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Thread: Imperium Gain from Technology Removed

  1. #1

    Default Imperium Gain from Technology Removed

    Another simple mod - this one removes the increases in Imperium level from researching technology.

    I've rebalanced this by increasing the imperium gained from regions controlled. Hordes are unaffected, except through regions controlled by tributary states. Let me know how the balance is. Imperium gain should hopefully still be a little slower than vanilla, but not too slow.

    Here's how it works:
    Researching a technology - 0 prestige
    Capturing a region - 6 prestige
    Holding your original home region - 5 prestige
    Controlling a region through a vassal - 5 prestige

    It takes 12 prestige points to gain the first imperium level, and 400 for the last one (that's unchanged from vanilla. This mod is compatible with mods that change the imperium thresholds). This mod won't get any more complicated than this, but I will be incorporating a version of it with some more changes in my larger overhaul, Europa Perdita.

    This mod may be incompatible with other mods that affect technologies. It's save-compatible, but any imperium gains from technology you've already researched will stay. Oh, and it's Radious-compatible too.

    I've decided not to make any changes to the Charlemagne campaign for now, since only a few technologies give you any prestige in that campaign (though they give much more than in the other campaigns). In fact, I recommend to disable this mod when playing the Charlemagne campaign, to make sure your imperium progression is balanced.

    Oh, and feel free to use or modify this mod for your own mods.

    Download Link:
    Mediafire
    Steam Workshop

    Update Log:
    8/1/2015 - Updated for the Last Roman DLC.
    8/4/2015 - Added increased imperium gain from regions controlled to balance the removed gains from technology.
    8/8/2015 - Slightly increased imperium gain from regions controlled, and added a Steam Workshop link.
    9/16/2015 - Updated for the Empires of Sand DLC.
    2/27/2016 - Updated for the Slavic Nations DLC.
    Last edited by Augustusng; February 26, 2016 at 06:24 PM.

  2. #2
    SharpEyed's Avatar Be Fair and Thankful!
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    Default Re: Imperium Increase from Technology Removed

    hmm i was looking for a mod like this loong ago, well now s/o did it finally
    But i'm not into it anymore

  3. #3

    Default Re: Imperium Increase from Technology Removed

    Quote Originally Posted by Augustusng View Post
    Another very simple mod - this one removes the increases in Imperium level from researching technology. I've found the rest of the imperium increase values in the db, so I might make this mod a little more interesting later on by rebalancing some of those increases, but for now I've just removed technologies from the equation.

    This mod may be incompatible with other mods that affect technologies. I'm not sure if it's save-compatible. It shouldn't crash your save, but I'm not sure if imperium can be lowered after the fact.

    Oh, and feel free to use or modify this mod for your own mods.

    Download Link:
    Attachment 324323
    Interesting, I wonder how this would play with imperium economiae, probably doesnt work with 12tpy versions as research times are changed.

    Maybe you could incorporate this one in your buildings mod if you do a 12tpy version

  4. #4

    Default Re: Imperium Increase from Technology Removed

    Quote Originally Posted by Peregrinus View Post
    Interesting, I wonder how this would play with imperium economiae, probably doesnt work with 12tpy versions as research times are changed.

    Maybe you could incorporate this one in your buildings mod if you do a 12tpy version
    I think this actually should work with any 12TPY mods. I don't think the table I used in this mod affects research times.

    As far as incorporating it into my building mod, I've got something bigger in the works for it and my other mods.

  5. #5

    Default Re: Imperium Increase from Technology Removed

    That is so cool!

  6. #6
    Dirac's Avatar Libertus
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    Default Re: Imperium Increase from Technology Removed

    Thank you for this!

  7. #7

    Default Re: Imperium Increase from Technology Removed

    Can you tell us what other values affect imperium?

  8. #8

    Default Re: Imperium Increase from Technology Removed

    Didn't I answer that a few days ago in this thread? If you want more details, I'm not really sure. I haven't looked through those values to see all of them. Try doing a search in the assembly kit; that can help to find this sort of thing.

  9. #9

    Default Re: Imperium Increase from Technology Removed

    This is just what I wanted Thank you!

  10. #10

    Default Re: Imperium Increase from Technology Removed

    Update - the mod now works with the Last Roman DLC. Sorry I didn't update this sooner.

    Also if you're using it, let me know if you have trouble gaining imperium from other sources. There shouldn't be an issue, but I've had a report about that and I want to see if more people have problems.

  11. #11

    Default Re: Imperium Increase from Technology Removed

    Thanks, I'll try it out. Yeah I got another version of this mod and it seems like I didn't get any Imperium at all, but will test both to see.

  12. #12
    Shigawire's Avatar VOXIFEX MAXIMVS
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    Default Re: Imperium Increase from Technology Removed

    Thanks so much for the update! Gonna test it now.
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  13. #13
    Shigawire's Avatar VOXIFEX MAXIMVS
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    Default Re: Imperium Increase from Technology Removed

    Quote Originally Posted by Augustusng View Post
    Update - the mod now works with the Last Roman DLC. Sorry I didn't update this sooner.

    Also if you're using it, let me know if you have trouble gaining imperium from other sources. There shouldn't be an issue, but I've had a report about that and I want to see if more people have problems.
    There might be an issue with gaining imperium from other sources. So far, I haven't gotten any imperium from tech, but neither have I gained any from conquering.
    As the Geats, I have now taken over Hafn, Angulus, Rugion.

    I also read in your op that you were probably going to make this mod more interesting by rebalancing the other imperium levels. Have you already done this perhaps, and I just need to conquer a bit more?
    ------------------------------VOXIFEX MAXIMVS-------------------------------
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    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  14. #14

    Default Re: Imperium Increase from Technology Removed

    No, I haven't rebalanced it yet, though a version of this mod is included in my bigger overhaul, Europa Perdita. There I've also included revised diplomatic relations penalties from imperium.

    Anyway, if you want, try this version and see if it fixes the issue. Here, instead of removing the imperium gain, I've reduced the imperium gain from technology to 1 (is 5 in vanilla).
    imperium_tech_reduced.7z

  15. #15
    Shigawire's Avatar VOXIFEX MAXIMVS
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    Default Re: Imperium Increase from Technology Removed

    Aww excellent good sir! I will continue with the previous version for a little bit, and see if nothing happens still.

    If nothing does happen, 1 is certainly 5 times better than 5!
    ------------------------------VOXIFEX MAXIMVS-------------------------------
    ------PROUD PARENT OF THE EUROPA BARBARORUM VOICEMOD-------


    "To know a thing well, know its limits. Only when pushed beyond its tolerances will its true nature be seen." -The Amtal Rule, DUNE

  16. #16

    Default Re: Imperium Increase from Technology Removed

    Yeah that is better than vanilla that's for sure.

  17. #17

    Default Re: Imperium Increase from Technology Removed

    Any luck getting the mod to work as intended? It seemed complicated.

  18. #18

    Default Re: Imperium Increase from Technology Removed

    Quote Originally Posted by Wintermist View Post
    Any luck getting the mod to work as intended? It seemed complicated.
    I've got one more idea to get it to work, by increasing the imperium gain from other sources. I'll post this attempt in the next day or two.

  19. #19

    Default Re: Imperium Increase from Technology Removed

    I wish it was all variable, like when you take a region, it goes up by whatever, but when you lose it it also removes the imperium. Not sure it does that now by vanilla, it only goes up, right?

    Would be neat to have it 0 from research. then 5 or whatever it was by vanilla everytime you gain a region yourself, 2 for every military ally's regions, and likewise also remove it if you lose it. Not sure it can even be done though lol, but the idea's there.

  20. #20

    Default Re: Imperium Increase from Technology Removed

    In theory, at least part of that should be possible by changing some values in the campaign_variables table. You should also be able to lose imperium when you lose regions - I know it worked like that in Rome 2, so I assume it's the same.

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