This is realy an amazing mod! I felt free to implement some changes myself. May be you would like them too:
General Changes:
export_descr_buildings.txt
I have adjusted built-times and -costs. This means they now go up a bit more straight foreward from 2/800 in Village level buildings, to 4/2000 for town-level, 8/8000 etc to 64/57600 on huge_city levels. That way it is a easyer to build on the lower leves but building anything larger becomes a realy longterm work.
I have massivly changed recruitment. Barracks now play a lesser role because all militia-type units are available from the core buildings while only professionals require barracks (more on that later). This also follows that barracks have different meanings for different people. Such as, they are pointless (and indeed unbuildable) for the Romans but very important for the Carthagians. Additionally I have reduced replenish and maximum numbers but made units avialable earlyer in return.
export_descr_units
General changes to units affect stats. In general I have raised defence values, sometimes reduced attack, adjusted moral etc. In general I have been aiming on making combat last a bit longer.
More importantly was the distinction I had made between militias and professionals. This means there are units that are meant to be drafted citizens, people that usually don't soldier but can be called to arms, then even providing their own kit. Raising an army like that is rather cheap, but has it downsides because the same people would otherwise keep your economy running.
Not surprisingly that waging war with these men can quickly drain your treasury. Militia units all have the free upkeep ability. They also cost as much for recruitment as for a single turn of upkeep. This is not meant to represent a true high salery they get (in most occasions they in fact would have gotten nothing), but would be the money you are losing because these men are not on their (civilian) jobs.
Professional units on the other hand are men whos every day duty would be to fight. As that they don't have the free upkeep tag but their upkeep is seriously lower because this would indeed only represent money you have to provide for upkeep and not an additional "economical penalty". Recruitment costs for these units but is seriously higher.
For example a unit of Equites Romani costs 720 both for recruitment and upkeep. It is Roman citizen cavalry composed of the upper ends of Rome's commercial society. This unit is free_upkeep, so as long as you don't move it away from the city it doesn't cost you thing. A unit of, nearly identical, Equites Sabini costs 1530 recruitment but 153 upkeep. It is professional cavalry (or members of an otherwise unproductive warrior class) from the Latin mountains.
"Professional" and "militia" also affect stats up to some degree.
Roman Changes
Additionally I have made a couple of changes to the Romans.
Family Tree
The Romans now do use a family tree. I don't know where the idea came up that family ties didn't play a role in Roman republican politics. And while I was at it I also fixed the Roman names.
Offices
Yes, you certainly know the drill: the Romans have a couple of offices that the family members can acquire a certain order. I have implemented:
Vigintisexvir
Tribunus Militaris
Quaestor
Aedilis
Praetor (Urbanus, Peregrinus, Sicilia, Sardinia, Gallia Cisalpina, Africa)
Consul (2x)
Censor
Dictator & Magister Equitum
Senator
Divide et Impera!
I have implemented five forms of government that you can impose over your subjects. These are:
Scoii: A Roman allied state. This one can be build everywhere Roman culture is less than 50%. It is good for recruitment of locals, but bad for economy and can cause trouble. I have changed a couple of recruitment properties (that's the reason why models_db and UI is part of this download even though I had not changed any units) so that the Romans now can recruit local units (but only under this goverment). The ammount and kind of local units available is depending on the local cultures/religions.
Praefectura: A pretty generic form of government where a Roman governor was appointed to squeeze the province dry. It has no futher requirements and can be set up everywhere. It has some boni in taxes but the only units that are available here are the generic "Italici"
Colonia Latina: This can be implemented wherever Roman culture is less than 50%. It converts the province into a Latin one. Happiness and taxes are reduced in return you can recruit Roman units, depending on the ammount of conversion already done.
Municipium: A Latin town with lesser rights. The province needs to have at least 30% Roman culture and the city needs to have at least the level large_town. This government doesn't have any boni or penalties but allows to recruit Roman units.
Civitas: The province need to be at least 50% Roman and the settlement at least a city. This form of government allows to recruit Roman units and gives a bonus in population growth and happiness. Taxing is a bit reduced though.
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Installation: Back up you files and unzipp in your PI folder.