Experience one of the most defining periods in world history in an experience crafted by the masters of Grand Strategy. The greatest cultural and military civilizations are brought to life through this epic title rife with great strategic and tactical depth. Europa Universalis: Rome will cover the time period from the first Punic War to the start of the true Empire. Players will have thousand of gameplay choices ranging from country, culture, provincial and character options to name but a few, making each and every game infinitely customizable and truly unique.
This mod from Darkarbiter is a hodgepodge of gameplay changes. See File/Full Details for specifics.
Author: Darkarbiter
Rivals of the Diadochi
Theres a few more factions I haven't done yet and Epirus... well I just can't seem to find a colour to put it as. In the file below I've also included the research bug fix (well the problem is hardcoded really... but this is better). Basically the problem is... research goes much slower than its supposed to... this isn't too bad but rebels spawn with the tech rate your supposed to be at. So all of a sudden you find that macedon has 10 tech in everything while everyone else is 3/4.
In addition to the research fix and colour changes I've also included the following changes in the full mod below:
-Antioch and Seleucia are now Macedonian. As is the official culture of the Selecuds (they were Macedonian after all NOT greek!). This really hurts your manpower pool (no more overpowered Selecuds!) since Asia Minor is no longer same culture. Royal family is Macedonian
-Various characters from the Ptolemaic faction history and Selecud faction history are now either Greek or macedonian depending on their birthplace (changed a lot of ones who were once Greek to macedonian... if they came from Macedonian places like Macedon). The Ptolemaic royal family is now Macedonian as well. Unfortunately all other characters except the ones you start with or the royal family are stuck with being spawned as the national culture/religion. Nothing I can do about that (AFAIK) sorry
-Rome is now Greek religion... everywhere that once or will be (history files) Roman Religion is now Greek religion
-Omens now do nothing and have stuff all chance of succeeding (sorry guys no more overpowered blessing of Aphrodites colony spam)
-Trade resources rebalanced... amber is now 5% extra tax (higher is overpowered) and spices now gets a 5% extra tax bonus as well
-Lots less grain... as well as a general changing of a lot of provinces trade goods. In general this will mean provinces next to each other have similar trade goods (unfortunately this will make internal trade harder without roads... not much I can do about it). For instance... arabia no longer producers grain
-Tribal governments now add +100% forcelimit(when right idea selected... original bonus kept as well). I originally wanted to add an interger amount but this is fine too. This may not be balanced if tribal governments get too big... a further inspection of tribal government events that have an affect on larger tribal governments will be needed. If none exist... I will create some to nerf larger tribal governments and make making them into their civilised government counterparts worth it.
-Combat casualties doubled (this makes the non heavy infantry/militia units a lot better... and this combined with the above actually makes rholoxani playable now). NO MORE PING PONG
-Civ spread halved overall. If anyone can point out how I'd like to bump up civ spread via trade again.
-Civilisation effect on barbarians THIRDED! This will mean a fair few more barbarians everywhere... but in particular combined with the above will mean more barbarians from arabia/north africa/iberia/other. This helps a lot against the colony spam... along with the slower civ spread changes.
-Religous advisor finesse now plays a major role in religous conversion. You will need a certain finesse for a country of a certain size. 50 provinces means your religous advisor will need 11 finesse to avoid penalties!
-Religous conversion MTTH doubled... however the above may slightly shorten the MTTH for large empires. Religious conversion no longer requires an adjacent province but an adjacent province shortens MTTH 10 fold.
-In mod switcher form for convenience
History:
1.2b
-Fixed a few religous technologies so they no longer add to omens
-Religous advisor finesse now plays a major role in religous conversion. You will need a certain finesse for a country of a certain size. 50 provinces means your religous advisor will need 11 finesse to avoid penalties!
-Religous conversion MTTH doubled... however the above may slightly shorten the MTTH for large empires. Religious conversion no longer requires an adjacent province but an adjacent province shortens MTTH 10 fold.
-Now in mod switcher form for convenience
-Rep limit raised to 40... it allready goes very slowly and I think a slightly higher rep limit makes the game far more interesting
-Repair rate for ships doubled
1.2
-Tribal governments now add +100% forcelimit(when right idea selected... original bonus kept as well). I originally wanted to add an interger amount but this is fine too. This may not be balanced if tribal governments get too big... a further inspection of tribal government events that have an affect on larger tribal governments will be needed. If none exist... I will create some to nerf larger tribal governments and make making them into their civilised government counterparts worth it.
-Combat casualties doubled (this makes the non heavy infantry/militia units a lot better... and this combined with the above actually makes rholoxani playable now)
-Civ spread halved overall. If anyone can point out how I'd like to bump up civ spread via trade again.
-Civilisation effect on barbarians THIRDED! This will mean a fair few more barbarians everywhere... but in particular combined with the above will mean more barbarians from arabia/north africa/iberia/other
1.1
-Made a lot of grain provinces other resource types... as well as changing a few others. For example Alexandria is now wood (it was a big port) and Sinai (desert type province... so obviously not grain) takes its place as grain producing.
-I left out the province files in the previous version... including them will make Antioch and Seleucia Macedonian as well as Roman provinces Greek religion (as intended)
Coming in the future:
long term:
-Remove the colonisation system... and have it be entirely event driven
-Similarly make events similar to colonisation for Barbarians... such as Barbarians settling and becoming a tribe on their own (through civ spread) like dacia. Or maybe a tribe in Britain spawning when there is a demand for tin. Or maybe your doing well as a gallic minor (and have 3/4 provinces and high stability) so the nearby tribe (who are barbarian lands) become part of your kingdom.
-Redo the building system so it is entirely event based. I don't want everyone to be able to build roads in every province once they have province number x 50 gold but I want them to be avaliable to restricted areas and under certain circumstances at the start.
Medium term:
-Religous spread will be affected by: Religous power (bear in mind omens are no longer used so religous power is affected only by temples, spices, desecration etc), ethnicity (Celts would prefer not to be Animism... although might find Greek [bear in mind Romans are Greek religion now] a little better), population (Zoroastrianism will spread best in urban areas... with Greek/Judaism/Carthaginian being close behind... and animism not being too fond of high pop), and Civilisation (Greek prefering civilisation, most other things won't care about it). The above is mostly guess work about religion though... when the time comes that I'm adding it any help with what should be like what would be appreciated.
-Probably plenty of other stuff I haven't thought of!
-Events involving wealth should scale. For instance my little gallic tribe which has a king who's wealth is 20 just got a corrupt governer event... well now my king just got 10x more wealthy than any other gallic king has ever been!
-Also redo cultural spread... instead of the current situation which is fairly random (apart from putting high charisma governers in non official culture provinces to speed up the process). For instance with rome I do believe they didn't recruit troops from outside Italy until year whatever... which could be the minimum year (or maybe this change is based on dynamic conditions) for anything outside italy to change to Roman culture
-Add Heavy cavalry and medium infantry unit types as well as seperate Pezhetaroi/Heavy infantry and Horse archers/Light Skirmish cavlry. You may need special ideas to get heavy cavlry (Cataphracts or the Iberian Scutarii cavlry) though. It'll likely also require horses AND Iron. Medium infantry will represent elites or mainstay units... but not necessarily as heavily armoured. Two examples would be the greek hoplites (they did not use pezhetaroi afterall anyway), the Macedonian Hypaspistai and maybe some gallic or german troops. Most importantly to qualify for medium infantry your troops must move faster than heavy infantry. The seperation between Pezhetaroi and Heavy infantry will be to allow different stats for each (they did perform quite differently afterall) and to add some more flavour... which hopefully this will achieve with that addition and the addition of the other unit types/other features.
-Simulation of a religous tolerance type of slider. Perhaps with 6 or so levels(while each one being specific and unique)... and able to be changed under certain circumstances. Circumstances would be limited (Zoroastrians can be more intolerant than Carthaginians) so as to not be too gamey.
Short term(next release... probably within a week):
-All done! On to medium term!
Secondary:
-Traits that negatively affect the power of omens will mean that the affect is now positive and with a low chance of succeeding (which you don't want) that means you have a practically unfailable if not very weak omen that no one else doesn't use (and even the ai with said traits doesn't use). This is quite minor however and the traits don't happen very often.
-Change a few of the secondary colours (the ones that appear on soldiers shields) although admitably from what I've seen the colours look great atm!
-Change rebel colours
Installation instructions-
Install EU:Rome
Install 1.1. patch
Download files
Extract them into EU:Rome mods folder (replace if previous version of mod exists)
Use the launcher and run the RoTD mod (Rivals of the Diadochi)
Checksum should be RSRZ(fresh 1.1 install with the mod) but if everything else is working fine it should be fine.