Increased Difficulty

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Author: Dementive

Last revision: 5 Nov, 2023 at 06:20 UTC

File size: 782.34 KB

On Steam Workshop

Description:

Is this just a game to you? No longer! Increased difficulty brings much needed pain and suffering back into your Imperator Rome experience by giving the AI boosts in a fair way and also making things more difficult for the player. Having a brain gives you a big advantage over the Imperator AI (it does not have a brain) and this mod seeks to mitigate some of the problems caused by this.

Features:

  • AI won’t go too low on money, political influence, or stability
    Explanation: They can’t manage any of these values in a sensible way and fall behind because of it.
  • AI will gain more military experience than the player
    Explanation: The player usually gets a lot more military experience than AI as the game progresses making things uneven later in the game, this should even it out.
  • AI will not fall behind the player in technology if they are not a tribal nation
    Explanation: AI is absolutely awful at properly creating noble pops to gain research and can’t compete late game because they fall too far behind in technology to be a challenge even on very hard.
  • AI armies are stronger and (hopefully) better at war in general
    Explanation: AI will gets slightly higher levy sizes to account for always having legion laws and the 0 minimum levy size, also tweaked some defines to hopefully make them act more sensibly in war.
  • AI is more likely to build forts and ships
    Explanation: Increased factors for fort building in the capital and other important places, adjusted AI budget so they are more willing to build ships and forts.
  • AI will build more buildings
    Explanation: AI is much more likely to actually spend their money on buildings when not in war, this should make their economy more healthy overall.
  • AI always has access to legion laws
    Explanation: Having legions from the start allows AI to build higher quality armies early on, also prevents any issues caused by changing minimum levy size to 0 for smaller nations.
  • Barbarian hordes are stronger
    Explanation: There will be larger barbarian hordes and they will travel further than base game.
  • Minimum opinion is -400 instead of -200
    Explanation: Makes aggressive expansion more impactful and diplomacy slightly more difficult to deal with.
  • Minimum levy size is 0 instead of 2000
    Explanation: A player can easily cheese the early game by grabbing a single province in as many regions as possible and getting a lot of levies for really no reason at all. The AI doesn’t do this at all and has no concept of this mechanic at all so it falls behind early game because of it. Without the minimum levy size you will need to have integrated pops in a region to benefit from levies in that region.
  • For the player, for each building in a newly conquered province there is a 50% chance it will be destroyed.
    Explanation: The AI gets a lot of money and is much more willing to build buildings, this prevents the player from snowballing out of control early.
  • For the player if any of your states have less than 50% province loyalty they have a chance to revolt at any time
    Explanation: Province revolts are really no threat once you know they will come only when the province reaches 0% loyalty. This should make them more difficult to manage and more unpredictable.

    I recommend you play on either Hard or Very Hard difficulty, normal is too easy.

    You should also be playing with Invictus or Terra Indomita they both have lots of tweaks to make things more balanced and AI better.

    Made to work with any other mod just make sure you put this mod LAST in the load order after any big mods.