Imperator: Rome

Imperator: Rome

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TE : Crisis of the third century
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3.701 MB
2022 年 9 月 3 日 下午 3:29
10 月 17 日 上午 8:01
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TE : Crisis of the third century

描述
Invictus ALMOST MANDATORY : there is just too many balance issues, i had to make a choice -> making Invictus baseline OR being able to keep two separate versions of this mod, and this is just not possible.
If you play without Invictus and encounter some bugs, please reach out to me.

"Simple i:R Timeline Extender for Invictus" required : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2845446001
(add Crisis right ontop of them in the load order)

Old version 1.3.1 : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3535781921
Invictus version compatibility 1.10.0.2
Better UI compatible (and recommended)

FMO & TI not compatible --> for FMO use this version : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3244446955
for Terra Indomitas use this one : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3244519114

Forum thread for updates and any bug you might encounter: https://forum.paradoxplaza.com/forum/threads/mod-crisis-of-the-third-century.1565527/


Load order :
Last after Invictus and Simple timeline extender


This mod is a submod of Simple Timeline Extender, and seeks to complete it by adding many new mechanics to spice up the end game (700AUC +).

Why use this mod :

During your continued gameplay in the years from 750 to 1229, you will notice that many of the mechanics have become trivial due to the accumulation of bonuses and technologies : the money flows, the characters are all happy, your army is invincible and your empire can blob without limit with stability at its highest.
This is not surprising as the Imperator : Rome original experience is made for a short span of time, from 450 to 750, and the limits of the game limiting your powerscaling (not enough time to take all the inventions/traditions/build all buildings and great works) are no longer there if you play above the end date.
Crisis of the Third Century aims to add many new mechanics have to be implemented to keep the game entertaining 500 more years !

Do you want to witness the decline of antiquity, and get internal turmoils, distracting you from the upcoming barbarians ? Are you bored on witnessing large blobs growing larger over time ? This mod will offer interesting challenges and to emulate some of the great empires tearing apart, simulating the great crises of the third century and beyond by adding new mechannics, new devastating events and more content to the late antiquity era.

The primary aim of this mod is to prepare an interesting conversion for Crusader Kings, so empires are more vulnerable to mechanics depending on their size. A player looking to play as a modest kingdom in a chill way will encounter far fewer devastating events. It's not impossible, however, that you'll be able to hold on to your planetary empire despite the dangers, and rise to every challenge with flying colors!

Features :

- A new Monetary Crisis system inspired by the historical one will bring challenges to Great powers with new graphical interactions :
* Through time, the needs of your citizens will demand more and more wealth from your empire, putting it at risk of running out of steam. Every pop of an integrated culture is considered a "consumer" while unintegrated are "exploited", the larger your main culture will grow, the more you will need to find new sources of wealth... or maybe, reform your monetary system ?
* Several events, decisions and a new set of laws and mission have been added to manage this new mechanic.
* Around 700, new inventions are unlocked in the civic tree around monetary crisis.
- From ~800 and beyong, civil war will trigger an stability decrease modifier and take a bunch of your stability
- From around the third century timing :
* A modifier will trigger to every empires and powerful nations, applying a series of modifiers to counterbalance the various bonuses due to the technologies/inventions
* In the third century, generals and governors are more likely to befriend/rival each others
* Republics will begin to face political instability, leading eventually to their reform in monarchies. Oppose it, or accompagny the reform.
* Generals will start to challenge your authority and will try to impose their diplomatic and political views.
* Monarchies are subjected to a risk of Military anarchy, leading to generals crowning themselves emperors... or worse
----> Dozen of events added to manage any consequences of the Anarchy
* Low stability will trigger an internal collapse, forcing your country to slowly lose control over your governorates.
- Additions to the Simple Timeline Extender barbarians invasions :
* Provinces occupied by barbarians will trigger internal turmoils
* Internal turmoils due to invasion can push characters to create duchies at the border
- New administrative laws interactives with the Monetary Crisis resolution enable the 'Nobilitas' mechanics :
* Governors and heads of family will try to buy many more holdings to gain ownership on part of your empire
* Characters with many properties will become Powerful Landowners, with additional interactions.
* Autonomous domains can be created by landowners


This mod will surely get more adjustments there and here.

Some change were made to get the tag limit in reasonable boundaries : Tribals will never explode past 750 and a high centralization will prevent this aswell. This is because tribal explosion are one of the main causes of tag creation in test games. This mod creating mainly "big" countries through revolts and splitting, it should not affect the tag limit too much.

NOTE : Management of tag limit is no longer required in 2.0.4 patch. These however stays but will surely be redone later. Since 2.0.5 tag limit might have a performance impact, so it's better to keep it low.
热门讨论 查看全部(1)
1
2 月 17 日 上午 12:33
Compatibility question
Riekopo
279 条留言
CPT.Ramen 10 月 17 日 下午 6:36 
Yay thanks
Diskiant  [作者] 10 月 17 日 下午 3:27 
@CPT.Ramen """"technically""" you can try to play this mod vanilla, but most of the balance is done taking Invictus as baseline. Invictus is changing very very few mechanics and expand the flavour so there is almost no downside to use it.
I however found the problem, and i'll fix it in a next patch so you can play vanilla.
Hari Seldon 10 月 17 日 下午 2:54 
@CPT.Ramen as per description, you need Invictus
CPT.Ramen 10 月 17 日 下午 12:58 
Is there not a vanilla version for this mod?
CPT.Ramen 10 月 17 日 下午 12:53 
I have this mod and the Simple i:r timeline extender right above it in my playset and when playing any nation I am unable to bribe or persuade people. I disabled this mod and that fixed the issue. so not sure.
Diskiant  [作者] 10 月 16 日 下午 11:57 
@CPT.Ramen hello, i don't see any bugs there in my games, can you be more specific ?
CPT.Ramen 10 月 16 日 下午 8:50 
bribing and persuading doesn't do anything with this mod??
Diskiant  [作者] 10 月 11 日 上午 11:17 
@Light Zone from a save without crisis ? Yes, it will load, but it will shuffle your inventions, and if you load it a bit too late in the timeline (after year 750/800), there might be some minor balance issues
Light Zone 10 月 11 日 上午 9:27 
Is this mod save file compatible?
Diskiant  [作者] 10 月 10 日 下午 11:41 
@Hari Seldon Hi, I'm working on the final fixes