Imperium’s Minor Tweaks

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Author: Imperium Romanum

Last revision: 19 Nov, 2020 at 18:06 UTC (1)

File size: 1 MB

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Description:

Ave, conquerer!

This mod aims to tweak the game juuuust a little bit to make the playing experience better.

Heavy Infantry is slightly nerfed, and useless buildings have been improved.

Culture conversion policy is twice as effective.

Cities should make you more money now, along with their buildings.

Declaring war wrong no longer causes your stability to plummet.

This mod is now merged with Sane Sieges.

Things which really shouldn’t cost political influence cost something else, or nothing at all. Yes, this includes governor policies and building cities.

Here are a list of the changes, if you actually want to read through them all.

– Culture conversion governor policy is doubled. (2 per 10 finesse)
– Romans have a +1 global assimilation and religious conversion speed as part of their heritage.
– Mismatched deities give a bonus to religious conversion instead of a malus. I don’t know why they decided on that.
– All governments may deify rulers. Dunno why this wasn’t a thing before. Might break your immersion, but you don’t have to use it.
– Massively reduced warscore costs. 15% of normal for conquest, 5% for diadochi.
– Mills will now reduced slaves required to produce more goods (-2). As it should be.
– Granaries store 500 food and give +10% food generation. Now you actually have an incentive to build things besides libraries and academies.
– Tribal settlements and provincial legations cost less to build.
– Tax offices now give +25% taxes.
– Training camps now give 25% manpower.
– Foundries give +20% starting experience. They can also be built in territories. Still pretty pointless. Maybe if I could increase the number of buildings in a territory, then they could be useful.
– Territorial barracks will double manpower output. Desired freemen pop ratio changed from +15% to +10%. I don’t know how this translates.
– Provincial legations are MUCH better now. Given the changes to populations, you can actually use them to found some pretty good cities.
– Freemen give 50% more manpower.
– No-CB wars have no stability penalty.
– Declaring war on nations you have good or great relations with only costs war exhaustion.
– Changing governer policy now costs 0.005 gold per population in your empire. This cost will decrease as you rank up.
– Inventions now cost 0.10 gold per pop instead of 0.15. I always thought it was a little too expensive.
– Claim fabrication now increases AE instead of taking political influence. Ideally I’d make it so it only costs AE when you run out of political influence, but I don’t think that’s possible.
– Building cities now only costs no Political Influence anymore. I just want to build cities, for christ sake!
– Building roads is overall easier.
– Seduce Governer action now takes 10 stability and 10 AE instead of 20 AE.
– Tribal vassals can be integrated. Although it might be infuriating once they turn into tributaries.
– Archers and Light Infantry now have 2 flanking distance instead of 1. It’s not really that big a change, given how Imperator’s combat handles flanking…
– Archers now do a bit more damage to all unit types, except supply trains.
– Light Infantry, Chariots, Cavalry, and War Elephants do a bit more damage to Heavy infantry.
– Supply trains carry slightly less food.
– War Elephants carry extra food. See Hannibal’s crossing of the Alps into Cisalpine Gaul as examples for elephants as pack animals. I know they mostly all died, but consider this: I like war elephants.
– Military colonies can be established without any population cap. Now the tradition is actually worth buying. It’s actually kind of OP now.
– Border forts can be built even if the province has reached its building cap. Have fun stealing land from your neighbors.
– Subject integration cost from pops reduced from 1 to 0.25.
– Integrating subjects can be done as long as you have a positive opinion. No 10 year delay.
– No opinion malus from AE.
– Culture happiness penalty from integrated cultures halved.
– Pop growth bonus from food stockpiles are doubled. (0.05 -> 0.10 per year of food)

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Revisions:

Old revisions of this mod are available below. Click the link to download.