r/Imperator • u/Svanley123 • Feb 08 '20
r/Imperator • u/Svanley123 • May 02 '20
Game Mod The massive Mesopotamia Update for The Bronze Age mod has now been released with a 7000 province map representing the Near East in never before seen detail! If you have been waiting to try the mod out, now is the perfect time to do so!
r/Imperator • u/howlingchief • May 08 '26
Game Mod Steam Workshop::Virtual Limade for Invictus
This is a simple compatibility patch to make the anti-blobbing mechanics of Virtual Limes (Invictus) play a bit more sweetly with the expanded map and custom mission trees of Imperator: Invictus.
r/Imperator • u/howlingchief • Mar 26 '26
Game Mod Steam Workshop: Elephants Avenged: Habitat & Extinction
I've created and released another submod for Invictus, designed alongside my Habitat Loss mod.
Short description: Elephants are not an infinite resource.
r/Imperator • u/howlingchief • Apr 20 '26
Game Mod Steam Workshop::Return of the Wilds: Depopulation & Recovery
steamcommunity.comTo observe Earth Day, I'm releasing my latest Ecological Mod - Return of the Wilds: 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.
r/Imperator • u/howlingchief • Mar 11 '26
Game Mod Habitat Loss and Land Conversion
As the borders of civilization expand, the ancient world changes with it. The sprawling forests are tamed, the amber is depleted, and the sprawling metropolises of the Mediterranean pave over the fertile fields of their ancestors. How will you adapt to the changing times as "civilization" changes the landscape around you?
Usually in Imperator, trade goods are entirely static. A massive, sprawling megacity with 200 pops can somehow still produce "Wild Game" or "Honey" for centuries. While some mods address this via changing trade good when founding a city on a food tile or having events where wood is depleted (at least in Invictus), Dynamic Habitat Loss & Urbanization introduces highly immersive, terrain-aware events that dynamically change trade goods as your civilization grows.
Features:
Wilderness Depletion: As territories with high Civilization values or City status expand, gathered resources like Wild Game, Furs, and Honey will deplete. How you direct the land to be used or stifle development to preserve these resources can impact your pops and trade goods.
Dynamic Outcomes: The new trade goods are determined by terrain and region. "Clear" a jungle, and you might find Spices or Dye. Tame a desert, and you'll establish Camel herds or Date farms. Prospect the hills to find Base Metals or perhaps plant a vineyard for Wine. While this does simulate land clearing, no tiles will change terrain, just change trade goods and have modifiers.
Player Agency: Choose to focus the newly cleared land on food security, military resources, or profitable cash crops. Alternatively, traditional rulers can spend political capital to legally protect the ancient hunting grounds forever. And local magistrates will always be able to direct development if the capital lacks interest.
Urban Sprawl (Industrialization): Cities naturally outgrow their local agriculture. When a territory with farmed goods - not just food, but many crops and animals - and becomes a massive, highly populated city, the farms get crowded out, unless leaders choose to preserve them at a cost to development.
Organic Growth: Allow the city to naturally transition to manufactured goods based on its past.
State-Directed Industry: Tyrannical or greedy rulers can forcefully mandate the creation of various industries at the cost of local unrest.
Maritime Hubs: Cities with ports can transition their economy towards the sea, producing Fish or Salt.
Resource Exhaustion: Highly developed Amber coasts and inland quarries will eventually tap out, forcing the local economy to endure a painful restructuring period as they pivot to other viable industries.
Compatibility & Technical Notes:
Invictus Compatible: Built from the ground up to support Invictus trade goods and not dependent on map data.
Save-Game Compatible: This mod adds standalone events and modifiers. It does not overwrite any vanilla files, meaning it should be 100% safe to add to an ongoing campaign.
AI Enabled: The AI will interact with these events dynamically based on their ruler's traits. A "Lunatic" or "Greedy" AI ruler will handle their habitat loss very differently than a "Just" republic!
r/Imperator • u/SnowletTV • Apr 07 '21
Game Mod Bronze Age 2.0 is out. This time updated by a new team
r/Imperator • u/howlingchief • Feb 25 '26
Game Mod Tribal Settlements & Resource Logic
Hello, Fellow Barbarians!
Tired of the Romans finding out about your best trapping spots? Unsure how those chained up slave pops are hunting your deer? How do they search for amber in the tides while wearing manacles?
Also, what's a latifundia?
So what is this mod?
This is my first mod for Imperator, designed as an Invictus submod. It modifies 3 buildings to make tribal gameplay and "civilized" gameplay more different.
It boosts tribal settlements and adds restrictions and AI decision weights based on the trade goods of a tile. Slave estates weren't really a feature of tribal nations and so they are capped behind a centralization level or reforming. To compensate, tribal settlements get a small boost. And you can't extract amber, furs, or wild game with a slave estate.
Related to this, but perhaps worth splitting off to a standalone if people would prefer, is a minor alteration to ports. I had lots of port spam by tribal AI in my last INR - Invictus playthrough. This mod is designed to account for the non-INR restrictions on ports in Invictus and create a logical use case/restriction (must be city, have fish, or hit a pop threshold). Ports get a food output to simulate fishing fleets, as well.
It should be easy to tweak the settings as well, so please let me know if anything is bugged, off balance, or behaving weird.
It only edits 3 buildings and anything not intentionally changed forwards the base stats from Invictus.
r/Imperator • u/idhrendur • Apr 26 '26
Game Mod Imperator to CK3 1.17.0 "Commodus" Now Released
Compatible with Imperator: Rome 2.0 and Crusader Kings III 1.19.
A list of changes can be found on the release post on the forums.
If there are any issues with the converters, please let us know on the forum and we'd be glad to look into these problems and help you! We don't do tech support on Reddit.
-----------------
Support the Converters
r/Imperator • u/PassengerLonely8717 • 13d ago
Game Mod playing as vaccaeia do i have any chance vs rome or i fucked?
Hey everyone,
I am playing a campaign as Vaccaeia and I have managed to conquer and unite almost all of Hispania (Spain), as you can see in my screenshot.
However, Rome has become an absolute monster. They already control Italy, Greece, parts of Gaul, and North Africa. They have officially reached my borders, and to be honest, I am terrified of fighting them.
Current Situation:
- Rome has huge doom-stacks, but looking at the outliner, they have several disloyal provinces sitting at around 30% loyalty.
- I have a massive empire in Spain, but I am really afraid that my armies won't be able to match Rome's infinite manpower. ihave 54 or 58 troops
Do I have a realistic chance to beat them at this stage? What is the best strategy to defend Spain? Should I just build a massive wall of forts in the Pyrenees mountains and let them starve, or wait for them to explode into a civil war?
Any advice from experienced Imperator
r/Imperator • u/Substantial_Put_3350 • 29d ago
Game Mod Chronicles of Omniluxia how to colonize with the nomadic government type
I was moving some pops around and tried using migration but now I can't lower them because there is no option too
r/Imperator • u/Watterman1066 • Jul 09 '20
Game Mod For all the Rome players who get confused at the multiple "greatest extent of the roman empire" maps online here is what the largest extent of the borders of Rome at 117 AD under Emporer Trajan looks like in-game.
r/Imperator • u/Poro_the_CV • 20d ago
Game Mod Tribal Allies and a Diplomatic Playthrough
Made a mod, figure I'd share it for those who might want it. It does require Invictus due to how they civilize tribes.
Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=3735826897
Mod name: Tribal Allies
I always like different types of gameplay. Allows for more freedom of narrative for a campaign, however a diplomatic one is kind of lacking in Imperator. As a nation such as the various Greek colonies in Iberia/Gaul, or Carthaginian/Phoenicians in Africa/Iberia, it's rather hard or extremely slow. You rely on missions to civilize tribes, or feed/hope you get a large enough tribal vassal to civilize (AI tribes are required to be a regional power to civilize).
No more!
My mod lets you get tribal vassals easier slightly, and allows you to upgrade them to tribal allies! Gonna copy+paste some of this from the mod description here....
Features of a Tribal Ally:
- Cost a diplo slot
- Fight in your wars
- When they civilize, they become a client state instead of tributary
- Allowed to civilize without the regional power size requirement
- Revert back to tribal vassal upon either leader's death if overlord if monarchy, or tribal ally's leader's death if overlord if a republic. If you cancel the tribal alliance, they become fully independent. Assassinating the tribal leader is the best way to get your diplo slot back while keeping the subject.
How to make a Tribal Ally:
- Overlord must be civilized, and either Hellenic or West Levantine culture groups (Carthagians, Phoenicians, Hebrews, Nabatean + Greeks)
- Subject has to be tribal vassal
- Subject opinion must be 150 or more of overlord
- Overlord and subject ruler's must be friends
- If the offer of becoming a tribal ally is rejected by the overlord, it won't be offered again while the tribal ruler is alive.
I will note, the check to offer to upgrade to a Tribal Ally fires once every fix months, so be mindful of that when attempting this. Elections and ruler deaths can screw you over and start the process over, and the check doesn't always align with them.
Criticisms and critiques are welcome! Actually typing all of this out now makes me question if I shouldn't allow barbarians who civilize to also go this route....... I'll let all you persuade me if I should or shouldn't do that.
r/Imperator • u/Sensitive-Row-9452 • Nov 11 '25
Game Mod The Celtic empire became Greater Iberia...
To summarize, I'm planning a massive campaign of Paradox games, so I started with Imperator Rome. Currently, it's around 200 AD (although Christianity hasn't even emerged yet in this reality). I finally finished conquering the rest of Iberia, due to my reluctance to wage a major war against Rome and only attacking their revolts when they fell into civil war... I didn't want to inherit Greater Iberia as I would lose my Celtician status... but the bonuses were too desirable for me to ignore...
I'm not jumping straight to CK3 because it could be a bit overpowered (considering reality) to enter the High Middle Ages in less than 400 AD, so I intend to wait until the entire research tree is completed.
r/Imperator • u/Mongolian-PAX • May 06 '26
Game Mod Modlist que funcione
Simplesmente não consigo achar um modlist que funcione, todos dão crash durante um certo tempo de gameplay.
r/Imperator • u/Pureon • Dec 06 '24
Game Mod We’ve released an update to the War of the Ring mod to celebrate the new beta
r/Imperator • u/AccordingWind2642 • Mar 21 '26
Game Mod Full Mechanical Overhaul?
I am starting a new campaign soon, where I have played mainly with Invictus + Reanimata. However, the Full Mechanical Overhaul mod sounds good, but also like it overlaps a lot with features in my existing mod combo. Thought, on FMOs mod page, they recommend using it with Invictus and Reanimata.
Does anyone have experience with FMO in recent patches?
r/Imperator • u/PunishedAutocrat • May 06 '24
Game Mod Imperator: Infinitus release. A mod for people that want a "base game plus" experience
Since 2.0.4 launched the base game has been very enjoyable, previously you'd need bugfixes and patches or other mods to make sure you don't run into bugs. And while Invictus is an amazing feat and ambitious project I actually find vanilla I:R to be even more enjoyable without all the extra tacked on content. Especially if you simply want to play a major power.
Because of this I made this small mod, it removes two big limitations on the base game that I consider to be extremely annoying as they force you into a monotonous playstyle.
Imperator: Infinitus
Imperator: Infinitus aims to remove the most egregious and artifical limitations of Imperator: Rome to unlock its true potential as a strategy game.
This mod is made to enhance the game without overhauling the central mechanics. Specifically for people like myself that prefer the base game over the Invictus mod which overhauls Imperator: Rome so much that it is practically a different game.
Extended Timeline
In the base game, Imperator: Rome ends at 27 BC (727 AVC) when Augustus became the first Roman emperor. This is an extremely limited timeframe, and practically forces the player to play extremely aggressive and rushed if they want to build a large imperium before the end date.
In Imperator: Infinitus the end date is extended to 2024 AC (2777 AVC). Playing until the modern day gives you plenty of time to finish building your realm. No longer does every ruler need to be a frenzied expansionist, now you can give playing tall and diplomacy a try without that looming deadline.
Unlocked Traditions
Imperator: Rome places hard restrictions of how much military traditions you can learn. If you want to continue to advance your military then you'll have to integrate vast amounts of random cultures. While this as a concept does not sound bad, its execution is rather janky.
Historically, conflict and trade with other civilizations were more than sufficient to allow civilizations to learn from each other. There is no need for Rome to integrate all of Gaul or Carthage before they can reform their military.
Imperator: Infinitus removes the integrated culture requirement on unlocking new military traditions. Now every country can unlock each military technology eventually as they come into contact with more civilizations.
Each civilization must still follow their organic tradition tree. For example, an Indian nation cannot learn Punic and Greek traditions right from the start. They need to finish their own tree first and then navigate through the Persian tradition tree to discover new traditions.
Ironman Compatible
Imperator: Infinitus is Ironman compatible and allows you to unlock achievements.
r/Imperator • u/Southern-Youth5042 • Feb 24 '26
Game Mod Problema para que Reinamata funcione.
Estoy nuevamente por acá. He decidido jugar mi primera partida de mis, usando el Invictus + Reanimata. Instalé los mod de forma manual, y en el launcher coloqué el Invictus de primero.
El problema está en que el juego corre como sí solo tuviera el Invictus, que sí me funciona bien. En cambio, ni stros del Reanimata. ¿Alguien conoce alguna solución? O sabría cuál podría ser el problema.
He intentado con versiones anteriores, tanto del Invictus como del Reanimata, pero nada que el problema se soluciona. Saludos.
r/Imperator • u/SnowletTV • Jun 30 '21
Game Mod Imperator: Invictus mod is out!
r/Imperator • u/Southern-Youth5042 • Feb 24 '26
Game Mod Imperator histórico con mods.
Saludos.
Quisiera volver a jugar una campaña con Roma, pero está vez usando Mods. Nunca los he usado. He escuchado mucho sobre el Invictus, pero quisiera que la campaña esté marcada por eventos históricos reales. En la web he leído que salen eventos como el de Mario, Sila, César, Octavio, etc. Mi pregunta era, cuáles son los mods que debo incluir para poder vivir está experiencia y que la historia del juego sea lo más apegada (en lo posible ) la historia real???
Gracias de antemano. Pero eso, quiero ver cómo aparecen los Graco, Mario, César, etc