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Anniversary Patch 2.0.5 Augustus

Avē!

My name is Erik Jakobsson, though most of you know me as Katten, and I work as a Community Programs Specialist for Grand Strategy Games here at Paradox. Together with several amazing team members, who I will list in the patch credits below, we have been working hard to get Patch 2.0.5 "Augustus" finalized and released in time for this year's anniversary.

I am happy to announce that it is now available for everyone!

[h3]A Few Quick Notes Before We Dive Into the Patch Notes​[/h3]

While preparing for the launch this week, we discovered a few issues that we are actively investigating. We are planning to release a hotfix in the near future to address them. As always, we truly appreciate it when you report any bugs you find, so please continue doing so on the forums.


[h3]Special Steam Sale​[/h3]

One more thing before I let you go. Starting right now and running until May 1st at 19:00 CEST, we are holding a custom sale on Steam. Which includes the highest discount ever for the base game and the Centurion Bundle!

If you have a friend who might be interested in joining your conquest adventures, now is a great time to get them onboard.

https://store.steampowered.com/bundle/20985/Imperator_Rome__Centurion_Bundle/
Steam Dynamic Bundle, discount may change if you own any of the items included. For new players the effective discount is 74% Off


https://store.steampowered.com/app/859580/Imperator_Rome/

[h2]Patch Notes​[/h2]

[h3]Credits[/h3]
Imperator: (Patch name not decided) (2.0.5)
  • Thomas Johansson - Studio Manager
  • Niels Uiterwijk - Technical Director
  • Benjamin Larsson - Build Engineer
  • Vjola Velikaj - Build Engineer
  • Erik Jakobsson - Community Manager
  • Peter Nicholson - Game Director
  • Erik Nikko - Tech Lead
  • Milica Maricic - Producer
  • Roger Webber - Programming Consultant


[h3]Modders who supported the release[/h3]
  • Joshua Lilly “Zorgoball”
  • Robbe Vander Kerken “Snowlet”
  • Izn Hasan Naqvi “LinkLuver”
  • Carlos Austin-Gonzalez
  • Paul O'Brien "Pureon"


Below you will find the list of changes….

[h2]New Defines[/h2]
[h3]BATTLE_COMMANDER_ESCAPE_CAPTURE[/h3]
  • If the loser army was not overrun, a random integer will do a module check against this value
  • If the rolled value is less than the charisma of the army leader, they will charm their way out of the situation and avoid capture


[h3]BATTLE_COMMANDER_CAPTURE_MARTIAL_CHECK[/h3]
  • This check is done if no charming out of the situation has happened before, and is only done if the winning army has a valid leader. If there are no leaders on the winning side this check is not done
  • Mercenaries cannot be captured this way and are excluded from this check
  • If the loser army was overrun OR if a random rolled integer with a modulo against this define is smaller than half the martial value of the highest martial winning commander, the loser commander gets captured


[h3]BATTLE_MIN_CASUALTIES_IMPACT[/h3]
  • Casualties impact is always the difference of tactics between the armies of the countries involved
  • This defines a minimum amount of casualties that will always happen regardless of the difference


[h3]BATTLE_NO_POPULARITY_LOSS_IF_RATIO_AS_ATTACKER[/h3]
  • If the attacker has this many times more units than the defender and loses, there is no popularity loss


[h3]BATTLE_NO_POPULARITY_LOSS_IF_RATIO_AS_DEFENDER [/h3]
  • If the defender has this many times more units than the attacker and loses, there is no popularity loss


[h3]END_OF_COMBAT_STRENGTH_RATIO_MODIFIER[/h3]
  • This amplifies the strength ratio by the given define, so it increases or decreases the impact that the ratio has for end of combat morale boost


[h3]END_OF_COMBAT_MORALE_BOOST_MAX[/h3]
  • This defines up to how much of the total morale a unit can regain at the end of combat


[h3]MINIMUM_LOSS_RATIO_THRESHOLD_FOR_BATTLE_RESULT[/h3]
  • The battle result is only stored if this number is surpassed for losses in combat


[h3]OVERRUN_FACTOR_FOR_INITIAL_CHECK[/h3]
  • This is checked once at the start of combat, if the difference is equal to or bigger than this the enemy army is instantly overrun


[h3]TAG_LIMIT[/h3]
  • This controls how many countries can be created at maximum during a session. It allows each mod to customize the amount based on their needs. This does impact performance


These defines were previously hardcoded and inaccessible to be changed. They have now been exposed for you to play around with. The explanations for this are also present as comments in 00_defines.txt

[h2]New Effects[/h2]
[h3]Scope: Character[/h3]

set_can_inherit = bool
  • The game plays as usual when this is set to true for a character. However when set to false the character cannot inherit anything anymore unless it is set to true again. This includes worldly possessions as well as leadership of a country. When this is set to false successors for the country are instantly recalculated.

set_can_marry = bool
  • The game plays as usual when this is set to true for a character. However this allows modders to play around with marriage, as setting this to false means the character can never marry, unless it is set to true again.


[h3]Scope: Country[/h3]
allow_trade_goods = goods
disallow_trade_goods = goods
  • These two allow/disallow the AI from trading away the goods specified. This allows modders to add more interesting gameplay elements around trade.
Trade goods can be found in common/trade_goods. A valid example is grain

call_omen = deity_category
  • This instantly calls an omen for the given deity category. The same way a player would do it from the UI, but there is no cost associated with it.
Deity categories can be found in common/deity_categories. A valid example is economy

end_truce = country
  • This instantly ends the truce that the scope country has with the target country. Truces are unilateral in nature, so both countries may have a truce with one another or it is possible for only one if the countries involved to have a truce with the other.


start_character_interaction = { type = character_interaction, character = character }
  • This allows you to start an interaction with the target character, as a player usually would via the UI. This allows mods to further customize the experience without necessarily having to touch the UI, or by making actions available that were previously only available through UI or with cumbersome scripts.
Character interactions can be found in common/character_interactions. A valid example is adopt_to_family

[h3]Scope: CountryCulture[/h3]

set_levy_template = template
  • This allows you to change the levy template for a culture in a specific country without touching the same culture in other countries, allowing you to reward players for specific behavior. It is important to note here that there are various tooltips in the game that show a culture´s composition that will not properly reflect changes from this, as they have no context for which country the composition is being displayed. The Raise Levy tooltip will always reflect the proper value.
Levy templates can be found in common/levy_templates. A valid example is levy_anatolian

[h3]Scope: Province[/h3]

start_building_construction = building
cancel_building_construction = building
  • These two start/cancel the construction of a building in the given province.
Buildings can be found in common\buildings. A valid example is fortress_building

change_climate = climate
  • You can change the climate of the province to one of the following: mild_winter, normal_winter, severe_winter, arid and none


[h3]Scope: War[/h3]

war_score_value = { target = country, local_var = name }
  • This will save the war score of the target country that is a participant in the war scope that you are in to the local variable with the name provided. The variable does not have to exist yet. So if you are ROM, fighting against TRE, and you fetch the war score value of TRE, it will save their war score against the enemy war leader (ROM in this case if you are the war leader). So it will be the inverse of what you see as a player of ROM.


[h2]New Triggers[/h2]
[h3]Scope: Character[/h3]

can_inherit = bool
  • Simple trigger that returns the value previously set by can_inherit. It returns true by default.


can_marry = bool
  • This checks against the value that has previously been set by set_can_marry, but it also checks the default marriage conditions. This has allowed us to improve some of the script for the game, to simplify the marriage checks and unify them. To make it easier for modders to adopt the changes, here is a document that has all of the relevant script changes from the base game:
  • https://docs.google.com/document/d/1Ft_BPHm-dWB-IuJ9o8UG4cAutb79tP7jzsVffxvsCXA



[h3]Scope: Country[/h3]

has_claim = province
  • Checks if the country has a claim on the given province.


is_trade_goods_allowed = goods
  • Checks if the given trade goods are allowed to be traded away by the scope country. This can be modified with the effects listed above.
Trade goods can be found in common/trade_goods. A valid example is grain


[h3]Scope: Province[/h3]

is_holy_site_of_deity = deity
  • Checks if the given province is a holy site for the given deity.
Deities can be found in common/deities. A valid example is deity_alilat

is_holy_site_of_religion = religion
  • Checks if the given province is a holy site for the given religion.
Religions can be found in common/religions. A valid example is roman_pantheon

[h3]General Modding[/h3]

  • Added modifier script access, on the scopes that have modifiers: country, character & province. Accessible via modifier:modifier_name
  • Added MakeScopeBool, MakeScopeFlag, MakeScopeValue
  • Added SetVariableIf, SetOrToggle, ClearVariableIf, ClearMultipleVariables to the VariableSystem
  • Added support for optional exists equality operator ?=
  • Added support for save_scope_value_as and save_temporary_scope_value_as
  • Added script list region_governorship
  • The automatic legacy character setup conversion has been moved to a console command: legacy_character_setup_conversion
  • The setup editor no longer automatically saves every time a province is selected. It now uses the console command only.
  • Made religion_category customizable, so mods can add new categories. Also made it localizable: religion_category_X and religion_pantheon_X where X is the category name
  • Religions can now also be customized with is_monotheistic
  • Added error logs to the set_party_leader effect
  • Fixed every_province, random_province and any_province: they now work properly
  • Updated script_docs to report the proper modifier categories, and this also supports showing multiple categories now that they are used for
  • Omen and construction costs have been removed when called from script, so that custom costs may be assigned
  • Added GetLevyTemplate to CountryCulture promote



[h3]GUI[/h3]
  • SetHighlightGovernorship = governorship and SetHighlightState = state have been added
  • PdxGuiWidget.CountVisibleChildren and PdxGuiWidget.GetChildrenCount have been added
  • GetGlobalVariable and GetGlobalList have been added
  • AddList has been added
  • Added GetLevyTemplate to CountryCulture, as unlike the one from a country, this takes into account the one set via set_levy_template
  • Other
  • has_culture_group and set_country_religion now support more than just hardcoded values, they now have scope support
  • Added Log.ClearAll & Log.ClearErrorLog console commands
  • Overlords can now construct buildings in certain subject types, set with can_build in the subject type



[h2]The Rest[/h2]

[h3]AI[/h3]
  • The AI now disbands units created via create_unit effect and will no longer keep them around forever and unnecessarily hurt its own economy


[h3]Multiplayer[/h3]
  • Moving pops too quickly, like mass moving slaves would previously cause you to pay for the move but not actually move any pops. This has been fixed, it will now always move the pop if it can, and if it cannot, like if the player clicked more often than pops are available to move, then no cost will be deducted


[h3]Combat Simulator[/h3]
Fixed up combat simulator crashes. Also enhanced functionality:
  • location = province has moved to being defined once per simulation instead of per unit.
  • is_player_attacker = bool has been added so choosing a battle side is now possible that way.
  • enemy = country has been added. This means you can simulate combat against other nations. If those are non-barbarian nations and no war exists, a war will be declared automatically.


[h3]GUI[/h3]
  • The Find dialog will now also return governorships and states in addition to the previous result types
  • Added climate map mode


[h3]Other[/h3]
  • Overlords can now construct buildings in certain subject types
  • Holdings are now removed properly when characters move countries or the province changes owners. This fixes an issue where third party country provinces are dragged into an unrelated war. Also only owner-controlled provinces join civil wars now.
  • Fixed location of Sparta so that it does not visually disappear when a road is built through the province
  • Various script fixes related to marriage checks, and adjusted to the new can_marry trigger
  • Arrange marriage now available in countries with custom ruler setups, it is now allowed for the ruler family instead of just close relatives
  • Mercenaries can no longer be marriage targets
  • Fixed a crash that would occur for players using mods that do not have certain gfx assets available, for example from the free DLC
  • Revolt countries now instantly recalculate their cached data, this fixes various issues like integrated cultures and levies now being correct instead of only being at the right value at the next monthly tick
  • Fixed tooltip that stated achievements would only work with no mods enabled. The tooltips now represent the correct state, which was changed with 2.0.4, as they can be gained with mods
  • Fixed 3D map objects like forts and ports not being removed when a province is decolonized. Also now instantly recalculates province dominant culture, religion and modifiers when pops are removed
  • Fixed governor policies script bug with country cultures
  • Fixed befriending script bug not being removed properly on ruler change
  • Fixed DECLWAROTHER_MAP being displayed unlocalized on the map, this only worked correctly in the French language before
  • When switching from a government with a co-ruler to a government without one. The existing co-ruler is now removed properly, and will no longer stick around forever causing issues
  • Fixed crash on peace offer, when the country to receive a state was not the same as the one making the offer, and the offering country had no province in the area
  • Secondary war participants now also see peace deals as popups
  • Prevented the game from crashing when exceeding tag limit
  • Fixed most issues with the formable Crete tag because the tag started with an invalid character

Patch 2.0.5 (Open Beta)

Avē!

Some Imperator news for you all! My name is Thomas and I’m a Studio Manager here at Paradox, some of you probably know me from the old days when I worked on EU4 among other things. Recently one of my side activities has been to coordinate a small effort around Imperator:Rome.

It’s now been a while since the release of Anniversary Patch 2.0.4 Augustus. In fact, it’s been a little over half a year now! We were thrilled by the incredible community support for that labor of love, crafted by some of our developers here at Paradox in collaboration with some exceptionally talented modders.

Building on that and a continuous collaboration with parts of our fantastic modding community, we dedicated some additional resources and we’ve got another patch for you! Patch 2.0.5 is now available on the open beta branch. Like 2.0.4, its primary focus is on providing modders with more tools and greater freedom in the game. But that’s not all—it also includes several quality-of-life improvements that should enhance your vanilla experience as well.

We’re excited to hear what you think of this patch, which we plan to release in full in the (near-ish) future. If you encounter any issues while trying out the beta, please let us know! Your feedback is invaluable in helping us fine-tune this update and ensure it’s as stable and polished as possible for its final release. Additionally, I’m not making any promises here, but don’t hesitate to suggest additional improvements for future updates if we manage to get to that point.

Special thanks to Katten & Sir Rogers who did most of the heavy lifting for this update, it would not have happened without them!. They will also hang around here and pick up on your feedback!

[h3]Credits[/h3]
Imperator: (Patch name not decided) (2.0.5)
  • Thomas Johansson - Studio Manager
  • Niels Uiterwijk - Technical Director
  • Benjamin Larsson - Build Engineer
  • Vjola Velikaj - Build Engineer
  • Erik Jakobsson - Community Manager
  • Peter Nicholson - Game Director
  • Erik Nikko - Tech Lead
  • Milica Maricic - Producer
  • Roger Webber - Programming Consultant


[h3]Modders who supported the release[/h3]
  • Joshua Lilly “Zorgoball”
  • Robbe Vander Kerken “Snowlet”
  • Izn Hasan Naqvi “LinkLuver”
  • Carlos Austin-Gonzalez
  • “Pureon”


Below you will find the list of changes….

[h2]New Defines[/h2]
[h3]BATTLE_COMMANDER_ESCAPE_CAPTURE[/h3]
  • If the loser army was not overrun, a random integer will do a module check against this value
  • If the rolled value is less than the charisma of the army leader, they will charm their way out of the situation and avoid capture


[h3]BATTLE_COMMANDER_CAPTURE_MARTIAL_CHECK[/h3]
  • This check is done if no charming out of the situation has happened before, and is only done if the winning army has a valid leader. If there are no leaders on the winning side this check is not done
  • Mercenaries cannot be captured this way and are excluded from this check
  • If the loser army was overrun OR if a random rolled integer with a modulo against this define is smaller than half the martial value of the highest martial winning commander, the loser commander gets captured


[h3]BATTLE_MIN_CASUALTIES_IMPACT[/h3]
  • Casualties impact is always the difference of tactics between the armies of the countries involved
  • This defines a minimum amount of casualties that will always happen regardless of the difference


[h3]BATTLE_NO_POPULARITY_LOSS_IF_RATIO_AS_ATTACKER[/h3]
  • If the attacker has this many times more units than the defender and loses, there is no popularity loss


[h3]BATTLE_NO_POPULARITY_LOSS_IF_RATIO_AS_DEFENDER [/h3]
  • If the defender has this many times more units than the attacker and loses, there is no popularity loss


[h3]END_OF_COMBAT_STRENGTH_RATIO_MODIFIER[/h3]
  • This amplifies the strength ratio by the given define, so it increases or decreases the impact that the ratio has for end of combat morale boost


[h3]END_OF_COMBAT_MORALE_BOOST_MAX[/h3]
  • This defines up to how much of the total morale a unit can regain at the end of combat


[h3]MINIMUM_LOSS_RATIO_THRESHOLD_FOR_BATTLE_RESULT[/h3]
  • The battle result is only stored if this number is surpassed for losses in combat


[h3]OVERRUN_FACTOR_FOR_INITIAL_CHECK[/h3]
  • This is checked once at the start of combat, if the difference is equal to or bigger than this the enemy army is instantly overrun


These defines were previously hardcoded and inaccessible to be changed. They have now been exposed for you to play around with. The explanations for this are also present as comments in 00_defines.txt

[h2]New Effects[/h2]
[h3]Scope: Character[/h3]

set_can_inherit = bool
  • The game plays as usual when this is set to true for a character. However when set to false the character cannot inherit anything anymore unless it is set to true again. This includes worldly possessions as well as leadership of a country. When this is set to false successors for the country are instantly recalculated.

set_can_marry = bool
  • The game plays as usual when this is set to true for a character. However this allows modders to play around with marriage, as setting this to false means the character can never marry, unless it is set to true again.


[h3]Scope: Country[/h3]
allow_trade_goods = goods
disallow_trade_goods = goods
  • These two allow/disallow the AI from trading away the goods specified. This allows modders to add more interesting gameplay elements around trade.
Trade goods can be found in common/trade_goods. A valid example is grain

call_omen = deity_category
  • This instantly calls an omen for the given deity category. The same way a player would do it from the UI, but there is no cost associated with it.
Deity categories can be found in common/deity_categories. A valid example is economy

end_truce = country
  • This instantly ends the truce that the scope country has with the target country. Truces are unilateral in nature, so both countries may have a truce with one another or it is possible for only one if the countries involved to have a truce with the other.


start_character_interaction = { type = character_interaction, character = character }
  • This allows you to start an interaction with the target character, as a player usually would via the UI. This allows mods to further customize the experience without necessarily having to touch the UI, or by making actions available that were previously only available through UI or with cumbersome scripts.
Character interactions can be found in common/character_interactions. A valid example is adopt_to_family

[h3]Scope: CountryCulture[/h3]

set_levy_template = template
  • This allows you to change the levy template for a culture in a specific country without touching the same culture in other countries, allowing you to reward players for specific behavior. It is important to note here that there are various tooltips in the game that show a culture´s composition that will not properly reflect changes from this, as they have no context for which country the composition is being displayed. The Raise Levy tooltip will always reflect the proper value.
Levy templates can be found in common/levy_templates. A valid example is levy_anatolian

[h3]Scope: Province[/h3]

start_building_construction = building
cancel_building_construction = building
  • These two start/cancel the construction of a building in the given province.
Buildings can be found in common\buildings. A valid example is fortress_building

change_climate = climate
  • You can change the climate of the province to one of the following: mild_winter, normal_winter, severe_winter, arid and none


[h3]Scope: War[/h3]

war_score_value = { target = country, local_var = name }
  • This will save the war score of the target country that is a participant in the war scope that you are in to the local variable with the name provided. The variable does not have to exist yet. So if you are ROM, fighting against TRE, and you fetch the war score value of TRE, it will save their war score against the enemy war leader (ROM in this case if you are the war leader). So it will be the inverse of what you see as a player of ROM.


[h2]New Triggers[/h2]
[h3]Scope: Character[/h3]

can_inherit = bool
  • Simple trigger that returns the value previously set by can_inherit. It returns true by default.


can_marry = bool
  • This checks against the value that has previously been set by set_can_marry, but it also checks the default marriage conditions. This has allowed us to improve some of the script for the game, to simplify the marriage checks and unify them. To make it easier for modders to adopt the changes, here is a document that has all of the relevant script changes from the base game:
  • https://docs.google.com/document/d/1Ft_BPHm-dWB-IuJ9o8UG4cAutb79tP7jzsVffxvsCXA



[h3]Scope: Country[/h3]

has_claim = province
  • Checks if the country has a claim on the given province.


is_trade_goods_allowed = goods
  • Checks if the given trade goods are allowed to be traded away by the scope country. This can be modified with the effects listed above.
Trade goods can be found in common/trade_goods. A valid example is grain


[h3]Scope: Province[/h3]

is_holy_site_of_deity = deity
  • Checks if the given province is a holy site for the given deity.
Deities can be found in common/deities. A valid example is deity_alilat

is_holy_site_of_religion = religion
  • Checks if the given province is a holy site for the given religion.
Religions can be found in common/religions. A valid example is roman_pantheon

[h3]General Modding[/h3]

  • Added modifier script access, on the scopes that have modifiers: country, character & province. Accessible via modifier:modifier_name
  • Added MakeScopeBool, MakeScopeFlag, MakeScopeValue
  • Added SetVariableIf, SetOrToggle, ClearVariableIf, ClearMultipleVariables to the VariableSystem
  • Added support for optional exists equality operator ?=
  • Added support for save_scope_value_as and save_temporary_scope_value_as
  • Added script list region_governorship
  • The automatic legacy character setup conversion has been moved to a console command: legacy_character_setup_conversion
  • The setup editor no longer automatically saves every time a province is selected. It now uses the console command only.
  • Made religion_category customizable, so mods can add new categories. Also made it localizable: religion_category_X and religion_pantheon_X where X is the category name
  • Religions can now also be customized with is_monotheistic
  • Added error logs to the set_party_leader effect
  • Fixed every_province, random_province and any_province: they now work properly



[h3]GUI[/h3]
  • SetHighlightGovernorship = governorship and SetHighlightState = state have been added
  • PdxGuiWidget.CountVisibleChildren and PdxGuiWidget.GetChildrenCount have been added
  • GetGlobalVariable and GetGlobalList have been added
  • AddList has been added
  • Added GetLevyTemplate to CountryCulture, as unlike the one from a country, this takes into account the one set via set_levy_template
  • Other
  • has_culture_group and set_country_religion now support more than just hardcoded values, they now have scope support
  • Added Log.ClearAll & Log.ClearErrorLog console commands
  • Overlords can now construct buildings in certain subject types, set with can_build in the subject type



[h2]The Rest[/h2]

[h3]AI[/h3]
  • The AI now disbands units created via create_unit effect and will no longer keep them around forever and unnecessarily hurt its own economy


[h3]Multiplayer[/h3]
  • Moving pops too quickly, like mass moving slaves would previously cause you to pay for the move but not actually move any pops. This has been fixed, it will now always move the pop if it can, and if it cannot, like if the player clicked more often than pops are available to move, then no cost will be deducted


[h3]Combat Simulator[/h3]
Fixed up combat simulator crashes. Also enhanced functionality:
  • location = province has moved to being defined once per simulation instead of per unit.
  • is_player_attacker = bool has been added so choosing a battle side is now possible that way.
  • enemy = country has been added. This means you can simulate combat against other nations. If those are non-barbarian nations and no war exists, a war will be declared automatically.


[h3]GUI[/h3]
  • The Find dialog will now also return governorships and states in addition to the previous result types
  • Added climate map mode


[h3]Other[/h3]
  • Overlords can now construct buildings in certain subject types
  • Holdings are now removed properly when characters move countries or the province changes owners. This fixes an issue where third party country provinces are dragged into an unrelated war. Also only owner-controlled provinces join civil wars now.
  • Fixed location of Sparta so that it does not visually disappear when a road is built through the province
  • Various script fixes related to marriage checks, and adjusted to the new can_marry trigger
  • Arrange marriage now available in countries with custom ruler setups, it is now allowed for the ruler family instead of just close relatives
  • Mercenaries can no longer be marriage targets
  • Fixed a crash that would occur for players using mods that do not have certain gfx assets available, for example from the free DLC
  • Revolt countries now instantly recalculate their cached data, this fixes various issues like integrated cultures and levies now being correct instead of only being at the right value at the next monthly tick
  • Fixed tooltip that stated achievements would only work with no mods enabled. The tooltips now represent the correct state, which was changed with 2.0.4, as they can be gained with mods
  • Fixed 3D map objects like forts and ports not being removed when a province is decolonized. Also now instantly recalculates province dominant culture, religion and modifiers when pops are removed
  • Fixed governor policies script bug with country cultures
  • Fixed befriending script bug not being removed properly on ruler change
  • Fixed DECLWAROTHER_MAP being displayed unlocalized on the map, this only worked correctly in the French language before
  • When switching from a government with a co-ruler to a government without one. The existing co-ruler is now removed properly, and will no longer stick around forever causing issues
  • Fixed crash on peace offer, when the country to receive a state was not the same as the one making the offer, and the offering country had no province in the area
  • Secondary war participants now also see peace deals as popups



[h2]Open Beta Update - 2025/04/16[/h2]
  • Changed local_fort_limit to state_fort_limit (affects mods, but they basically used it wrong anyway, because the name implied it's different from what it is)
  • Updated script_docs to report the proper modifier categories, and this also supports showing multiple categories now that they are used for
  • Tag limit now customizable as a define (!). This lets mods create their own limits based on how much they need, as higher limits have a performance impact.
  • Omen and construction costs have been removed when called from script, so that custom costs may be assigned by modders.
  • Added GetLevyTemplate to CountryCulture promote
  • Prevented the game from crashing when exceeding tag limit
  • Fixed all tag issues with the formable Crete tag because the tag started with an invalid character
  • OOS fixed that was introduced
  • More than 1 instance per building can be added to the construction queue again

Anniversary Patch 2.0.4 Augustus

Avē!

My name is Erik Jakobsson, but most of you know me as Katten. I work as a Community Manager for Hearts of Iron IV & Millennia, and with great joy, I can finally tell you that it's here—Patch 2.0.4 Augustus is now available for everyone on Steam, GOG, Microsoft Store, and GeForce Now!
[previewyoutube][/previewyoutube]
This patch contains 158 bug fixes, improved performance, 25 new modding tools, as well as the ability to earn achievements while playing mods. Now, before we jump into the patch notes, I want to share how this patch came to be!


[h3]A look back[/h3]
Last year, Niels Uiterwijk, currently the Technical Director at Studio Green and the former tech lead for Imperator, decided to begin work on a small maintenance patch for the game. This patch aimed to address issues encountered by modders and regular players. It entered Open Beta exactly one year ago, on April 25th, 2023. However, it remained dormant and was not released to the live branch due to the requirement of needing to release simultaneously on all platforms. This posed a technical resource demand, and simply put, there wasn't enough time available, as Niels was working on this project in his spare time.

[h3]The Imperator Day[/h3]
As we entered 2024, we began hearing whispers of creators coming together to revive Imperator in some capacity. This event was set to take place on February 17th, 2024. We decided to lend our support to this fan-driven initiative by making a small announcement on our Imperator social media channels. When the event took place, it surpassed our expectations, doubling the peak concurrent player count.

Following the success of the event, we learned of Imperator Day 2.0, once again organised by Laith from Socialstreamers. This time, we decided to take more proactive steps and announced an Ides of March Sale for Imperator, while also showcasing the exceptional mod, Imperator: Invictus. The event saw another doubling of player numbers, reaching a peak of 2708 players, a figure not seen since early 2021.

This surge in community engagement prompted several former Imperator developers—such as Johan Andersson, Peter Nicholson, Evan Wu, and once again Niels—along with other developers like Lorenzo Berni and Erik Nikko who are passionate fans of the game and wanted to contribute, to begin work on the 2.0.4 patch as a gesture of appreciation to the Imperator community.


[h3]Collaboration with Modders[/h3]
In the early stages of this patch's development, Niels integrated a mod called the Unofficial Patch Mod, created by "Umgssda." During the early days of Imperator, I engaged in discussions with the Invictus mod team and other creators to compile a list of Imperator: Rome Modding requests. The aim was to provide modders with the necessary resources to create their dream mods.

With the Modding Request list in hand, multiple developers dedicated spare time and personal development time (PDT) but Studio Green, Gold and Tinto all provided dev time to contribute to the development of the 2.0.4 patch. Updates for the patch began to roll out. It was during this phase that I once again reached out to Invictus regarding their vanilla bug fixes. They graciously agreed to grant us access to incorporate these fixes into the base game, further enhancing its stability


[h3]The Release[/h3]
As we celebrate the release of 2.0.4 Augustus, I will provide a comprehensive credits list below, acknowledging everyone who contributed to this patch. Their names are now included in the game credits.This patch is a labour of love from the original developers of the game, along with others like myself, who simply adore Imperator and wish to give back to the community.

I also want to specifically note the amount of effort that Lorenzo Berni (@Duplo) has put into this, it is a huge undertaking into reviving old pipelines to make builds for all platforms & stores.

Thank you all for being part of the Imperator community and for playing this game. You are all truly amazing

[h3]Credits[/h3]

Imperator: Augustus (2.0.4)

Niels Uiterwijk - Technical Director
Erik Jakobsson - Community Manager
Lorenzo Berni - Tech Lead
Johan Andersson - Studio Manager / Game Director
Rikard Jansson (Åslund) - Studio Manager
Peter Nicholson - Game Director
Jakov Denona - Build Engineer
Evan Wu - Game Programmer
Kuba Gabryel - Release Engineer
Alexander Fast - Build Engineer
David Karlsson-Lille - Game Platform Specialist
Erik Nikko - Game Programmer
Louise Mutel - Release Manager
Jorge Baringo - Internal QA
George Fournaris - Internal QA


Integrated fixes from the “Unofficial patch” mod

Thank you Umgssda

Integrated fixes provided by the Invictus team

Thank you Imperator: Invictus Mod Development team
Thank you Robbe Vander Kerken (aka Snowlet)
Thank you Nathaniell Van Drew (aka Dementive)



[h3]Why pay full price?[/h3]
Wait, did I almost forget to tell you about the sale going live at 19:00 CET tonight? How silly of me! Imperator: Rome and all its DLCs will be discounted for the next 14 days, until May 9th!
  • Imperator: Rome - 70% Off
  • Imperator: Rome - Complete Soundtrack - 50% Off
  • Imperator: Rome - Epirus Content Pack - 50% Off
  • Imperator: Rome - Magna Graecia Content Pack - 50% Off
  • Imperator: Rome - Heirs of Alexander Content Pack - 50% Off

Now, let's finally take a look at those patch notes!


[h3]Patch Notes[/h3]
#######################
# 2.0.4 Augustus
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stability & Performance
- Improved overall memory consumption & performance
- Improved monthly tick performance by performing some more calculations in parallel (state modifiers)
- Portrait editor no longer crashes on open
- Updated SDL to 2.0.20 from 2.0.10
- Updated Nakama to 2.4.1 from 2.2.4

# Bugfixes
- Fix release as client state crash in the UI
- Fixed bug where temp modifiers were removed when provinces are annexed as part of a civil war
- Fix a bug when using add_to_war effect, adding a defender would always make it the war leader

- Fixed a bug where when annexing a country, their abroad prisoners, that were in your prison, would also be counted as an abroad prisoner for you, even though they are local prisoners.

- Fixed levy calculations being inverted
- default pop right is now correctly working & added proper logging of pop rights
- Fixed bug where unused modifiers were still being rewarded for specific missions (local & global cohort recruitment speed)
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion

- Raised levies will select the best tactic for its composition.
- Civil Wars will no longer just pick 1 character, but instead take far more disloyal characters.
- Fixed bug where released nations during a peace deal would have no proper pantheon.
- Fixed bug where you would never see battle results from battles against pirates, barbarians or rebels.
- Fixed bug where pops could be promoted above what they were allowed to.

# Game Mechanic
- Diplomatic range is now calculated between border territories. This should make it easier to hire mercenaries as a large empire. Default diplo range has been tweaked based on this change.

- Added four new defines to balance the game (2 related to combat overruns, 2 related to civil war & dissenters)

# Modding Tools
- Added a modifier cultural_assimilation_speed_modifier, which changes the assimilation speed. Assimilation speed less than 0 prevents assimilation.
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals
- Added play_sound_effect which allows you to play a sound effect, targeting a country (ported from ck3)
- Added set_antagonist = yes/no effect.
- Added has_capital_surplus to check for the existence of any capital bonuses from the state's owner
- Added has_capital_bonus_for_trade_good to check for the existence of any capital bonuses for the specific trade good
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals
- Added modifiers for local_happiness_for_wrong_religion_modifier and happiness_for_wrong_religion_modifier which is applied on top of regular happiness for the same religion modifiers. Also fixed a typo with define for WRONG_RELIGION_HAPPINESS which applies always regardless of modifiers (currently set to )
- Made all hardcoded values related to civil wars moddable through define & added documentation on what they mean
- Added is_automated_trading trigger to check if a state has automated trading set
- Added distance_from trigger to check the distance between a province and another province, state (capital) or country (capital)
- Added can_unlock_invention to check if an invention can be unlocked by country (optionally ignoring cost, dependencies and potential trigger)
- Added can_add_trade_route to check if a trade route can be added.
- Added set_player_country effect to allow modders to switch the player's country
- Added add_deity_to_pantheon effect to allow deities outside of the allowed pool to a country's pantheon
- Added set_automated_trading effect to enable/disable state automated trading
- Added set_governor_policy effect to change governor policy
- Added unlock_invention effect to directly unlock a invention for free (without checking preconditions)
- Added add_trade_route and remove_trade_route effects to add and remove trade routes, respectively

- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)
- Added option to run multiple commands at the same time (ExecuteConsoleCommands & ExecuteConsoleCommandsForced)

- Achievements now only require that the game is in ironman mode and you achieve them within the time limit (in-game years)
Note: This means that mods that are affecting the checksums, no longer will prohibit you from getting the achievements, neither does multiplayer.
- Upped the maximum number of tags (countries) from 2048 to 8192

# Other
- Updated default message settings

[h3]Integrated fixes from the "Unofficial Patch" mod:[/h3]

# Fixes
## Missions
- Fixed mission trigger to ignore city territories in generic mission "Growth of ..." or "Pearl of .." step "Fruits of ..."
- Fix check for mission goal in Seleucid mission "Syrian Ambition" step "A Mediterranean capital" to really check for the building number as shown in the tooltip
- Fix mission availability for Cartage mission "Iberian Investments" to be selectable after finishing "The Iberian Struggle" with "Hispanic Overlord"
## Events

- Fix "There are other options..." option to actually show other territories for "Babarian Bartering" event for greek Missions in western Mediterranean and Pontus areas
- Fix party approval target in event for pop integration agenda for roman boni party
- Fix "No confidence" random event to target three distinct characters
- Fix "Demodamas the Explorer" event to select a sea harbor with enough population according to the existing check
- Fix "Fall of the [Family]" event to select the family to remove with lowest instead of highest prestige

## Gameplay

- Fix Governors selecting religious conversion policy when it is pointless (thanks to Lewa263)

## Texts

- Fixed reference from Argos to Korinthos in tooltip for spartan mission "The Second Peloponnesian League" step "Eastern Capitals"
- Corrected event text for the time passed since Alexanders death in initial Alexander the Great event. (english only)
- Fix territory names in event Options for Roman Mission "The pillars of Hercules"

[h3]Integrated fixes provided by the Invictus team:[/h3]

# Achievements:
- Fixed the Great Destroyer achievement being impossible to obtain
- Fixed Cincinattus achievement being impossible to obtain

# Governor policy:
- Switched to more efficient iterator: any_integrated_culture
- AI will no longer attempt the religious conversion governor policy when they have major syncretism

# Inventions:
- Switched to more efficient iterator: any_integrated_culture

# Missions:
- Fixed broken tooltip in Strategic Fastness Antigonid task
- Fixed broken AI triggers in Carthaginian missions
- Fixed Hannid character not being put into the Hannid family
- Fixed AI carthage not paying for the city in Cypriot Opportunities task
- Fixed Experienced Shipwrights being impossible to complete as it requires impassable territories
- Added missing ai_mission_back_out_trigger and start_mission_ai_effect in missions
- Macedonian missions now account for Imperial Cult government type
- Fixed province investment checks not account for Spartan investments
- Addex extra sanity checks to Macedonian missions
- Fixed several Macedonian task triggers not working
- Fixed Roman AI not getting claims upon Aquitania
- Fixed Protector of the Aegean Sea not highlighting subjects correctly

# Character interactions:
- Fixed still being able to bribe mercenaries from countries with the Mercenary Benefits invention

# Unit Abilities:
- Optimised check for Barca Legion from Forced march

# Events:
- Fixed released countries not having a primary culture
- Fixed missing 'equals' characters in the scripts
- Fixed wrongly set global variable for the parthian invasion
- Fixed Antigonid capital being incorrectly set upon collapsing
- Fixed Mithradaic events not properly unlocking Pontus content
- Fixed Arsaces being able to spawn twice
- Fixed ruler not appearing in Carthaginian Iberian events
- Deleted extra dot from opinion modifier in Roman Greece missions
- Fixed Eastern Empire mission not triggering if you only have land in Macedonia
- Fixed duplicated ai_chance blocks in Western Greek missions
- Added sanity checks to ports being built through effect
- Fixed league of Korinthos not properly annexing subjects
- Fixed Serapis sanctuary taking 36 and not 360 days to be built
- Added failsafe in Egyptian character creation for events
- Fixed wrong tooltip for opinion modifier in Cities of Greece task
- Fixed Epirus subjugating themselves in the Magna Graecian missions
- Fixed Pax Epirum potentially spamming the error log
- Fixed characters befriending themselves
- Fixed desecration event opinion tooltip showing the wrong country
- Fixed broken modifier duration in Armenian events
- Fixed politics events using incorrect syntax to check countries in diplomatic range
- Fixed Republic event incorrectly checking for party scopes
- Fixed Cretan event occasionally annexing the world
- Fixed Co-Consuls being deposed by going to the olympics
- Fixed most prestigious family fading into obscurity
- Fixed startup events not pointing to your country
- Fixed error log spam from a dead character losing health

# GUI:
- Removed unused GUI types from GUI files making the GUI editor more stable
- select_import_destination.gui changed the y size of a scrollarea to remain within the window
- Replaced 4 buttons in console.gui that crash the game with useful buttons for modding
- portrait_editor_window made it possible to move the window and made all features usable

# Shaders:
- Changed gfx/FX/coat_of_arms/coat_of_arms_textured_emblem.shader so textured emblems actually work, re-added their red channel which was accidentally removed.

# Localization:
- Fixed loads of spelling errors
- Fixed various grammatical errors
- Fixed Agriana being called Agrianaa
- Fixed Ati Muwer being referred to as a male
- Fixed missing apostrophe in 'Attar
- Fixed capitalization issues
- Fixed loyalty icon not appearing
- Removed extra spaces after names

# Various fixes:
- Commented out lines triggering non-existent events
- Fixed AI Rome not getting claims on Central Gaul
- Fixed Anoint heir checking for a commented out law
- Fixed Forced March checking for a non-existent terrain type
- Added many missing equal signs
- Replaced errorous 7 character with "{"
- Fixed missions checking for "mountains" instead of "mountain"
- Fixed "[" being used instead of "{" in effect syntax
- Fixed Elephantina being unobtainable due to checking for "warelephants" instead of "warelephant" unit
- Fixed Ferrata being unobtainable due to checking for "heavy_infrantry" instead of "heavy_infantry" unit
- Fixed Antigonid events in rare cases triggering a non-existent event
- Fixed League of Korinthos forming while the player is a subject of Macedon in Greece triggering the wrong event
- Fixed non-existent Rhodes sacking event being triggered
- Fixed Carthaginian naval dominance missions checking for non-existent region
- Fixed Thracian and Roman events improperly checking for Galatia region
- Fixed Oinoandia coat of arms having a wrongly defined colour
- Fixed cancelling the Death to Tyrants mission potentially finding a wrong character to put as ruler
- Fixed edge-case where recruiting a character could raise an error
- Fixed using the omen effect on Daniel having wrong syntax
- Fixed Apotheosis manpower and money effects not having a minimum setup properly
- Fixed several wrongly defined minimum and maximums
- Fixed Daring trait not increasing likelihood of injuries
- Fixed "Forced Smiles" event where Commander demands an office for a friend not triggering and not being updated to account for Governors
- Fixed wrong areas being selected in for loyalty hit in event where Governor demands they adapt to local mannerisms
- Fixed "Learning from experience" event potentially selecting a party leader and being impossible for non-republics to trigger
- Fixed several minor edge-case and syntax issues in generic infrastructure mission events
- Fixed Carthaginian trade mission events showing the wrong character
- Fixed unneeded if's in monarchy events
- Fixed "Crisis in X" event attempting to show too many characters
- Fixed Rapax and Improba distinctions never triggering
- Fixed broken edge-case tooltip in Install Philokles decision
- Fixed Egyptian marriage event potentially failing to find a Thracian bride
- Ensured else_if was properly used instead of using else, if
- In common\loyalty\00_events.txt line 2876 was `ymonths`, it has been changed to `months`
- In events\storms.txt there were 2 checks for `is_in_region = areas`, the areas region does not exist so these lines were removed
- In common\modifiers\00_from_events_province.txt there were a few modifiers with like `local_population_happiness = -0.1.0` that I removed the extra decimal point from.
- The monthly_tarentum_war_pulse on_action incorrectly used is_in_region = carthage_area which is an area not a region, I changed it to africa_region.
- Fix great_work_template_06 being used in gw_ai_build even though it was removed
- Fix italia_region being used instead of central_italy_region in greek missions 4
- Fix missing = in make_subject effect in 01_seleukid_missions_03_anatolia.txt and in events/me_seleukid_03_anatolia.txt
- Fix missing closing bracket in script_values/00_army_values.txt
- Fix missing = on line 578 of script_values/00_mission_egypt.txt
- Fix is_in_region = tripolitania_occidentalis_area in script_values/00_missions.txt, changed to is_in_area.
- Fix bugged is_in_area = carthage_area check in dhe_dde_pyrhus.txt events file
- Fix block of code incorrectly placed inside of a random_list effect in events/governor_policies.txt line 657
- Fix incorrectly spelled colors in coat_of_arms/00_pre_scripted_countries.txt
- Remove change_country_color = "median_color" line from form_media decisions because median_color does not exist
- Remove duplicate modifier = {} blocks from military traditions in 00_latin, 00_persian, and 00_persian_2
- Fix ai_build_city_pay_price_effect being used in area scope instead of country scope in 01_spartan_missions_02_peloponnesus.txt
- Fix incorrect use of is_culture trigger in modifiers/00_triggered_character_modifiers.txt
- Remove duplicate script values in 00_mission_antigonid, 00_mission_carthage, and 00_mission_epirus
- Fix incorrect scope for fam:40 used in scripted_effects/00_dde_pyrrhus_effects
- Fix incorrect scope for has_same_family trigger in scripted_effects/00_on_action_effects
- Fix incorrect usage of unit_owner scope in scripted_guis/desecrate_holy_site.txt
- Remove duplicate map = yes field in civilian_road_building.txt
- Change floor = 1 to proper use with floor = yes in unit_abilities/pillage.txt
- Fix incorrect scope for owns_or_subject_owns on line 624 of dhe_macedon.txt
- Fix usage of has_culture_group instead of country_culture_group in dhe_judea.txt
- Fix incorrect use of country scope in right_portrait fields of events in country_diplomacy.txt
- Fix left_portrait = yes in me_roman_2_provincia.txt
- Fix use of [ instead of { in me_greek_2_greece.txt
- Fix use of has_province_modifier instead of has_character_modifier on line 547 of rel_flavor_buddhist
- Fix incorrect scoping to head_of_family in royal_marriage.txt
- Fix missing = on line 279 of characterwindow.gui
- Fix missing = on line 246 of messages.gui
- Fix missing = on line 189 of multi_unit_window.gui
- Fix missing bracket in culture_view.gui and government_view.gui for the top level base_window block
- Fix too many decimals in debug_menus.gui line 649
- Fix too many decimals in multiplayer_lobby.gui
- Fix broken block of brackets at the bottom of game_configuration.gui
- Remove extra } at the end of overview_view.gui
- Fix missing bracket in select_fabricate_claim.gui line 77
- Remove extra bracket from the end of select_target_character.gui and create_social_profile_window.gui
- Fix missing bracket errors in gw_tower_03_bottom.asset and female_clothes_iberian_3.asset asset files
- Fix missing = in frontend_mainview, frontend_singleplayer, loadscreen, and progressbar_idler
- Fix incorrect spelling of GetNameWithNoTooltip function in shared/cooltip.gui

Imperator: Rome - Weeklong Sale!

Avē!

Following the Unofficial Imperator Day, a barbarian incursion has arisen from the north, and now Rome calls for aid.

The Imperial treasury assures a discount of up to 80%!

Anniversary Maintenance Patch - 2.0.4 (Open Beta)

Avē!

First, I’d like to introduce myself, I am not one of the previous Game Directors, Johan or Peter, but I am Niels Uiterwijk, the original tech lead on the project. Today my role at paradox has changed as I am the Technical Director in studio green (studio working Stellaris). But still, from outer space I look back at earth and think of Imperator sometimes and decided to make a small maintenance patch, fixing some of the issues that modders & other people ran into.

Without further ado, the patch notes:

#######################
# Bugfixes
######################

# Notes
- This patch should be save compatible, however not all fixes might be applied to your current save.

# Stablity & Performance
- Improved overall memory consumption & performance
- Improved monthly tick performance by performing some more calculations in parallel (state modifiers)
- Portrait editor no longer crashes on open
- Updated SDL to 2.0.20 from 2.0.10
- Updated Nakama to 2.4.1 from 2.2.4

# Game Mechanic
- Upped the maximum number of tags (countries) from 2048 to 8192
- Fixed levy calculations being inversed
- Fixed a bug where when annexing a country, their abroad prisoners, that were in your prison, would also be counted as an abroad prisoners for you, even though they are local prisoners.
- default pop right is now correctly working & added proper logging of pop rights
- Fixed bug where unused modifiers were still being rewarded for specific missions (local & global cohort recruitment speed)
- Fixed bug where integrated cultures were still treated differently when they were converting to your primary religion
- Raised levies will select the best tactic for it's composition.
- Civil Wars will no longer just pick 1 character, but instead take far more disloyal characters.
- Fixed bug where released nations during a peace deal would have no proper pantheon.
- Fixed bug where you would never see battle results from battles against pirates, barbarians or rebels.
- Diplomatic range is now calculated between border territories. This should make it easier to hire mercenaries as a large empire. Default diplo range has been tweaked based on this change.
- Fixed bug where pops could be promoted above what they were allowed to.

# Other
- Updated default message settings
- Enabled script profiling (available with -debug_mode startup command, 'print_event_timings` is the console command)
- Added option to run multiple commands at the same time (ExecuteConsoleCommands & ExecuteConsoleCommandsForced)
- Achievements now only require that the game is in ironman mode and you achieve them within the timelimit (ingame years)
Note: This means that mods that are affecting the checksums, no longer will prohibit you from getting the achievements, neither does multiplayer.
- Added four new defines to balance the game (2 related to combat overruns, 2 related to civil war & dissenters)
Note: This means that mods that are affecting the checksums, no longer will prohibit you from getting the achievements, neither does multiplayer.



Integrated fixes from the "Unofficial Patch" mod. (Thanks Umgssda!)

# Fixes

## Missions

- Fixed mission trigger to ignore city territories in generic mission "Growth of ..." or "Pearl of .." step "Fruits of ..."
- Fix check for mission goal in Seleucid mission "Syrian Ambition" step "A Mediterranean capital" to really check for the building number as shown in the tooltip
- Fix mission availability for Cartage mission "Iberian Investments" to be selectable after finishing "The Iberian Struggle" with "Hispanic Overlord"

## Events

- Fix "There are other options..." option to actually show other territories for "Babarian Bartering" event for greek Missions in western Mediterranean and Pontus areas
- Fix party approval target in event for pop integration agenda for roman boni party
- Fix "No confidence" random event to target three distinct characters
- Fix "Demodamas the Explorer" event to select a sea harbor with enough population according to the existing check
- Fix "Fall of the [Family]" event to select the family to remove with lowest instead of highest prestige

## Gameplay

- Fix Governors selecting religious conversion policy when it is pointless (thanks to Lewa263)

## Texts

- Fixed reference from Argos to Korinthos in tooltip for spartan mission "The Second Peloponnesian League" step "Eastern Capitals"
- Corrected event text for the time passed since Alexanders death in initial Alexander the Great event. (english only)
- Fix territory names in event Options for Roman Mission "The pillars of Hercules"


[h3]- New Update 11/4/2024[/h3]

#######################
# Bugfixes
######################

# Game Mechanic
- Fixed bug where temp modifiers were removed when provinces are annexed as part of a civil war
- Fix a bug when using add_to_war effect, adding a defender would always make it the war leader

# Effects
- Added set_player_country effect to allow modders to swtich the player's country
- Added add_deity_to_pantheon effect to allow deities outside of the allowed pool to a country's pantheon
- Added set_automated_trading effect to enable/disable state automated trading
- Added set_governor_policy effect to change governor policy
- Added unlock_invention effect to directly unlock a invention for free (without checking preconditions)
- Added add_trade_route and remove_trade_route effects to add and remove trade routes, respectively

# Triggers
- Added is_automated_trading trigger to check if a state has automated trading set
- Added distance_from trigger to check the distance between a province and another province, state (capital) or country (capital)
- Added can_unlock_invention to check if an invention can be unlocked by country (optionally ignoring cost, dependencies and potential trigger)
- Added can_add_trade_route to check if a trade route can be added.

# Other
- Added a modifier cultural_assimilation_speed_modifier, which changes the assimilation speed. Assimilation speed less than 0 prevents assimilation.
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals


[h3]Integrated fixes provided by the Invictus team:[/h3]
Thank you Imperator: Invictus Mod Development team with highlight to Robbe Vander Kerken (aka Snowlet) & Nathaniel Van Drei (aka Dementive)

# Achievements:
- Fixed the Great Destroyer achievement being impossible to obtain
- Fixed Cincinattus achievement being impossible to obtain

# Governor policy:
- Switched to more efficient iterator: any_integrated_culture
- AI will no longer attempt the religious conversion governor policy when they have major syncretism

# Inventions:
- Switched to more efficient iterator: any_integrated_culture

# Missions:
- Fixed broken tooltip in Strategic Fastness Antigonid task
- Fixed broken AI triggers in Carthaginian missions
- Fixed Hannid character not being put into the Hannid family
- Fixed AI carthage not paying for the city in Cypriot Opportunities task
- Fixed Experienced Shipwrights being impossible to complete as it requires impassable territories
- Added missing ai_mission_back_out_trigger and start_mission_ai_effect in missions
- Macedonian missions now account for Imperial Cult government type
- Fixed province investment checks not account for Spartan investments
- Addex extra sanity checks to Macedonian missions
- Fixed several Macedonian task triggers not working
- Fixed Roman AI not getting claims upon Aquitania
- Fixed Protector of the Aegean Sea not highligting subjects correctly

# Character interactions:
- Fixed still being able to bribe mercenaries from countries with the Mercenary Benefits invention

# Unit Abilities:
- Optimized check for Barca Legion from Forced march

# Events:
- Fixed released countries not having a primary culture
- Fixed missing 'equals' characters in the scripts
- Fixed wrongly set global variable for the parthian invasion
- Fixed Antigonid capital being incorrectly set upon collapsing
- Fixed Mithradaic events not properly unlocking Pontus content
- Fixed Arsaces being able to spawn twice
- Fixed ruler not appearing in Carthaginian Iberian events
- Deleted extra dot from opinion modifier in Roman Greece missions
- Fixed Eastern Empire mission not triggering if you only have land in Macedonia
- Fixed duplicated ai_chance blocks in Western Greek missions
- Added sanity checks to ports being built through effect
- Fixed league of Korinthos not properly annexing subjects
- Fixed Serapis sanctuary taking 36 and not 360 days to be built
- Added failsafe in Egyptian character creation for events
- Fixed wrong tooltip for opinion modifier in Cities of Greece task
- Fixed Epirus subjugating themselves in the Magna Graecian missions
- Fixed Pax Epirum potentially spamming the error log
- Fixed characters befriending themselves
- Fixed desecration event opinion tooltip showing the wrong country
- Fixed broken modifier duration in Armenian events
- Fixed politics events using incorrect syntax to check countries in diplomatic range
- Fixed Republic event incorrectly checking for party scopes
- Fixed Cretan event occasionally annexing the world
- Fixed Co-Consuls being deposed by going to the olympics
- Fixed most prestigious family fading into obscurity
- Fixed startup events not pointing to your country
- Fixed error log spam from a dead character losing health

# GUI:
- Removed unused GUI types from GUI files making the GUI editor more stable
- select_import_destination.gui changed the y size of a scrollarea to remain within the window
- Replaced 4 buttons in console.gui that crash the game with useful buttons for modding
- portrait_editor_window made it possible to move the window and made all features usable

# Shaders:
- Changed gfx/FX/coat_of_arms/coat_of_arms_textured_emblem.shader so textured emblems actually work, re-added their red channel which was accidentally removed.

# Localization:
- Fixed loads of spelling errors
- Fixed various grammatical errors
- Fixed Agriana being called Agrianaa
- Fixed Ati Muwer being referred to as a male
- Fixed missing apostrophe in 'Attar
- Fixed capitalization issues
- Fixed loyalty icon not appearing
- Removed extra spaces after names

# Various fixes:
- Commented out lines triggering non-existent events
- Fixed AI Rome not getting claims on Central Gaul
- Fixed Anoint heir checking for a commented out law
- Fixed Forced March checking for a non-existent terrain type
- Added many missing equal signs
- Replaced errorous 7 character with "{"
- Fixed missions checking for "mountains" instead of "mountain"
- Fixed "[" being used instead of "{" in effect syntax
- Fixed Elephantina being unobtainable due to checking for "warelephants" instead of "warelephant" unit
- Fixed Ferrata being unobtainable due to checking for "heavy_infrantry" instead of "heavy_infantry" unit
- Fixed Antigonid events in rare cases triggering a non-existent event
- Fixed League of Korinthos forming while the player is a subject of Macedon in Greece triggering the wrong event
- Fixed non-existent Rhodes sacking event being triggered
- Fixed Carthaginian naval dominance missions checking for non-existent region
- Fixed Thracian and Roman events improperly checking for Galatia region
- Fixed Oinoandia coat of arms having a wrongly defined colour
- Fixed cancelling the Death to Tyrants mission potentially finding a wrong character to put as ruler
- Fixed edge-case where recruiting a character could raise an error
- Fixed using the omen effect on Daniel having wrong syntax
- Fixed Apotheosis manpower and money effects not having a minimum setup properly
- Fixed several wrongly defined minimum and maximums
- Fixed Daring trait not increasing likelihood of injuries
- Fixed "Forced Smiles" event where Commander demands an office for a friend not triggering and not being updated to account for Governors
- Fixed wrong areas being selected in for loyalty hit in event where Governor demands they adapt to local mannerisms
- Fixed "Learning from experience" event potentially selecting a party leader and being impossible for non-republics to trigger
- Fixed several minor edge-case and syntax issues in generic infrastructure mission events
- Fixed Carthaginian trade mission events showing the wrong character
- Fixed unneeded if's in monarchy events
- Fixed "Crisis in X" event attempting to show too many characters
- Fixed Rapax and Improba distinctions never triggering
- Fixed broken edge-case tooltip in Install Philokles decision
- Fixed Egyptian marriage event potentialyl failing to find a Thracian bride
- Ensured else_if was properly used instead of using else, if
- In common\loyalty\00_events.txt line 2876 was `ymonths`, it has been changed to `months`
- In events\storms.txt there were 2 checks for `is_in_region = areas`, the areas region does not exist so these lines were removed
- In common\modifiers\00_from_events_province.txt there were a few modifiers with like `local_population_happiness = -0.1.0` that I removed the extra decimal point from.
- The monthly_tarentum_war_pulse on_action incorrectly used is_in_region = carthage_area which is an area not a region, I changed it to africa_region.
- Fix great_work_template_06 being used in gw_ai_build even though it was removed
- Fix italia_region being used instead of central_italy_region in greek missions 4
- Fix missing = in make_subject effect in 01_seleukid_missions_03_anatolia.txt and in events/me_seleukid_03_anatolia.txt
- Fix missing closing bracket in script_values/00_army_values.txt
- Fix missing = on line 578 of script_values/00_mission_egypt.txt
- Fix is_in_region = tripolitania_occidentalis_area in script_values/00_missions.txt, changed to is_in_area.
- Fix bugged is_in_area = carthage_area check in dhe_dde_pyrhus.txt events file
- Fix block of code incorrectly placed inside of a random_list effect in events/governor_policies.txt line 657
- Fix incorrectly spelled colors in coat_of_arms/00_pre_scripted_countries.txt
- Remove change_country_color = "median_color" line from form_media decisions because median_color does not exist
- Remove duplicate modifier = {} blocks from military traditions in 00_latin, 00_persian, and 00_persian_2
- Fix ai_build_city_pay_price_effect being used in area scope instead of country scope in 01_spartan_missions_02_peloponnesus.txt
- Fix incorrect use of is_culture trigger in modifiers/00_triggered_character_modifiers.txt
- Remove duplicate script values in 00_mission_antigonid, 00_mission_carthage, and 00_mission_epirus
- Fix incorrect scope for fam:40 used in scripted_effects/00_dde_pyrrhus_effects
- Fix incorrect scope for has_same_family trigger in scripted_effects/00_on_action_effects
- Fix incorrect usage of unit_owner scope in scripted_guis/desecrate_holy_site.txt
- Remove duplicate map = yes field in civilian_road_building.txt
- Change floor = 1 to proper use with floor = yes in unit_abilities/pillage.txt
- Fix incorrect scope for owns_or_subject_owns on line 624 of dhe_macedon.txt
- Fix usage of has_culture_group instead of country_culture_group in dhe_judea.txt
- Fix incorrect use of country scope in right_portrait fields of events in country_diplomacy.txt
- Fix left_portrait = yes in me_roman_2_provincia.txt
- Fix use of [ instead of { in me_greek_2_greece.txt
- Fix use of has_province_modifier instead of has_character_modifier on line 547 of rel_flavor_buddhist
- Fix incorrect scoping to head_of_family in royal_marriage.txt
- Fix missing = on line 279 of characterwindow.gui
- Fix missing = on line 246 of messages.gui
- Fix missing = on line 189 of multi_unit_window.gui
- Fix missing bracket in culture_view.gui and government_view.gui for the top level base_window block
- Fix too many decimals in debug_menus.gui line 649
- Fix too many decimals in multiplayer_lobby.gui
- Fix broken block of brackets at the bottom of game_configuration.gui
- Remove extra } at the end of overview_view.gui
- Fix missing bracket in select_fabricate_claim.gui line 77
- Remove extra bracket from the end of select_target_character.gui and create_social_profile_window.gui
- Fix missing bracket errors in gw_tower_03_bottom.asset and female_clothes_iberian_3.asset asset files
- Fix missing = in frontend_mainview, frontend_singleplayer, loadscreen, and progressbar_idler
- Fix incorrect spelling of GetNameWithNoTooltip function in shared/cooltip.gui


[h3]- New Update 12/4/2024[/h3]

# Effects
- Added play_sound_effect which allows you to play a sound effect, targeting a country (ported from ck3)
- Added set_antagonist = yes/no effect.

# Triggers
- Added has_capital_surplus to check for the existance of any capital bonuses from the state's owner
- Added has_capital_bonus_for_trade_good to check for the existance of any captial bonuses for the specific trade good

# Other
- Added a property for subject types to allow them to bypass usual subject diplomatic limitations for declaring war (allowed_to_declare_war_against_others). This is not enabled by default for the base game. To fully enable this to work you'll also need to change the allow triggers for wargoals
- Added modifiers for local_happiness_for_wrong_religion_modifier and happiness_for_wrong_religion_modifier which is applied on top of regular happiness for the same religion modifiers. Also fixed a typo with define for WRONG_RELIGION_HAPPINESS which applies always regardless of modifiers (currently set to )
- Made all hardcoded values related to civil wars moddable through define & added documentation on what they mean


[h3]- New Update 16/4/2024[/h3]

# Bugfixes
- Fix release as client state crash in the UI

As you can see, this is a minor patch, and for now it will be released as an open beta on steam & windows only. The plan is to release this on all platforms at some point in the undetermined future. Please leave feedback in the comments section, I am quite bad at replying, but I will read them.


[h3]Available now on the steam beta branch: 2.0.4 - open beta[/h3]
I also have to stress that this is not a revival of Imperator: Rome! Do not expect new content or patches going forward.