Profundis – A submod overhaul for Divide & Impera (BETA)
It aims at enhancing the vanilla DeI experience with plenty of tweaks and additions that I did over the years, as well as other submods (mostly scripts) made by fellow modders that will quite drastically change your game experience
This overhaul is focused at campaign gameplay, with only a few small tweaks for battles (mostly naval and siege related tweaks). It makes the campaign gameplay less predictable, more complex and harder.
If you are looking for a more "arcadey" playstyle where you can ignore politics and diplomacy, avoid this mod at all cost 😉
Timbe’s Trade Region – use emissaries to buy regions from allies
No Diplomacy Without Emissaries and Relations (crepax80’s brilliant script) – Med2 style diplomacy
Rebel armies reduce slave population (Jack Armitage’s script)
Politics reforged (K4mil’s) – Generals only recruitable from capital city, disbanding armies led by disloyal generals not possible
Diplomacy reforged (K4mil’s) – A military vainquished faction might sue for peace
Cultural Tension – revamped and polished version of the original CT submod
Events Roulette – adds a lot of events and dilemmas to spice up the campaign
Revamped city types – More specialized city types – Fortified citadel, fully integrated city, Semi-autonomous city
Better Garrisons for prestigious cities – No more disappointing Carthage siege 😉
Reasonable Rome – Changed Rome diplomatic’s personality so that it actually does more diplomacy than just declaring war on everyone
Big diplomatic penalty upon leader’s death – AI will try to profit from political instability following your ruler’s death
AI is more opportunistic and better at planning invasion – Undefended frontier is not always safe, even from friends
Diplomatic shifts – Hated rivals more prone to asking for peace – Friends more prone to war
…Misc…
– Wifes now have a maintenance cost (depending on their rank)
– Reduced XP gains for Generals and agents
– More meaningful rebellions…harder to prevent but less spammy (more public order reward after crushing a rebellion)
– Banditry matters…even after turn 50…(increased banditry from trade centers regions and from total number of region owned)
– Increase movement reduction in some regions (mountainous, or dense forest regions)
– Increased ambush chance in some region
…Buildings…
– Many building tweaks (ports, wonders)
– Importing food edict way stronger now (if the correct buildings are built)
– The bonus from slave centers reducing slave unrest is now factionwide so that you can build a proper slave empire
– Squalor from cities increased and sanitation from temples reduced
– Tweaked population effects – overpopulated region will use more food – Underpopulated regions will be way poorer
Skill, traits, techs
– Champion’s "unity" skill tweaked to make it usable – it now really helps public order in region with low culture %
– Nerf tech milestones that reduce siege hold out time for enemy
– "Political reformer" skill also reduces political action cost
– "Night commander" skill also increases raiding/sacking income
– "Nerf War cry" skill
battle or battle related
– Less forts and patrol stances spam – forts requiere more movement point, patrol stance requiere a small amount (it did not
– AI sallies out less when besieged
– Siege armor and ignition tresholds tweaks
– Removed deployable except fireballs in ambush battles
– Instant siege attack will use siege towers instead of ladders
– longer cooldown to first person cam on siege weapons to prevent abuse
This overhaul is NOT compatible with other scripts submods (unless you know how to incorporate it) or (most) campaign submods
This overhaul is compatible with GRAPHICAL, MUSIC, BATTLE related submods
Gallery of custom events added into the game (if you want spoilers). The gallery is about 70% complete
Revisions:
Old revisions of this mod are available below. Click the link to download.