The Imperium (Discontinued) – Free Resource

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Author: SynisterSyclone

Last revision: 6 Dec, 2020 at 01:04 UTC (1)

File size: 61.72 MB

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Description:

DISCONTIUED – FREE RESOURCE

Hello everyone, I know that it has been a really long time since an update for this has come out. Unfortunately, I will not be updating this mod further. This comes from personal time available to maintain it through game updates and how playing multiple factions via hot seat is my preference now for mixing factions. Combine that with the many factions mods here on the workshop and my mod seems irrelevant.

With that said, I am allowing complete use of anything found in mod including it as a whole. Anyone wishing to carry this mod forward is welcome to do so.

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Ever felt weird about how the Astra Militarum and the Space Marines are not the same unified faction? Or maybe you just wish you could bring the full might of the Imperium crashing down on your countless enemies?

If your answer to either of those questions is "YES!", then this mod may be for you!.

What I have done here is combine the SM and AM in a way that feels lore friendly. By this, I mean that their is a new faction available: The Imperium. The Imperium is both the AM and SM combined into a unified force. More specifically, it looks like:

– All SM operation and tactic abilities are available to the Imperium except for the ability to orbital drop a city.

– All SM units are available by calling them in using an Orbital Deployment ability just like the Aquila Cannon.

– All research and upgrades for both factions are available save for duplicates.
– This has bloated the research menu considerably. So much so that the "Ok" button may be hidden depending on the resolution you use. An easy workaround is to just hit the enter key.

– Generic research properly applies to all appropriate units while research unique to a unit remains split to not overpower some research options.

– Some unit abilities now affect counterpart units.
– EX. Thunderfire cannon’s convergent targeting also affects Basilisks now. Predator’s Killshot affects Leman Russes

– Requisitions resources are available as well as a building to gather them. The refectory produces 3 requisitions instead of 6, same goes for the headquarters. This is to balance out the fact that you have less to spend requisitions on than the SM.

– Drop pod units have the same costs as they did with the SM save for one change.
– Drop pod units do not cost production. Instead, they cost influence equal to 25% of the other resources required.
– Ex: A unit costs 60 REQ and 20 Energy, it will also cost 15(25% of 60) + 5(25% of 20) = 20 Influence to deploy.

– All cities no longer produce negative loyalty and Imperium cities can expand out to 4 tiles.

– All faction Headquarters can now build basic infantry, vehicles and aircraft with appropriate research.

– Imperium bastions gather resources in the same way as a FoR.

– New defensive building, the Forward Operating Base. Deployed from orbit to bolster the front lines. This structure has killshot, convergent targeting and savant interlocution as it relays battlefield intel to nearby allies.

– Defensive buildings and HQ now can benfit from the hunter killer missile upgrade.

I have to warn that this mod is not intended for PVP unless the Imperium players are outnumbered.

As of the most recent update, this mod adds an entirely separate faction from the SM or AM. Both vanilla factions should function properly as well as any mods for them.

GIANT shout out to Apples for teaching/showing me a tremendous amount of things that made this mod possible.

Gladius+ scaling for this mod can be found here:
Steam Workshop::The Imperium+
https://steamcommunity.com/sharedfiles/filedetails/?id=2256284619

Please leave feedback and report bugs(glitches, not nids).

Have fun!

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Revisions:

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