Oikouménē – Oἰκουμένη – 1.2.1

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Author: ~Seleukos.I.Nikator~

Last revision: 24 Aug, 2021 at 08:54 UTC

File size: 4.62 MB

On Steam Workshop

Description:
Updates

1.2 Settlement naming released 16/08/2021 Patch Notes[forum.paradoxplaza.com]

1.1 Fire in the East Update released 18/07/2021 Patch Notes[forum.paradoxplaza.com]

1.0.2 Update released 22/06/2021 Patch Notes[forum.paradoxplaza.com]

1.0.1 Update released 19/06/2021 Patch Notes[forum.paradoxplaza.com]

Oikouménē – Oἰκουμένη

Oikouménē – ancient Greek οἰκουμένη meaning the inhabited, civilized world – is an overhaul mod that aims at improving the internal management aspect of the game and make the game more challenging by reworking various elements of the AI, plus add new content in form of the events, bloodlines, etc. The monarchy government type and the Hellenistic kingdoms in particular, are the main focus of the mod, though a good number of changes included in this mod have an impact on the game as a whole.

The mod is quite extensive already in its current state. What follows below is jusy a short summary of the mod features and it’s recommended that you head over to the mod page here[forum.paradoxplaza.com] on the PDX forum to read through the full mod description and the changelog.

Personal traits

➡ Several redundant traits have been removed while others are made much more impactful
➡ More interdependancies have been added

Bloodlines

Five new bloodlines:
Spartokid – added to Spartokos III Spartokid at the start of the game
Diodotid – added to Diodotos I Diodotid via event if and when he takes the throne in Baktria
Arsakid – added to Arsakes and his children upon them spawning via event
Mithridatid – given to Mithridates Mithridatid and his son Ariobarzanes at the start of the game
Attalid – added to Attalos the Elder, his three sons Attalos the Younger, Philetairos and Eumenes the Elder, and his grandson Eumenes the Younger if and when they form Pergamon
➡ All the bloodlines (both old and new) are passed on both matrilineally and patrilineally

Events

➡ Nearly a dozen new events for Bactria telling the story of its independence from the Seleukids
➡ Completely redone vanilla scripted set-up for the East (Bactria, Seleukid East, Parthia)

➡ Dozens of vanilla events have been reworked with a goal to make the factional in-fighting much more pronounced and more challenging to manage than it’s currently
➡ More associations between personal traits and the events and their outcomes

Subjects + Diplomacy

Reworked the loyalty of a subject towards its overlord. The base loyalty has been significantly decreased, while the minimum cap for the loyalty penalty from the balance of power has been increased to balance it out for large subjects such as Baktria or Kappadokia. Satrapies have also received a buff to their subject loyalty as those are usually much larger than other subject types. Furthermore, subject loyalty and loyalty towards overlord are two modifiers that are now closely associated with the personal traits. That means that the subject loyalty will be much more dynamic and it will vary more from subject to subject depending on who currently rules in the overlord and the subject country. The aggressive expansion will also have larger impact on the subject loyalty than currently.

➡ All subject types apart from satrapies can now cancel their dependency towards their overlord
➡ A number of modifications to the basic value of opinion modifiers and multiple changes to the decaying speed for the dynamic opinion modifiers, which will make them decay at the faster pace

Ambitions + Holdings

➡ A number of changes to character ambitions that will result in them being more prone to inspire disloyalty in others, plot themselves, claim each other’s holdings, assassinate each other, provoke rivals, but also seek friends. All these ambitions are also now more closely associated with personal traits which will cause characters choose their ambitions more depending on what personalities they have.

➡ The price for seeking treatment has been lowered to 75 gold and the characters with curable diseases will more actively pick this ambition.

➡ All members of the great families can now purchase holdings. The king can also grant holdings to all members of great families through a character interaction. Granting a holding does no longer cost gold and in a way it’s an easy manner of buying personal loyalty, though as those holdings stay within their respective families and get passed on to the family head upon the death of the holding owner, one needs to be careful with how many holdings each great family accumulates. The power base from holdings has also been increased.

Unit Abilities

➡ Anabasis can be performed by the heirs in addition to the rulers
➡ Military colonies ability can be used for up to 20 pops in each settlements. Manpower cost increased from 1500 to 2500 for each colonized pop.

AI

➡ Multiple changes to the AI weight chance modifiers for events, ambitions, etc.
➡ The higher tendency for the AI to build forts, especially for those larger factions that do not build many of them, through adding a new modifier for higher budget spending on forts for regional, major and great powers and increasing the base budget percentage that the AI will spend on forts has also been increased from 20% to 30%
➡ Increased tendency for the AI to build forts more around the borders, though province capitals remain the main priority still.
➡ Reworked AI plan goals by increasing the diversification between existing modifiers with regard to AI aggressiveness, trustworthiness, etc., plus adding custom modifiers for a number of previously not covered personal traits.
➡ AI less willing to split its forces and more prone to keep its armies together
➡ AI more prone to conquer the adjacent territories, thus reducing the border gore
➡ Migrations more keen to pick a more distant and random targets
➡ Higher percentage of flanking units in AI army compositions

Compatibility

As the mod deals with many various aspects of the game and due to how the mods work in general in Imperator:Rome, this mod isn’t compatible with all bigger overhauls and probably not with other mods changing things like game mechanics and the AI. Otherwise, all the graphic and UI mods, plus unit reskins should be compatible.

I can confirm that the mod is compatible with the following mods, which by the way I strongly recommend:

Great Wonders Refined by JULIANOS
Commander Kings by Master_of_Experts
Culture Conflation by Lewa263
Rosetta: Imperator Edition by Protodeus

Credits

➡ The whole former Imperator Team for their amazing work on the game and in particular Snow Crystal for his Imperator modding guides + all who contributed to the Imperator Wiki (these are all great sources of information on modding Imperator)
Jake Armitage of the R2’s Divide et Impera team, whose custom faction icons I used in this mod for new bloodline icons
➡ Jean-Claude Golvin whose amazing artworks on antiquity I have used for the thumbnails Website link[jeanclaudegolvin.com]

My other I:R mods

Hellenistic Music

The mod is not Ironman-compatible

It’s strongly recommended to start a new campaign with this mod.