Elysium sub mod for INVICTUS

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Author: kiorobbo

Last revision: 28 Mar, 2023 at 21:42 UTC (7)

File size: 279.13 MB

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Description:

Elysium sub mod for INVICTUS

BUILDINGS

* buildings are the main feature of the mod it will change the way you play everything i have done is based
on trade offs
* how to use the system research the main buildings for it are Library and Academy and Court of Law but Theater
temple and earthworks lower unrest that helps output of pops
* how to use the system military the main buildings for it are Court of Law and forums and Training Camp you
could build max Training Camp giving lots of manpower but negative food unrest happyness and tax
* how to use the system money mills generate lots of tax but negative unrest happyness not to make the slaves happy build forums
now tax offices and foundry give lots of tax but generate lots of unrest
*how to use the system each building for trade gives negative effects like city_monthly_state_loyalty = -0.5
and ports give unrest so the best way is to build ports and market into there own city but if you build more
trade citys the city_monthly_state_loyalty goeas down so you carnt just build a area full of trade citys
* how to use the system unrest Theater temple forts earthworks all combat unrest but buildings like Librarys and Academy
Court of Law and Training Camp give better happyness for intergrated cultures so build you best buildings in the are that
are your culture
* how to use the system food and growth Farming Settlement Slave Estate Granary also almost everything cost
food grannys can build max 5 in citys Aqueducts cost food but give a large growth and pop capacity
* how to use the system forts building forts and earthworks can be used to take controll of a area by giving
city monthly state loyalty and happyness now the earthworks cost a lot of tax but give a lot more fort unrest and
happness

POPULATIONS

nobles = {

output_modifier = {
research_points = 0.8
tax_income = 0.06
local_unrest = -0.02
local_slaves_output = 0.002
local_building_slot = 0.05
local_monthly_state_loyalty = 0.001
local_local_freemen_output = 0.003

citizen = {

output_modifier = {
local_manpower = 0.008
research_points = 0.2
local_unrest = -0.01
local_defensive = 0.001
local_population_capacity_modifier = 0.001
tax_income = 0.03

freemen = {

output_modifier = {
local_manpower = 0.008
tax_income = 0.005
local_population_growth = 0.0005

slaves = {

output_modifier = {
tax_income = 0.03
local_unrest = 0.01
local_monthly_food_modifier = 0.0015
local_population_growth = 0.0003
local_manpower = 0.005

TRADE

*how to use the system each building for trade gives negative effects like city_monthly_state_loyalty = -0.5
and ports give unrest so the best way is to build ports and market into there own city but if you build more
trade citys the city_monthly_state_loyalty goeas down so you carnt just build a area full of trade citys
* pops dont generate trade only buildings like ports and markets produces local_base_trade_routes
* all trade goods have been change each type makes a theme generally like food gives food and pop growth to
the area also the income has been increased
* investemts also gives local_base_trade_routes
* Governor Policys have been change

UNREST

* almost all buildings give good and bad unrest also slaves add unrest too and noble give good unrest
* the new effects make a balancing act go to far one way you get bad and good results same the other way
* how to use the system if you want money you could build 20 tax buldings but generate a lot of unrest
so you would have to take a lot of negative output population_growth food and demotion so long term
you will just have slaves also if you want manpower the same goes for military buildings they generate unrest
now if you want bettere output and better pops like nobles and citizens then keep unrest down
unrest = {
city_monthly_state_loyalty = -0.08
local_pop_promotion_speed_modifier = -0.05
local_pop_demotion_speed_modifier = 0.05
local_migration_attraction = -0.5
local_migration_speed_modifier = 0.25
local_monthly_food_modifier = -0.045
local_tax_modifier = -0.05
local_population_growth = -0.006
local_output_modifier = -0.015

TYRANNY

* character loyalty negative effect and negative tax
tyranny = {
character_loyalty = -0.2
civil_war_threshold = -0.0012
global_slaves_output = 0.005
price_imprison_cost_modifier = -0.01
price_execute_cost_modifier = -0.01
loyalty_gain_chance_modifier = 0.002
agressive_expansion_monthly_change = -0.004
global_tax_modifier = -0.005

WAR EXHAUSTION

* negative land Morale and happiness wrong culture
* the invoke button cost half the cost and slitly little war exhaustion
* now whilie at war offensive_war max unrest is at 45 civil_war 50 max
at peace max 15 and a big war_exhaustion = -0.1
war_exhaustion = {
global_population_happiness = -0.005
ruler_popularity_gain = -0.01
monthly_military_experience_modifier = 0.025
land_morale_modifier = -0.005
happiness_for_wrong_culture_group_modifier = -0.005

GOVERNOR POLICIES

* how to use the system they hae all been altered the best way to save a area from revolt use the harsh treatment policies