Imperator: Rebalanced
This is a mod meant to help rebalance and fix some of Imperator’s pervasive issues since it was abandoned by Paradox.
Things that are changed:
CULTURES AND POP HAPPINESS/LOYALTY:
-Integrating Cultures now does a 1% instead of a 4% penalty to Integrated Pops’ happiness.
-Integrating Cultures to Noble status does a 2% penalty instead of 5%, but I might increase this to 2.5 or 3% soon.
-Unrest now causes -0.07 Loyalty/Unrest, instead of -0.08 Loyalty/Unrest.
-Can now build buildings in any province until it has 1 loyalty, or less, instead of it being 33 loyalty as before.
REPUBLIC TWEAKS AND BALANCES:
-Senatorial Approval and Disapproval rewards are now balanced to be more equal to each other.
-The "Senatorial Resistance" event now only fires with a leader of less than 30 popularity, instead of 45. The faction approval changes are now -5 for each opposition faction, instead of -10. The alternative option is now -5% stability and +5 Tyranny, instead of -15% stability and +5 Tyranny.
-Victorious factions on election day now get a +30 Approval bonus for winning, whereas the losing factions will instead each get a -10 Approval hit(thanks to Dementive from the Invictus discord for helping me with this).
-Disloyalty scaling for characters of a disapproving faction has now been reduced to -5 Loyalty at 0 Approval, instead of being -15.
-Tyranny cost for pushing items through the Senate is now reduced by 5 and then halved (most tyranny you can get for one action is around 5, now).
-All characters in a Republic now get a +10 Loyalty boost for being loyal citizens of the republic.
MIGRATORY (and Settled) TRIBES
-Centralization will now scale negatively with Levy Size. At -100 Centralization, countries have a +90% Levy Size Modifier, and -50% Research.
-Razing Cities will now grant 100 times more tech progress, so razing civilized cities should grant migratory tribes with at least a few innovations. Remember that you can’t get tech progress from razing a country that isn’t ahead of you in tech.
-Migrating a province now costs 0.5% stability instead of 8% stability.
-Migratory Tribes now have a base -0.08 Centralization gain, and -50% Commerce.
GOVERNOR POLICIES
-Governor Policies for Religious Conversion changed from 3 to 9, and Cultural Assimilation changed from 1 to 6.
-The base cost to change Governor policies is now 5 Political Influence instead of 10.
-Governors are now more likely to use the "Cultural Assimilation" policy when applicable, as well as the "Religious Conversion" policy, but also much less likely to use "Borderlands", "Acquisition of Wealth" and "Local Autonomy" policies.
(Note: The AI preference for the Religious Conversion policy might be pretty scuffed right now).
WAR AND BALANCE CHANGES
-Major and Great Powers now have immediate access to the Imperial Challenge Wargoal(Diadochi style war) against other Major and Great Powers.
-Wars against friends, truces, or allies in general cost less Stability but more Aggressive Expansion.
-Land Won by the Spear invention now gives 50% reduced war score cost, 30% reduced Aggressive Expansion build up, and +1 Fabricate Claims speed.
-Major and Great Powers can now hire 5 mercenary armies at once, and Regional Powers can now hire 3 at once.
-Minimum levy size is now 8 cohorts (4,000 men) instead of 4 cohorts (2,000 men).
-Default Legion dedication now gives +15% Discipline, instead of +5% Discipline, making them more powerful in the early-game.
-Manpower Recovery Speed is increased by 200% across the entire game, which admittedly dilutes the point of getting manpower recovery techs, but this is the best solution I have right now.
OTHER STUFF
-Changing a Law now costs 5% Stability and 20 Political Influence instead of 15% Stability and 35 Political Influence.
-Territory requirement for being a Major Power changed from 100 provinces to 150.
All this above is subject to, and probably will, change.
Goals for next update/fix;
-Reduce the election Approval/Disapproval effects for countries using the "shortened terms" (2-year terms) law
-Fix Governors who might be a little *too* zealous in their devotion to Zeus
-Increase the benefits of pillaging cities as a migratory tribe
-Buff Manpower Recovery Bonuses in techs, traditions, and Great Wonder bonuses, to make them not feel completely useless.
-Keep bumping the task of enabling the AI to use the Imperial Challenge CB down my To-Do list
Right now I also need feedback from anyone who still is having balance issues with the game or has suggestions. I’m trying to avoid overhauling and adding new mechanics or any sort of flavor, since thats what Invictus does. I want to preserve the vanilla feel of Imperator while fixing its atrocious balancing.
Revisions:
Old revisions of this mod are available below. Click the link to download.