Fall of Rome Remake

If you liked this item, please rate it up on Steam Workshop page.

Author: kiorobbo

Last revision: 7 Mar at 17:15 UTC

File size: 913.97 MB

On Steam Workshop

Description:

My Discord https://discord.gg/r8xu7qc367

if your getting crash come to discord

Hi all if you like the mod give a fav or reward really helps me out thank you for playing my mod

LOAD ORDER
BETTER UI
INVIC
THIS MOD

This is different from my other mods it’s more than just a gameplay overhaul.

VERY IMPORTANT YOU CANNOT CEDE VASSAL LANDS, BUT ONLY WITH SUGGESTED PEACE IT WILL START WITH YOUR CAPITAL, AND AS THE ENEMY OCCUPIES MORE LAND, WHEN YOU SUGGEST IT AGAIN IT WILL ASK FOR THE CONQUERED LANDS

IF A SUBJECT REACHES 25 WAR EXHAUSTION → THEY INSTANTLY BREAK AWAY FROM THEIR OVERLORD
IF THE FRANKS OCCUPY NORTHERN FRANCE, THEY CONQUER PART OF NORTHERN FRANCE

This is a full remake of the original Fall of Rome mod, rebuilt on its foundations and expanded into a much deeper experience. The mod is now fully compatible with Invictus, inheriting all of its improvements, systems, and balance, while layering in the gameplay mechanics from my other project, Invictus Definitive Edition.
Rome no longer exists as a single monolithic power. Instead, it has fractured into smaller vassal states that must be unified through dedicated mission trees and political integration. Expansion is no longer straightforward—rebuilding the Empire requires diplomacy, planning, and force.

Roman Mechanics
-Scripts Persian aggression toward the Eastern Roman Empire once stability and war exhaustion thresholds are met
-Introduces migration-era modifiers for Franks, Visigoths, and Suebi, later removed after 520 AD
-Forces the release of Burgundy as an independent subject after 450 AD to simulate imperial fragmentation
-Ensures coordinated AI pressure on Rome by allowing multiple factions to independently target the WRE capital
-Prevents early wars through date-locked triggers, ensuring invasions occur in the correct historical window
-Roman vassals begin with heavy penalties to levy size and tax income, representing imperial fragmentation
-Levy and tax power can be partially restored through dedicated mission trees, not instantly or for free
-The Emperor suffers negative Political Influence and Stability while ruling over fractured vassals
-These imperial penalties are gradually reduced as vassals are integrated back into the Empire
-Separate mission branches exist for each Roman vassal, covering both the Eastern and Western Empires
Vassal integration is mission-driven, not automatic or purely diplomatic
-Each integration requires specific thresholds of Gold and

Events
-Automatically assigns historical regional claims across Gaul, Iberia, Germania, Pannonia, Moesia, Syria, and Assyria to relevant successor states
-Enables scripted AI invasions of Rome, with barbarian and successor states dynamically declaring war on the WRE after 450 AD
-Drives Hun invasions of both the Western and Eastern Roman Empires after 450 AD using weighted random war targets
-Scripts Persian aggression toward the Eastern Roman Empire once stability and war exhaustion thresholds are met
-Introduces migration-era modifiers for Franks, Visigoths, and Suebi, later removed after 520 AD
-Forces the release of Burgundy as an independent subject after 450 AD to simulate imperial fragmentation
-Ensures coordinated AI pressure on Rome by allowing multiple factions to independently target the WRE capital
-Prevents early wars through date-locked triggers, ensuring invasions occur in the correct historical window

Game Rework Overview

IDEAS
-Ideas cannot be changed while at war
-Changing ideas is significantly more expensive
-Every idea has been redesigned to have major, meaningful impact
-You can now center your entire nation around your ideas, shaping your economy, military, and playstyle. Because ideas are locked during wars and costly to alter, long-term planning is essential — commitment matters, and mistakes are costly.

LEGITIMACY
– Positive legitimacy: increases character loyalty and ruler popularity gain.
– Negative legitimacy: decreases character loyalty and ruler popularity gain.
– Legitimacy is affected by tyranny, war exhaustion, stability, and ruler popularity.

SUBJECTS’ OPINION
– Subject opinion is influenced by ruler popularity, tyranny, war exhaustion, stability, and legitimacy.

INTEGRATING SUBJECTS
– Integration speed and subject opinion are modified by tyranny, stability, ruler popularity, and war exhaustion.
– 350 opinion required to annex a subject.
– Gifts have no limit (can be sent repeatedly).
– Improve Relations is more expensive.

BUILDINGS
– All buildings now use trade-offs (positives and negatives).
– Example: Tax Offices = +tax income, but –happiness, –food, +unrest.
– Counter-builds: farm settlements (food), temples (happiness/unrest), forts (unrest/defense).

GOVERNOR POLICIES
– Fully reworked; now very powerful levers for provincial development and control.

POPS
– Nobles: affect technology, pop promotion/demotion, and unrest; also modify output of all other pops in their city.
– Citizens: provide happiness, reduce unrest, lower building costs; generate tax and boost the tax output of other pops.
– Freemen: primary manpower source; add local fort defense.
– Slaves: primary food source and a driver of pop growth; apply negative unrest; provide small tax that scales strongly when citizens are present.

TRADE
– Trade no longer comes from pops.
– Now driven by ports, markets, number of cities, and investments.
– All trade goods reworked with new province and national bonuses.

TECHNOLOGY
– Tech efficiency is lower for low-rank nations and higher for great powers.
– “Behind-the-times” safety net raised so no country falls too far behind.
– Max ahead-of-time benefit capped at 200 years.
– Inventions cost 10.
– Tech tables grant strong buffs — being ahead yields meaningful national strength.

FOOD
– Settlements: high slave output and strong food production; settlement buildings further boost this.
– Cities: slaves produce far less food; city buildings consume food.
– Requires dispersing pops across settlements to sustain cities.

STABILITY
– Grants broad buffs across the nation.
– Investing in stability is costly in tax and trade.
– Political Influence is not meant to be maxed constantly; keep reserves for emergencies (e.g., fast expansion and AE reduction).

WAR EXHAUSTION
– Imposes multiple debuffs (e.g., discipline, land morale, others).
– Best counters: Stability and Devotio.
– Devotio now costs significant tax and trade, scaling over time — long wars become very expensive.

AGGRESSIVE EXPANSION (AE)
– Soft cap/target now 30.
– AE increases war exhaustion, unrest, and reduces happiness for wrong pops.
– Best counters: Devotio and Stability.
– Taking provinces with claims generates no AE.

TYRANNY
– Main source is Devotio.
– Increases tax/trade penalties and reduces character loyalty.

INVESTMENTS
– Maximum of 10 per area.
– Each investment is powerful.

INTEGRATING CULTURES
– Each integrating culture imposes tax and trade debuffs.
– Additional tax/trade penalties apply while integration is in progress.
– Choose cultures strategically.

ECONOMIC POLICIES
– Completely reworked; now very powerful.

GENERIC MISSIONS
– A Cancel option appears when a mission starts.
– If clicked before any mission step is taken, the mission can be completed without penalty so you can pick another.

WAR & PEACE
– At War: +war exhaustion, +unrest, –tax, –trade.
– At Peace: strong economic buffs and war exhaustion reduction.
– Max war exhaustion set to 25.

NAVIES
– Much cheaper; AI will perform naval invasions more often.

CULTURE
– Integrating multiple cultures at once speeds things up but stacks heavy penalties.
– Already integrated cultures currently have no penalties (your second block is empty).
– Wrong culture group integrations are deliberately very harsh to discourage or slow them.

Download
Required items:

Click the title to search on this site.


2.0 Better UISteam Workshop
Imperator: InvictusSteam Workshop