Imperator: Rome - PDX Katten
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!

A Few Quick Notes Before We Dive Into the Patch Notes​

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.


Special Steam Sale​

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/

Patch Notes​

Credits
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

Modders who supported the release
  • 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….

New Defines
BATTLE_COMMANDER_ESCAPE_CAPTURE
  • 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

BATTLE_COMMANDER_CAPTURE_MARTIAL_CHECK
  • 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

BATTLE_MIN_CASUALTIES_IMPACT
  • 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

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

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

END_OF_COMBAT_STRENGTH_RATIO_MODIFIER
  • 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

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

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

OVERRUN_FACTOR_FOR_INITIAL_CHECK
  • 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

TAG_LIMIT
  • 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

New Effects
Scope: Character

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.

Scope: Country
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

Scope: CountryCulture

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

Scope: Province

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

Scope: War

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.

New Triggers
Scope: Character

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


Scope: Country

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


Scope: Province

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

General Modding

  • 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


GUI
  • 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


The Rest

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

Multiplayer
  • 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

Combat Simulator
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.

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

Other
  • 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
Imperator: Rome - PDX Katten
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!

Credits
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

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

Below you will find the list of changes….

New Defines
BATTLE_COMMANDER_ESCAPE_CAPTURE
  • 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

BATTLE_COMMANDER_CAPTURE_MARTIAL_CHECK
  • 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

BATTLE_MIN_CASUALTIES_IMPACT
  • 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

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

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

END_OF_COMBAT_STRENGTH_RATIO_MODIFIER
  • 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

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

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

OVERRUN_FACTOR_FOR_INITIAL_CHECK
  • 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

New Effects
Scope: Character

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.

Scope: Country
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

Scope: CountryCulture

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

Scope: Province

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

Scope: War

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.

New Triggers
Scope: Character

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


Scope: Country

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


Scope: Province

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

General Modding

  • 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


GUI
  • 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


The Rest

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

Multiplayer
  • 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

Combat Simulator
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.

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

Other
  • 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


Open Beta Update - 2025/04/16
  • 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
Imperator: Rome - PDX Katten
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!

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!


A look back
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.

The Imperator Day
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.


Collaboration with Modders
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


The Release
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 <3


Credits

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)



Why pay full price?
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!


Patch Notes
#######################
# 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

Integrated fixes from the "Unofficial Patch" mod:

# 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"

Integrated fixes provided by the Invictus team:

# 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 - PDX Katten
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%!
Imperator: Rome - PDX Katten
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"


- New Update 11/4/2024

#######################
# 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


Integrated fixes provided by the Invictus team:
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


- New Update 12/4/2024

# 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


- New Update 16/4/2024

# 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.


Available now on the steam beta branch: 2.0.4 - open beta
I also have to stress that this is not a revival of Imperator: Rome! Do not expect new content or patches going forward.
Mar 17, 2021
Imperator: Rome - Elmaz
Hi everyone, today we're happy to release the small 2.0.3 patch. It contains the following changes:

###################
# Interface
###################
Detailed character health stat was still displayed in a few places: these now use the correct character tooltip obfuscation

###################
# Bugfixes
###################
Fixed being able to wrongly disband levies in wartime via right clicking on them in the outliner
Fixed wrongly calculated legion modifiers leading to compounding martial ability
Fixed state capitals being relocated when new territories were added to a province
Fixed an OOS when changing effects on a Great Wonder
Fixed a rare infinite loop that could cause the game to freeze
Fixed river crossings giving a bonus to the attacker instead of the defender
Fixed a crash that resulted from destroying a port under blockade

2.0.3 should be compatible with prior version 2.0.x saves, but in case you have any problems, you can always roll back your version via right click on Imperator in library -> properties -> betas -> choose the desired version.

We hope you enjoy this latest improved version, and want to thank you for all your support and feedback. Have fun everyone.
Mar 9, 2021
Imperator: Rome - Elmaz
Greetings, citizens!
We are happy to bring you good news: 2.0.2 is done and should be updating on your systems right now. It contains a bevy of balance tweaks and bug fixes, as well as improvements to multiplayer stability.

2.0.2 should be compatible with prior version 2.0.x saves, but in case you have any problems, you can always roll back your version via right-click on Imperator in library -> properties -> betas -> choose the desired version.

We hope you enjoy this latest improved version and want to thank you for all your support and feedback. Have fun everyone.

###################
# Gamebalance
###################

# Economy

Fort maintenance reduced to 0.4
Foundries no longer grant any local start experience; population output modifier replaced by 25% tax and research points modifiers
Population Capacity modifier from Desert terrain type adjusted to -25% from -30%
Population Capacity and Pop Growth from Great Wonders modifiers reduced by roughly 25%
Build Cost modifier from Stone surplus in capital reduced to -5% from -10%
Build Cost modifier from ruler finesse reduced to -1% per point
Several sources of build cost in invention trees reduced to -2.5% from -5%
Standardized Construction national idea now reduces build cost by 10%, but reduces build time by 25%

# Governments

Satellite Status now increases max mercenary stacks by 1 in addition to current modifiers

# Religion

Stability cost increase per stack of stabbed pig is now 100% from 65%

# Units

Mercenaries and Pirates no longer have a lump-sum payoff cost. Legion subunit payoff cost is now 50% higher
Most sources of reduced mercenary maintenance cost modifier have been reduced in magnitude by between 25-50%
Maximum mercenary stacks are now capped. This value can be increased by rank, and from inventions
Auxiliary Recruitment invention in the religious tree is now a keystone and grants 5% manpower, 2% levy size multiplier, and 1 max mercenary stack
Professional Sailors invention in the naval sub-tree now increases max mercenary stacks by 1
Mercenary Reliance modifier is now a keystone invention, increasing max merc stacks by 2, reducing merc maintenance by 5%, but reducing global manpower by 20%
Light Infantry now take slightly reduced morale damage, and deal marginally more damage to heavy infantry and war elephants
Light infantry plains combat bonus added to Celtic Britannic tradition path
Archers now have 2 maneuver, and take 30% more morale damage (from 25)
Take Up Arms now grants -15% Archers cost, from -10%

# War & Peace

High AE threshold now infers a penalty on increase stability cost, at 1.5% per point
Warscore cost for defender and attacker in independence wars is now half of base
Levies now grant 25% less military experience when disbanded
Levies will start contributing to war exhaustion after 6 months raised. Levies now need to be raised for at least 8 months in order to contribute to military experience gain
Most sources of cohort starting experience reduced
Military Experience gain from War Exhaustion reduced by 50%

# Other

Growing Up ambition has a slightly increased chance of generating additional attribute points
Mauryas become less aggressive once the initial members of the ruling dynasty have perished
Carthaginian heritage now increases max mercenary stacks by 1

###################
# Interface
###################

# Country

Government View in republics now shows an icon for the ruler and co-ruler's faction
Benefits of staffed Offices are now displayed even when the position is empty and candidates can now be sorted by stats
Nation province overview can now be sorted by integrated pops and religious unity
National cohort count removed from ledger

# Icons/Art

Character portrait family color corner indicators made clearer
Changed color of minimap viewport quadrangle from white to black

# Mapmodes

Great Wonders are now displayed in atlas map mode, provided other conditions are not fulfilled. Capital City widget is now centered at the location of the city, and will not appear to move as you zoom out
Added shortcut to Levies Mapmode in military view

# Tooltips

Macro builder modification display now shows result values for % modifiers rather than change. 3 values are now displayed, from 2. Several new result value categories added, which should make it somewhat easier to see the effect of constructing some buildings.
Added a tooltip for character titles in the character tooltip, indicating the effects of possessing that title

# Tutorial

Tutorial objective tooltips now have icons in them that match the sidebar UIs, to aid players in finding the right ones
Tutorial icons for completed objectives updated to match new UI style

# Other

Can now drag Technology view and Missions view using both left and middle mouse button
Reintroduced Territory List in the Province view, displaying rank, population, and trade goods of all Territories in the Area
Reworked Trade import view, which now displays number of currently possible sources for each trade good and quickly shows which countries will export and why
Added masking for character health values, with several steps, e.g. Ailing
Decisions alert toggle repositioned to move it out of the way of the decision's nested tooltip
The alert bar now potentially extends to the outliner - while rare to have this many, it is possible and they will now be clickable
Ongoing combat view on map improved: no longer prevented from 'clicking through' to the map by an invisible square, General’s portraits no longer create tooltips, clicking either of the unit number cards will now select and cycle through any of your own armies present in the combat (you no longer have to drag select to be able to retreat)
Trade offers rejected from offers sent by automatic trade will now no longer send a player pop-up
Culture view sort elements are now fully clickable

###################
# AI
###################

# Economy

AI is more keen to build during wars
AI will build more temples and grand theaters, if they have researched the correct invention
# War
AI vassals more likely to attach to overlord units

# Other

Reduced magnitude of AI rebellion offset
AI should be more likely to construct the Colossus of Rhodes shortly after the game begins
AI Rome should now be somewhat less likely to target Dictatorship. Dictatorship inventions now have AI weights for all republics, not just Rome

###################
# Usermodding
###################

# Triggers

Add triggers for checking that unit builds roads

###################
# Script
###################

# Events

Political Influence Price for preparing the recurrent Ptolemia reduced to 25 from 50

# Missions

Missions are no longer available in the tutorial

# Other
Several concepts now have menu icons to make navigation easier

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

# Code

Fixed single-governorship legions not moving region when a new capital is selected
Fixed disloyal commander taking foreign provinces they are stationed in when starting a revolt
Fixed treasures being deleted on diplomatic annexation - they are now inherited by overlord
Fixed crash when hovering over Call to Arms diplomatic interaction
Fixed rare case where some civil wars would exist for all eternity, blocking declaration of new wars
Fixed being able to edit foreign Great Wonders when their construction was halted
Female characters can now be civil war leaders if the country has gender equality
Fixed civil war end causing white peace for all parties in the war
Naval range now updates when building/destroying a port
Legion distinctions now apply properly
Mercenaries can now be disbanded again even after they get cohorts from events

# Script


Fixed lvl 4 Military Training Traditions on GW to be 10% instead of 1%
Fixed cases where scripted legions would be assigned rulers as commanders
Tweaked A Plea for Asylum event target country weights
Fixed Co-Rulers complaining about being unemployed if they asked for a job before their term began
Fixed Eastern Capital: Price of Victory event firing multiple times for the Antigonids
Fixed incorrect calculation of inheritance cash and rulers not passing it to their children
Fixed some triggers inconsistently referring to Provinces as States
Family Politics event will no longer fire if parties already have less than 10 approval
Fixed Antigonid Cause Wavers event firing multiple times
Fixed Argead Unification not renaming the country if the ruler was an Argead
Fixed League of Korinthos mission tasks deleting treasures of annexed subjects, causing issues with anthology treasures
Fixed claim rewards not being given in the Macedonian Adriatic mission tree
Fixed fallback Pleistarchus character in Macedonian Caria event being the current ruler
Fixed forming Mithridatic Pontus by events not unlocking the Ktistes achievement
Forming Pontus now gives claims on Cappadocia Pontica region, and the events that do the same now also give the claims the decision gives
Pontic decisions can now be taken however it was formed
Fixed highlighting slowdowns in League of Korinthos mission tasks
Fixed missing cooldown on aborting Hellenistic Empire mission
Fixed missing tooltip in the ping events of Encourage Greek Colonists
Fixed parties forcing construction of buildings in territories with construction already queued
Fixed cases where no missions would be available despite not owning most of a capital or neighbouring region
Fixed some broken release subject tooltips
Fixed the family in generic Greek missions breaking sometimes
Hid party impact tooltips when not a republic for some character interactions
Library building tooltip now correctly displays Research change
Relaxed conditions for Gazophylax This! achievement to make it more easily achievable, task now works if any former Antigonid ruler is imprisoned
Simplified requirements tooltip of Port Markets task in generic infra mission
Fixed the land tithe invention giving you local speed instead of global
Removed superfluous loc in the Zeus Belos description
Removed unnecessary bypass in the 'Amphipolian Goods' mission task (Athenian mission)
Stopped the easter egg Stonehenge events from happening randomly
Civil war annexation no longer casts treasures into the void, and instead correctly transfers them to the winner of the civil war
Prevented the 'Demands Office' event from firing for corulers and tribunes
Removed unnecessary extra law category that caused two versions of the same law to be applied for monarchies. This should result in a drop in freeman happiness, as well as the ability to correctly start with the nominate heir law selected
Local Building Slots modifier has been renamed to Local City Building Slots to match the global version
Fixed numerous literally unplayable typos in mission, treasure, and event loc

# Setup

Fixed holy site of Demeter in Eleusis
Made sure that the tech 1 nations start with correct amount of innovations

# UI

Fixed Siege Engineers icon in the siege window
Fixed on-map Ship construction progressbar to match new UI
Fixed alignment of some icons and UI elements
Fixed lists where teal background clashed with icons or colored text
You can once again click to drag the macro builder scrollbar
Macro Builder province modification tooltip hitbox adjusted to be easier to mouse-over
Fixed redundant empty paragraphs in law tooltips
Cohort loyalty gain chance is now correctly displayed when in combat
Enact Holy Site button no longer has a false positive enabled state
Tweaked country flag in ProvinceWindow to correctly intercept user clicks
Improved building info tooltip
Tooltip lock indicator bar tweaked to be less intrusive before the tooltip is locked
Improved responsiveness of locked tooltips, and prevented being able to click through tooltips in many cases
Tweaked many instances of tooltip and text elision to improve look and feel of UI
Now shows all pop assimilation modifiers in the appropriate tooltip
Pantheon deities can be changed properly again
Great Wonders can be destroyed now

# Multiplayer

Server side connectivity improvements
Fixed OOS caused by playing multiplayer in different languages
Fixed OOS caused by legions
Players are no longer removed from Player Countries list after leaving a game
You now enter a lobby again when hosting Multiplayer savegame

# Other

Fixed Heirs of Alexander music tracks not playing
Imperator: Rome - Elmaz
Welcome to another Imperator 2.0 guide!
In this episode, SurrealBeliefs helps you keep your empire running by learning how to manage characters and inventions.

Imperator: Rome - Elmaz
We keep guiding you through your discovery of 2.0, citizens!
In this new tutorial video, Surreal_Beliefs dives deeper into empires with an overview of Culture and Religion.

Feb 18, 2021
Imperator: Rome - Elmaz
Greetings, citizens!
We've been very pleased with the positive reception 2.0 Marius and Heirs of Alexander has gotten, and greatly appreciate your support and feedback. I'm also happy to be able to present to you the 2.0.1 patch right now, which is the result of fixes and tweaks we were able to get after the code freeze for 2.0. It features some nice free bonus content for all players which we hope you'll like. Details under the cut.


###################
# Interface
###################

# Art
Added unique Anatolian city set, free for all users
Family Heads now distinguished by a colored bar in their portraits
Pretenders are now distinguished by a bloody ruler coin in the character card
# Tooltips
Mouseover of state view Pop piecharts now displays the percentage with integrated cultures, adherents of the state religion, and total population [our intention is to iterate on this feature, however, we felt access to these values was more important to include in this state than not at all]
Added new tooltip for Ancient Wonder under construction
Changed opinion texts from first to third person to avoid confusing tooltips in diplomacy view
# Other
Character’s current Party Conviction in republics is now displayed in the character card
Pops are now sorted by Poptype by default in the pop view
Added a bunch of extra information to Great Wonders window and tooltips
Added warning for lack of materials when building Great Wonders
History entries for Legions will no longer use Christian calendar
Tweaked provincial trade info interface

###################
# Sound
###################
Prevented DLC-locked music tracks from playing for non-DLC owners

###################
# Gamebalance
###################

# War & Peace
Levies now have a scaling cooldown based on the strength of the levy at disband time - this also applies to levies who are auto-disbanded due to stackwipe
Levy cooldowns will now be reset if attacked while at peace
# Other
Added Diadochi Rivals opinion modifier between successors to make alliances less likely at the start of the game

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

# AI
AI now properly assigns commanders to Legions
# Code
Improved Levy size calculation slightly
Fixed being able to merge tribal levies led by different chiefs
Fixed state capitals ownership flipping
Added rounding to Great Wonder price
Disallowed risky interactions in lobby view
Fixed issue with loading saves made in observer mode
Lowered hotjoin tick limit in an attempt to help slower computers catch up
Fixed issue where money increased in value when changing hands
# Interface
Fixed tooltips referring to Great Works instead of Great Wonders
Fixed multiplayer interface elements not using new UI design
DLC deities will now properly use vanilla icons as fallbacks
Fixes issues with character loyalty tooltips
Effects section of tooltips should now be hidden if there are none
Inventions should now properly list effects in their tooltips
# Script
Fixed Barbarian Corsairs task not requiring territories to have pirate havens
Fixed Divine Founder Thracian mission task deifying multiple characters
Fixed being able to arrange marriages with or for imprisoned characters
Fixed republic corruption events not making much sense
Fixed League of Corinth mission tasks requiring exactly 3 subjects instead of at least 3
Fixed Mithridatic regnal numbers
Fixed Thrace event drawing Epirus into war firing if already involved in a war together
Fixed Soloi decision being available too widely
Fixed broken happiness modifier in reward for Cities of Greece
Fixed issue with Italiote League task highlighting
Fixed losses tooltip listing Phrygia in Antigonid Cause Wavers stubborn choice
Fixed mission tasks requiring more buildings than it was possible to build
Made Mithridates events more reliable
Fixed tooltips and regnal numbers in heir events for Mithridatids and Attalids
Fixed some tooltip issues when becoming Pergamon
Fixed matching names of support pretender and intervene in succession crisis character interactions
Fixed broken tooltips in Thracian missions relating to releasing subjects
Reworked land given to Pergamon in Antigonid split events
Fixed some cases where subunits and legion maintenance modifiers were granted in events to countries that didn’t have legions
Fixed highlighting in Italiote League task for Magna Graecian minors
Fixed League of Corinth not being a subject if created anew
Fixed missing governor portraits in state improvements events
Cleaned up tooltip of Revoke Holding interaction party impact
Fixed event not destroying Colossus of Rhodes
Fixed missing opinion localization in the Thracian missions
Fixed various literally unplayable typos
# Setup
Fixed some incorrect terrain types in Anatolia
Removed Kennataia tribal tag in Anatolia
Fixed Gortyna’s fort locator being misplaced
# Other
Fixed Spanish localization of Governor Policy tooltip

2.0.1 should be compatible with prior version 2.0 saves, but in case you have any problems, you can always roll back your version via right click on Imperator in library -> properties -> betas -> choose the desired version.

We're glad to get this improved version in your hands in time for the weekend. Give it a spin and let us know your feedback, which is, as ever, crucial to our continuing development of the game. Have fun everyone.
...

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