmeria (not entirely historical but much less cumbersome)
- Removed the increased penalties on assaults as the AI did not take them into account
- Penalized the AI's diplomatic ability to try and cut down on alliance chain megawars
- Diplomatic and intrigue missions are now less likely to succeed
- The AI will now put more resources into maintaining a large army
- Increased the cost of all buildings
- Decreased income from trade
- Increased the income bonus from stable trade routes
- Internal trade routes are now less penalized (but still a good deal less profitable than foreign trade routes)
- Island crossings over the Aegean should now use the correct seazones
- Added a decision to form Greece
- Dismissing characters before their term is up will now increase tyranny
- Governors, Generals and Admirals will now contribute slightly to political attraction for their party
- Increased ship maintenance costs
- Reduced mercenary maintenance costs to 1.5x regular troops from 2x
- Changed some government bonuses to ones that fit better
- Upped base omen chance
- Chance to gain unit loyalty is now based on martial and charisma scores
- Omen power increasing ideas and laws are now better
- Reduced badboy rate of reduction and limit
- Fixed a bug that was preventing land grab events from firing
- Tribal provinces with a population of 8+ can now get events that allow them to migrate into adjacent empty provinces
- Removed party conviction changes from attributes as they were having too great an effect
- Rebalanced some party political attraction factors
- Rebalanced omen power laws and ideas to be slightly better
- Added a base level of corruption (10%) to represent normal political corruption at the time
- Increased the bonus of Tariffs
- Increased the bonus of Pantheon
- Characters will now gain and lose popularity slower than before
- Changed some traits that previously gave popularity increases/decreases to give prominence increases/decreases
- Attacker will now lose more troops when assaulting
- Bread riots can now occur in provinces with 30+ population, down from 50+, but will occur less frequently in less populated provinces
- In addition to granting base bonuses, tech levels will now also grant slight penalties. Land and Naval tech will increase maintenance costs, construction tech will increase building costs, civic tech will increase stability cost and religious tech will increase failed omen penalty.

1.06:
- RoA is now compatible with patch 2.32 BETA

1.05:
- Fixed a major bug that was causing Barbarian countries to receive endless armies

1.04:
- Added Albania at the game start as a military tribe
- Added some scythian tribes at the game start
- The installation now includes a complete map cache for users that have trouble with cache generation (updated installation instructions so be sure to read them!)
- Fixed a freeze bug caused by splinter nations with incorrectly set civil war factions
- Fixed several bugs in the Gaul unification chain
- Added a new law for republics, the Free Grain Law
- Densely populated provinces without access to grain will now experience bread riots
- Cut down on the frequency of some ruler events that were firing far too often
- Revolter countries will now always start with an army
- The AI will now put far more resources into keeping a large navy
- Slightly reduced the power of heavy infantry vs militia
- Slightly increased the cost of heavy infantry, archers, cavalry and horse archers
- Minor rebalancing to NIs
- Minor rebalancing to some laws and decisions
 
Last edited:

Gorte

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Looks excellent. I only played few years so I cant give much feedback but I'll note one bug: the province south of Rome, Praeneste, doesn't have a port.
 

Cheexsta

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Looks very cool! The stuff you've added for tribal sizes etc is something I've been tinkering with as well, so it's good to see that someone else has thought of the same thing!

Very much looking forward to trying this one out.
 

Wiz

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Nice work Wiz. It might be a good idea to put in an installation guide because I think your map changes will mess wih the Vanilla map if not installed correctly.

Sounds like some interesting changes, cant wait to look into the files and see what you have done.
My map is in a mod folder, but yeah, you'll need to do some cache management to play with both, so I'll add that to readme for next version.
 

Woody Man

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I'd really love to see this merged in part with the Epigoni mod :D
 

unmerged(125561)

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Great job Wiz, i just love the dynamic sense of activity in the world now.

Honestly, ive played about 1/2 hour (game time is few and far between these days.. :() but i have to say, i am dying to get stuck into a campaign. Will let you know how it goes...

One thing though, i see they have released a new patch - before i get it will it work with Ancients v1.0?
 

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Great job Wiz, i just love the dynamic sense of activity in the world now.

Honestly, ive played about 1/2 hour (game time is few and far between these days.. :() but i have to say, i am dying to get stuck into a campaign. Will let you know how it goes...

One thing though, i see they have released a new patch - before i get it will it work with Ancients v1.0?
No idea. I'll test and make a new release if it's not compatible.
 

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1.01 for 2.3 beta is now up. Since megaupload is being a pain, I temporarily put it on my own webpage.
 

Wiz

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1.01 had a serious crash issue, so 1.02 released.
 

unmerged(106498)

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Played your mod a few times last week and liked it. I think papyrus is a bit too common though, and definitely can lead to hyper-tech problems over the course of a longer game. I'd either cut back on the bonus or reduce the total output of it at game start.

If you play as Rome or Macedonia, it is slightly problematic in a couple of ways. The existing Nations to the North allows for a very rapid expansion through Annexation. Not sure what would be the best way to address this, but I was thinking possibly giving a 'barbarian' value to tribal nations once they've been annexed so they can randomly stage a large scale revolt at some later time, or something to that effect.

Overall, a very nice mod.
 

Wiz

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Good point, I'll lower papyrus bonus.

In the next version, it will be possible for barbarians to spawn in any 'tribal' provinces with revolt risk that you own unless you civilize them. I'm also planning events where if you expand too rapidly into tribal land, all nearby tribes will band together against you.
 

Wiz

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1.03 has been released (yep, it's not a dead mod, shocking huh?)

New stuff:
- Majorly revamped tradegoods, the game has far less grain and more of the rarer resources to prevent the issues with grain provinces lacking trading partners
- Tradegoods swapping events that will assign a province a new suitable tradegood if all its traderoutes lie fallow for too long
- Revamped popularity mechanics - you will find it more difficult to stay popular in a Republic
- Nomadic invasions from Arabia, Russia and Nubia.
- Gaul formation event chain that allows the gauls to unify against any empire that expands too far into gaul
- Land grab events that allow you to grab a limited number of provinces if you are winning an overwhelming victory against a large enemy
- Prison breaks and prison revolts in countries with too many prisoners - you will have to manage your prison population!
 

Emperor Walter

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Can I have permission to use the resource values & unit values from this mod?
 

legatus123

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Can this mod be merged with Cursus Honorum?

This Mod looks Great! Can I merge this mod with Cursus Honorum? How can I merge 2 mods together? Thanks
 

Wiz

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Released 1.031 with some bug fixes.

1.031 is compatible with the latest beta patch (and only the latest beta patch). On merging mods I'm afraid you're on your own.