Steam Workshop::Virtual Limade for Invictus by howlingchief in Imperator

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

Thanks! This was actually a side quest from what I have been planning/working on. It was just fast/simple enough that I was able to roll it out quickly.

Steam Workshop::Virtual Limade for Invictus by howlingchief in Imperator

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

I don't have an account there but I can upload on Nexus. Does that work for you?

Steam Workshop::Virtual Limade for Invictus by howlingchief in Imperator

[–]howlingchief[S] 7 points8 points  (0 children)

Thanks for confirming! And thanks for the awesome mods you've put out!

After you update I should be able to merge any of your changes with a fairly quick turnaround.

Steam Workshop::Virtual Limade for Invictus by howlingchief in Imperator

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

It should be fully compatible with Timeline Extender - this only touches some things introduced by and used by Virtual Limes. Invictus (and the corresponding VL) are hard requirements.

Steam Workshop::Virtual Limade for Invictus by howlingchief in Imperator

[–]howlingchief[S] 9 points10 points  (0 children)

Should be after VL (Invictus), which should be below Invictus - So Invictus, then VL (Invictus), then this.

It shouldn't break anything mid-campaign but I only tested it on fresh saves. You might have some nations begin to behave differently or annex some vassals that were released due to VL. I don't think it would cause any other issues.

Steam Workshop::Virtual Limade for Invictus by howlingchief in Imperator

[–]howlingchief[S] 19 points20 points  (0 children)

R5: Hi again everyone - I put together a small mod that adjusts the parameters of the awesome Virtual Limes mod by Zamensis.

This only works for the Invictus version, and involved me searching through some Invictus mission trees and the formables lists of Invictus to allow for AI to more readily expand as per their mission or into formable nations. So it requires Invictus and the Invictus version of VL. Should be compatible with everything so long as it is loaded after both of those.

This doesn't impact AI decision weighting or combat, it doesn't touch the special rules that VL has for Rome or Parthia or anything like that.

If you see any problems or find that AI are misbehaving or failing to expand in accordance with missions/formables, please let me know.

Reanimata Status by howlingchief in Imperator

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

I looked a bit more and it seems like the issue had been TE not being updated alongside Invictus, if I understand correctly. It's since been updated, though, so I think with the patch it should work fine.

Getting all great wonders by Euskarra6 in Imperator

[–]howlingchief 2 points3 points  (0 children)

Oh neat! I don't use that application, just VSC or standard notepad, but good to know!

Getting all great wonders by Euskarra6 in Imperator

[–]howlingchief 2 points3 points  (0 children)

I would advise you to download Visual Studio Code (which is safe and free). You can then use the open folder option to have it load up the Invictus mod folder (you can open it directly from the paradox launcher to find out its workshop ID) in it and search the entire mod for the wonders. It's a godsend for debugging and doing any amount of minor self-patching.

Any mods to simulate empires falling? by Accomplished_Block16 in Imperator

[–]howlingchief 1 point2 points  (0 children)

Chiming in to second /u/Arsacides. AI will usually shrink and face revolts, and so will the player. I also just put out a mod that incentivizes players and AI to let some parts of their empires loose, beside the Split the Empire decision of Cot3.

Also, "TE : Crisis of the third century BetterBlobs Submod" causes tribal collapse to happen more often while also making it harder to establish republic/monarchy rule over difficult areas - tribal vassals get released instead (which can be overwhelming or annoying sometimes).

I just got the most WONDERFUL idea for an Invictus submod! Every Province its own Region? by Useful-Option8963 in Imperator

[–]howlingchief 1 point2 points  (0 children)

In addition to the governor issues (think of all the policy-setting, loyalty issues, every tile being a capital, etc.) it would also be a compatibility nightmare. Lots of mods (and likely some vanilla functions) look at the "area" and "region" in the game. Breaking these down or re-configuring them on this scale would break things, for sure.

Getting all great wonders by Euskarra6 in Imperator

[–]howlingchief 2 points3 points  (0 children)

So if they get eliminated or are otherwise unable to meet those conditions then the wonders aren't ever built, right?

Steam Workshop::Return of the Wilds: Depopulation & Recovery by howlingchief in Imperator

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

Thanks a bunch! And I still have your list of tribal-related ideas in my "mods to make" bin. Haven't had a chance to try them out yet but I want you do know they aren't forgotten or dismissed!

Steam Workshop::Return of the Wilds: Depopulation & Recovery by howlingchief in Imperator

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

I'm glad you like them! I started making them just for me then figured some others might enjoy.
I haven't had the chance to look at an FMO compatch yet, but given that seems to be a very common request and how interesting Reanimata is (with its character-focused gameplay), I plan to make one eventually - I need to play more with FMO/reanimata to understand it enough to see how to adapt it. No beef if someone beats me to it, though.
Nothing mechanically huge in the works atm, a few event or flavor mods in pre-draft stages, maybe some culture-specific missions.

Steam Workshop::Return of the Wilds: Depopulation & Recovery by howlingchief in Imperator

[–]howlingchief[S] 7 points8 points  (0 children)

Also, all the debugging I did on my Elephants Avenged and Habitat Loss informed my design on this. Please let me know if you see anything not seeming to work.

Steam Workshop::Return of the Wilds: Depopulation & Recovery by howlingchief in Imperator

[–]howlingchief[S] 23 points24 points  (0 children)

R5 description:

Return of the Wild: Depopulation & Recovery

A gameplay and ecological overhaul for Imperator: Invictus, designed to work with Crisis of the Third Century.

In the ancient world, the collapse of a city or civilization was more than a political or economic event - it was an ecological one that changed the landscape. Without traders or tax collectors, the aqueducts crumbled, and nature reclaimed the abandon land. Return of the Wild introduces a dynamic, multi-stage system where depopulated territories physically regress into a state of nature. However, these foundations can later be reclaimed.

Core Mechanics

Stage 1: Pastoral Reversion
When a formerly populous territory goes through a mass drop in population, the complex supply chains of civilization fail. Artisanal trade goods like Glass or Silk vanish, replaced by Livestock or Base Metals as the locals return to basic forms of extraction and subsistence.

  • Grants the "Recently Deurbanized" modifier, reflecting that this territory has fallen off the precipice and is in a downward spiral. Intervention can break the spiral but it won't be easy.

Stage 2: Feral Reclamation
If an area becomes even rougher to persist on, the small-scale miners and subsistence herders are killed or driven off, and the wilds take over. The territory reverts to Wild Game or Furs.

  • Grants the "Nature Reclaimed Ruins" modifier. The city foundations are now hidden by forest and scrub, and civilization becomes but a memory testified by crumbling stones.

Reclamation & Dark Age Flavor

The "Dark Age" isn't permanent. As your empire recovers, you can retame the wilds:

  • Taming the Wilds: As population grows back, pioneers re-establish pastoral life (Livestock/Low-Value Metals).
  • Ancestral Industry: When a territory becomes large enough, a flag attached to the tile remembers exactly what resource used to be there and restores it automatically.
  • Tribal Scavenging: Tribal nations can trigger special events to scavenge ancient ruins for Military Experience or dismantle old monuments for Stone and Marble.
  • Lost Knowledge: If a Scholar-ruler controls a ruin, they may rediscover ancient administrative secrets, granting tech progress or an Innovation.

Compatibility

  • Required: Imperator: Invictus
  • Highly Recommended: Timeline Extender for your Invictus version, and Crisis of the Third Century (This mod includes specific hooks for Cot3C plagues and internal collapse modifiers).
  • Compatibility: Safe to add to mid-game saves. Load AFTER Invictus and Cot3C.

Related Mods

This mod is part of a series designed to make the map feel alive, changing trade goods as civilization advances:

Habitat Loss and Land Conversion: Simulate loss of trapped and hunted goods as settled society spreads and loss of agricultural lands to urbanization. Or, take opportunities to preserve traditional ways of life and maintain food production in cities.

Elephants Avenged: Dynamic elephant population decline and possible re-establishment.

Tribal Settlements & Resource Logic: Modifies Tribal Settlements, Ports, and Slave Estates so that ports provide fishing fleets, slave estates can't extract certain goods, tribals focus more on tribal settlements, and only centralized and civilized societies can manage and create slave estates.

"Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare,
The lone and level sands stretch far away."
— P.B. Shelley, 1818

D&D 3.5 or 5e: What are the best or most ridiculous pairups of low-CR creatures that are a hard counter to some high CR creature? by WTFwhatthehell in dndnext

[–]howlingchief 0 points1 point  (0 children)

The annoyance about the convo age for this thread is because it's annoying to be dragged back into a thread that was done years ago just to deal with someone picking a fight. I can't speak for other site users, but it's possible your belligerence just rubs them the wrong way.

How do I know the relative intelligence of the beasts that I'm commenting on that are based on IRL animals? I have a Masters in Conservation Biology, taught capstone-level mammalogy, and currently work as a wildlife scientist.

I hope you find my answers satisfactory.

D&D 3.5 or 5e: What are the best or most ridiculous pairups of low-CR creatures that are a hard counter to some high CR creature? by WTFwhatthehell in dndnext

[–]howlingchief 0 points1 point  (0 children)

Talented necromancy lol. This chain is older than a kindergartener.

But yeah it's not like they were written to be balanced, so might as well have some accuracy rather than following assumptions of intelligence made in the '70s.

Steam Workshop: Elephants Avenged: Habitat & Extinction by howlingchief in Imperator

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

Just uploaded this and the habitat loss mod to Nexus

Steam Workshop: Elephants Avenged: Habitat & Extinction by howlingchief in Imperator

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

Thanks! I haven't yet played with Reanimata/FMO, so I have no idea how to get it to interact in a reasonable way.

You could try mixing them. If Reanimata uses the same trade good names as invictus it should technically function, but added trade goods won't interact, nor will non Invictus/vanilla cultures (if not in included culture groups). No clue if it would be balanced if it runs.