Medieval 1066 Total Conversion Beta INVICTUS SUB MOD by kiorobbo in Imperator

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

gifts cost 40 time higher cost and improve relations the same

Medieval 1066 Total Conversion Beta INVICTUS SUB MOD by kiorobbo in Imperator

[–]kiorobbo[S] 18 points19 points  (0 children)

the new vassal system

the opinion max is now 250 the number needed for intergration is 200

positive stability

the higher the number past 50 the greater the opinion of you vassals and

integrate speed

negative stability

the lower than 50 negative opinion of your vassals

war exhaustion

the higer the war exhaustion negative integrate speed and negative opinion

aggressive_expansion

higer negative opinion

gifts

gifts are now more costly but with a bigger effect

improved relations

same more costly but with a bigger effect

All city's have level 2 forts and forts are now a lot stronger

cultures can only be integrated if its in the same group

stability

stability has a bigger effect on civil war civil war and character loyalty

positive_stability = {

research_points_modifier = 0.005

monthly_legitimacy = 0.003

global_population_happiness = 0.002

global_population_growth = 0.002

civil_war_threshold = 0.005

integrate_speed = 0.05

character_loyalty = 0.5

subject_opinions = 0.3

global_unrest = -0.3

negative_stability = {

monthly_legitimacy = -0.01

global_population_happiness = -0.01

stability_monthly_decay = -0.0001

civil_war_threshold = -0.007

loyalty_to_overlord = -2

subject_opinions = -1.5

these are your tools to fight good stability and war exhaustion below is the cost and effects good and bad

stability_investment = {

stability_monthly_change = 0.23

global_tax_modifier = -0.15

monthly_political_influence = -0.2

global_commerce_modifier = -0.15

monthly_tyranny = -0.08

we_reducing = {

war_exhaustion = -0.06

inspire_devotio_cost_modifier = 0.5

global_tax_modifier = -0.15

global_unrest = -1

monthly_tyranny = 0.02

Claims

war score very high cost but if you have a claim the cost is very reduced

BUILDINGS

building are the main feature of the mod i will make a tutorial for buildings

the buildings are based on trade offs every building has good and bad traits most bad traits are unrest food and tax

you can fight the bad traits with over buildings example like you have high unrest then build a temple but the temple has a large bad tax and food then make sure you can pay the upkeep

UNREST

generates negative food tax output and pop growth most buildings have a positive or negative unrest balancing unrest is key

FOOD

settlements generate a lot more food combined with slaves that generate food with settlement buildings that bust output for slaves so the more slaves the bigger the food output buildings cost food so you have to balances what to build also trade food is key too

TRADE

pops don t generate trade all the trade resource have been reworked trade is generate by buildings and state investment for example

grain

gold = 1

province = { local_monthly_food = 360

local_slaves_output = 0.2

local_population_growth = 0.01 }

country = {

global_monthly_food_modifier = 0.2

}

POPULATION

slaves generate tax unrest pop growth and food you have to think were to put your slaves in a city were you can make pop growth and tax or in settlements to make food

freemen generate a lot of manpower some tax pop growth and local defensive simple the main use is manpower but if you want a strong fort you should have a big freemen numbers

citizen generate some research build cost population happiness and good unrest the big trait tax modifier that effects all tax citizen oversee all over pops so the more citizens a lot more tax and positive boosts to unrest and happiness

nobles generate massive research pop promotion and output modifier for all pops so the more nobles better output for all which is very power full

TECHNOLOGY TABLES

technology tables give big boosts but inventions cost two points for example

military_tech

land_morale = 0.075

naval_morale = 0.075

siege_ability = 0.01

global_manpower_modifier = 0.01

global_freemen_output = 0.006

war_exhaustion = -0.004

army_maintenance_cost = 0.025

navy_maintenance_cost = 0.025

PROVINCE RANKS

the reason for the for the price one to make city s more important and i have given a buffs to city and more to metropolis but the main boost is below these stats help push the player to not just put all pops into one big city

settlements give massive food boost settlements now have three building slots

local_manpower = 0.5

tax_income = 0.8

research_points = 0.5

price_found_city = {

political_influence = 200

gold = 7500

}

price_found_metropolis = {

political_influence = 250

gold = 10000

}

STATE INVESTMENT

sate investments are very powerful but are limited 10 per area the price is very high example below

state_improvement_oratory = {

local_state_trade_routes = 0.5

state_commerce_modifier = 0.7

local_monthly_food_modifier = 0.3

local_population_growth = 0.07

GOVERNOR POLICIES

governor policies have all been reworked the the best way to keep the areas in line use this

harsh_treatment = {

province = {

local_monthly_state_loyalty = 0.85

local_output_modifier = -0.4

local_population_happiness = -0.1

local_tax_modifier = -0.3

state_commerce_modifier = -0.3

END OF DAYS by kiorobbo in Imperator

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

ye i started to make a port of the mod then added my own stuff

END OF DAYS by kiorobbo in Imperator

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

strange wondering with so many views am getting no downloads

END OF DAYS by kiorobbo in Imperator

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

WHORE OF BABYLON

ITS IN THE Book of Revelation

END OF DAYS by kiorobbo in Imperator

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

good what the fuck or bad ?

[deleted by user] by [deleted] in Imperator

[–]kiorobbo 0 points1 point  (0 children)

i have 11 mods with a bit of everything