Rise And Decline V1.5

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Author: Samanou

Last revision: 5 Jul, 2024 at 14:34 UTC

File size: 249.72 KB

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Description:
IMPORTANT

PUT THIS MOD BELOW INVICTUS OR ANY OTHER MODS THAT CHANGE TERRAIN_TYPE/CULTURES.

Presentation

Hello, so I was a bit bored that in imperator(and a lot of a paradox games…) it’s always the same countries that rise and fall. And that Big Empires can never fall no matter what. Or only by custom event but I don’t really like railroading… So I made this mod that aims to make imperator more dynamics with a system of Decline and other things.

(I posted this mod a while ago on the workshop but removed it because there were game breaking bug that could ruin your game… This time for this newer version, me and my friends played an entire game with it and we had no game breaking bug.)

Decline system

This part is important because if you don’t read it you won’t understand why bad things are happening to you…

There are 3 types of declines that you can have a chance to have if you do certain things. Declines are divided into 4 stages (5 for the political one). Bad events start to appears for each decline when you’re at the third stage. Decline can start when you have at least 525 pops.
(Conditions to have a decline are not the same for the AI because… AI. Only the "525 pops" is the same of the AI)

Economic decline

Either to have 45 or less of stability or being in deficit

Military decline

When you have 18k of pop, there is an event which demand you to pay or otherwise, you get a military decline

Political decline

Having one of those:
20 or less of political influence
50 or less of legitimacy
18 or more of tyranny
95 or more of agressive expansion

Removing the decline

You can enact a reform(decision) that cost a lot.

Other things

  • City boom: Every year there is a very little chance that one of your cities gain a bonus.(To make cities more unique)
  • City bam: A malus that can occurs to a city if the territory has 2 or less of civilization. Can be remove with a decision.
  • Country Rise: Countries can randomly gain a bonus if they have a good stability. (Make AI super agressive the time of the bonus)
  • Made leader traits like ambitious etc… give largely more agressiveness to AI or passivity.
  • A bonus that you can have if it’s been a while you’re at peace. (The more years you’re at peace, the more the you have bonuses. Breaking the peace (Having too much war exhaustion) will result in the removing of the bonuses.
  • MegaEvent: Bad events that can occurs if you have more than 8500 of pops. (Player only because… AI.)
  • Golden age button (Temporary)
  • When you’re a "large empire" (18k pop). Every 10 years there will be event that ask you wether you want to have more "centralisation" or "decentralisation" (Not related to centralisation barbarian system).
  • When you’re a large empire there’s a chance that you have event that propose you to pay a lot of money or to not to. But you will have a mini malus like -0.25% of global tax modifier. The next time you’ll get this event it will be a little higher. The malus is permanent but you can enact a reform(decision) to remove it. (It’s to simulate somehow the slow decline of an Empire.)
  • POPULATION CONTROL: Every 10 years there’s a sort of cleanup of the population. Can be visible in the early game but partically invisible in the late game. Plus, I added maluses (and bonuses) to terrain type. For example: In desert terrain type you have less population growth.
  • Anti-hive-world-system: City cost more and a lot lot more for the AI. It prevent the world from becoming a 40k hive world. But you have a decision that come with consequences, to lower the price for creating cities for a time.
  • Agressive expansion reduced. To counter-balance with all the maluses. (+ there is a decision to greatly reduce agressive expansion for a time. But that comes with consequences…)
  • Mega debuff to cultural assimilation and conversion. It greatly help to make the world more alive by having more religions and cultures in the end game. (Holy sites have -90% malus to conversion). + According to the terrain, there may be malus to conversion and assimilation like for example in montains.
  • War consequences: If you have too many war exhaustion and your manpower too low, you’ll have an event that propose you to pay or to face the consequences for a time…

    Btw I highly recommand you using crisis of the third century along this mod.

    Mega thanks to:
    The Imperator mod coop discord for answering all my questions about scripting. Especially Snowlet who really really helped me at the beginning when I was a total beginner… Thanks for your patience Snowlet!

    And thanks to AragornV22(Haldir) for writing all of those beautiful loclizations that really embelish the mod and made me gain a lot of time! Merci mon gars!