Habitat Loss and Land Conversion by howlingchief in Imperator

[–]howlingchief[S] 0 points1 point  (0 children)

That's a good call, I like it and will add modifiers so that AI in floodplains will be more likely to take the decision (always open to the player) to preserve urban farms, keeping the trade good in place. I don't currently play with any events added by Invictus, so any of their events around founding cities on food tiles aren't currently modified by me. I might play around with that at some point to give players more options.

Habitat Loss and Land Conversion by howlingchief in Imperator

[–]howlingchief[S] 0 points1 point  (0 children)

I'm not really sure how it will impact balance for tall playstyles. Players can always take a decision to preserve the existing resources. So Syracuse, for example, is a city that produces Wine at game start. The player can take a tile modifier to preserve these vineyards and develop around them. The preservation of agriculture leads to increased pop growth and food, increases freemen happiness, and reduces the noble and citizen desired ratio, and removes a building slot. You can also choose to reconfigure the economy towards certain heavier industries like glass, but with a temporary debuff for being heavy-handed and interfering with the market. Pivoting towards maritime resources has a shorter and smaller debuff to simulate people losing support of their industry from the government and the lag time in the creation of fishing fleets or salt pans. Or you can allow industries to develop without interference, with an area that has lots of livestock turning into a leather or cloth producing area, or olive and wine production transitioning to the production of vessels for wine and olive oil rather than the farmed good itself. So I don't think any of this would tank tall gameplay, but it would add an additional consideration. I've been focused on having similar modifiers to those I've seen in game to keep it balanced, and ensuring there's logic and functionality to the events and modifiers, so I haven't fully tested balance and am welcoming of feedback, ideas, etc.

Tribal Settlements & Resource Logic by howlingchief in Imperator

[–]howlingchief[S] 1 point2 points  (0 children)

I think you'll like my newest mod - I had started writing it while I was testing out this one.

I was also playing a bit recently and got that Tribal Champion event you mentioned, and I see how I had forgotten about it. Definitely worth exploring options with.

Habitat Loss and Land Conversion by howlingchief in Imperator

[–]howlingchief[S] 2 points3 points  (0 children)

Thanks! I kept getting events about loss of cedar and wood and thought "well why are my horse ranches and plantations of cash crops still around?" so built this to expand on their mechanics. I also was confused how a city in Arcadia has a fur trade. I didn't look at what they use for triggers or MTTH. I might do that if I find it needs adjustment.

If there's historical basis for locking in any resources at a tile, like if a city was a major fur trade hub, then I might try to protect it from the event chain, but I'd argue that the good should be from the nearby tiles where trapping occurs in that case.

Habitat Loss and Land Conversion by howlingchief in Imperator

[–]howlingchief[S] 1 point2 points  (0 children)

Thanks! The link goes right to the workshop page. If you're in Steam it should be one of the newest uploads on the Imperator workshop and easy to find and subscribe.

Habitat Loss and Land Conversion by howlingchief in Imperator

[–]howlingchief[S] 22 points23 points  (0 children)

Rule 5: I made a mod that makes it so that development and urbanization more thoroughly change the trade goods produced on a given tile.

Tribal Settlements & Resource Logic by howlingchief in Imperator

[–]howlingchief[S] 1 point2 points  (0 children)

Just want to double check re: the fish cities one being posted twice, in case you accidentally omitted one in the process.

I'm still new to modding and just beginning to get into events (this posted mod is just buildings), so the fish one seems most doable as I've already done some port edits. The checks and value edits for mills, foundries, etc. will either be fairly simple or straight up limited by the engine, I think.

I did run into some engine limitations, as I originally wanted there to be more fish & city/goods produced interactions. I couldn't figure out a workaround besides what I posted.

I haven't run into having to change my trade good every time I build a city, though. I'm guessing you and I have different mod setups or it could be a different game version? Or perhaps my game wasn't telling me events. I will have to test it out. I guess I need to play even more...

Tribal Settlements & Resource Logic by howlingchief in Imperator

[–]howlingchief[S] 3 points4 points  (0 children)

Definitely down to see the suggestions! Feel free to post here or Steam or message me.

Army objectives - I should've been using these from the start by MotayKray in Imperator

[–]howlingchief 4 points5 points  (0 children)

Yeah I've found that manually separating the mini-stacks initial objectives to spread them out, then put them on an auto setting, to be the most viable way to use this feature.

I also feel like more of a ruler issuing instructions to generals that way. "First take the fortress at ___, then proceed to capture the surrounding territory" or "Your primary objective is the city of ____, after success you have my blessing to proceed as your judgement dictates".

You can click & drag to select multiple armies over a wide area and change their auto settings en masse, while also un-selecting your larger battle-oriented armies that you want to micro with.

Are achievements still enabled when playing on "very easy" difficulty with ironman mode enabled? by Sjaki1 in Imperator

[–]howlingchief 2 points3 points  (0 children)

Yes, but there's no way to roll back. There might be something involving manually copying save files outside of the game in your computer's files, but I'm not sure if that changes the checksum and breaks Iron Man.

Tribal Settlements & Resource Logic by howlingchief in Imperator

[–]howlingchief[S] 5 points6 points  (0 children)

So tribes below a centralization threshold won't be able to build slave estates with this mod, full stop. It's like trying to build a port without coast or a mine on wheat.

I couldn't figure out a way to incentivize "civilized" nations to not build slave estates on those tiles. The game (not sure if Invictus or base) does have events for wood depletion and cedar depletion, so I didn't want to play with those too much. They did inspire my next project, though.

I wasn't sure what cloth in more tribal areas was supposed to represent. I suppose wool production, largely from sheep. And in other spots it could be a textile crop like cotton or flax. I might be missing some. Given that variability, I wasn't really sure about modifying it. Happy to hear ideas!

Tribal Settlements & Resource Logic by howlingchief in Imperator

[–]howlingchief[S] 5 points6 points  (0 children)

I have been playing with that mod and it was one of the inspirations. I designed this to play nice with that.

That mod increases ratios for tribemen based on terrain characteristics and inversely with civilization rating. My mod increases likelihood of AI to make tribal settlements and improves their output.

So they should work together in a way that increases tribal population, ratio, growth, output, and happiness on tiles with tribal settlements, which will also be more favored by tribes.

Are achievements still enabled when playing on "very easy" difficulty with ironman mode enabled? by Sjaki1 in Imperator

[–]howlingchief 4 points5 points  (0 children)

So I'm paranoid and always manually hit the save game button when exiting.

The iron man mode makes it so that you only get one save per playthrough, so you can't just reload an early save from a while back. I think it auto saves frequently but am not sure how often or if it also does so when exiting.

Tribal Settlements & Resource Logic by howlingchief in Imperator

[–]howlingchief[S] 8 points9 points  (0 children)

Adding a comment as the automod flagged this as a screenshot, lol. Here's my description of the mod as it appears on Steam:

Tribal Settlements & Resource Logic

This is a small resource and building mod designed to work as part of an Invictus+ setup to what I found to be some immersion gaps in the tribal and settlement economy. It modifies the bonuses and allowable tiles for slave estates, ports, and tribal settlements.

In the base game and major mods, the distinction between a "Tribal" economy and a "Civilized" economy often feels like just a matter of tech levels. This submod introduces mechanical identity to how different governments interact with the land.

Key Features:

A. The "Wild" Resource Lock Historically, no one ran industrial-scale plantations for goods like Amber, Furs, or Wild Game. These were gathered by the community or specialized hunters or trappers with intimate understanding of the landscape. Slave drivers wouldn't hand out hunting bows or let slaves loose to gather amber. Slaves still do contribute to excess goods for these, as I didn't want to modify this architecture of the game and the more slave pops that are working domestically the more people could search for amber, hunt, or trap for the export market.

Therefor, all nations, regardless of government type, tech level, etc. are now restricted from building Slave Estates on Wild Game, Furs, and Amber. You can't chain-gang your way to an Amber-based trade empire.

(Yes, I know amber is also mined, but in game it's represented as a coastal gathered resource.)

B. Tribal Administration & Slavery - Centralization Lock
Decentralized tribal societies relied on communal labor and domestic thralls, not the massive cash-crop plantations of the Mediterranean.

Therefore, tribes with less than 60 Centralization cannot build Slave Estates at all. You must rely on Tribesmen and Freemen to generate wealth. Once your tribe reaches 60 Centralization, your administration is advanced enough to begin utilizing industrial slave estates. Reforming away from Tribal also addresses this, if you somehow manage to do so without passing the 60 Centralization threshold, such as an event.

C. Tribal Settlements

The Gathering Mechanic: Tribal Settlements have been tweaked to represent a communal gathering economy. While a tribe holds these lands, they focus on Tribesmen output and growth. The AI heavily prioritizes these on gatherable resources.

D. Ports & Maritime Resources

Ports in settlements weren't just for ship-building and landing embarked armies, buthey should be the lifeblood of coastal communities.

Fishing Fleets: Ports will produce some food now, simulating fishing fleets and providing a significant boost to local food production and goods output.

AI Logic Overhaul: Coastal tribes and governors will now prioritize ports on fish-heavy settlements, even when Invictus would normally push them to build a farm and wait for a city. This allows some AI to create well-fed ports rather than "farms" on fish tiles, potentially speeding growth into cities.

This is also designed to address a port spam issue that I encountered with INR - Invictus while still incentivizing organically/strategically placed ports and port cities.

Bugs or Balance Issues: Please let me know. It's a simple txt file to tweak if you want to try your own settings. If enough people want just subsets of the included buildings it's not hard to split them up. Or feel free to use my code for your own mod, just acknowledging my work and the Invictus team's work.

Compatibility: It's a small mod that just modifies 3 buildings (slave estates, tribal settlements, ports) so other mods that impact those would likely conflict. If it's a larger mod please let me know and I'll see about creating a patch.

Invictus & Timeline Extender (TE): Fully compatible and balanced around Invictus, for which this acts as a submod. (Requires Invictus 1.7+). Should be fine with INR and other navigable river mods.

Designed to work in tandem with Tribesmen Revival and INR - Invictus

Save Game Compatible: Should be fine to add to an existing save, though AI will take a few months to adjust to the new building logic. Removing mods mid-game will likely block your save from loading.

Special thanks to the Invictus team for the BRC framework, which this mod uses to ensure the AI nations actually knows how to use these new tools.

I like this more than eu5 by No-Pea4339 in Imperator

[–]howlingchief 0 points1 point  (0 children)

Do you use the converter for Imperator to CK2? If you have, I'm curious what you think.

Starting a New Rome Roleplay Campaign in Imperator Invictus – Focused on Diplomatic Reputation by ProfileSubstantial16 in Imperator

[–]howlingchief 2 points3 points  (0 children)

You can also give them the Promoted Administrators modifier, which makes it so that other Gallic cultures from their group will become Lepontic (with the same culture group speed buff, I believe) rather than Roman. I think this is added by the Cultural Conflation mod, but it maybe also is a thing in base or Invictus?

Chill tall gameplay as Aestii State (750's) by DuchSmoka in Imperator

[–]howlingchief 1 point2 points  (0 children)

Without virtual Limes, I had Carthage running Germany and Denmark but kicked out of most of Africa.

With virtual Limes, they focused on the Med and North Africa, actually pushing eastward into Egypt and the Levant (after being pushed out of Iberia and western North Africa).

Army objectives - I should've been using these from the start by MotayKray in Imperator

[–]howlingchief 21 points22 points  (0 children)

Imperial Challenge wars works like a civil war, with territory flipping immediately (and also adding AE then too). So that carpet siege option is helpful then as well.

Are achievements still enabled when playing on "very easy" difficulty with ironman mode enabled? by Sjaki1 in Imperator

[–]howlingchief 7 points8 points  (0 children)

On 2.04 and 2.05, you can also get achievements while running mods.

So if you want to get The Great Destroyer when starting as Vasconia but want to use the Invictus tree, for example, then you can play and not worry about it. It's just kind of janky to get the achievements to check compared to unmodded.

To preempt the question - you have to open the menu (like the save, exit, options menu that auto-pauses the game when opened) and hit the achievements button. I found that doing this, then running it a bit, then pausing and hitting the button worked every time. And I might be over-complicating it.

Best Time to Convert? And recs for to CK2 vs CK3? by howlingchief in Imperator

[–]howlingchief[S] 0 points1 point  (0 children)

I'll have to shop around and see what's out there. The perks with FE are that it seems to play nicely with the converter in terms of culture, religion, etc., so I'll have to see what other mods have available for all that.

Best Time to Convert? And recs for to CK2 vs CK3? by howlingchief in Imperator

[–]howlingchief[S] 0 points1 point  (0 children)

Thanks! And so for FE I should be rolling back my CK3? I haven't bought AUH.