r/DivideEtImpera

Is there a way to give/trade settlements? I keep getting notifications that settlement is for sale but I cant work out how to sell or buy.

I have the more diplomatic options sub mod enabled as well

reddit.com
u/Playful-Dog-8999 — 7 days ago

Public Beta 1.3.6 now available!

We are happy to announce a public beta for our upcoming release version 1.3.6! This update includes new Epirus and Hellenic overhauls, Media Atropatene reworks, a pirates system update, lots of Empire Divided improvements and many other fixes and changes. The full patch notes can be found below.

This update is not compatible with the current Rome 2 Pantheon beta. We do plan on updating the mod for the game updates as we are able, but we will be holding off on that until those updates are completed and released. We have no time table for the mod’s compatibility with the upcoming various Pantheon game releases. Our current plan is to implement this 1.3.6 update for the mod and then focus on making the mod compatible with the full release version of the updated game at a later time.

Our mod beta is save compatible but most submods will probably have to be updated for full compatibility.

Download: Link (Mirror)

Steam: Link

Patch Notes

Epirus/Hellenic Overhaul
– Updated units, appearances, stats and roster for Epirus
– Updated looks for generals and other Hellenic generals as well.
– Updated look of Officers and Standard Bearers for Bactria, Armenia, Macedon, Egypt, Seleucids and Sparta.
– New Paeonian AOR cavalry unit in Macedon.

Media Atropatene Overhaul
– Updated the visuals and stats for various Media units. New unit cards also!

Pirates Update
– Pirate spawns can now be prevented by a tier 4 military type port, indicated by a new “Pirates Spotted” event and building effect text.
– Pirates can now spawn for more factions in more places.
– Delayed various pirate spawns by a couple of turns

Major Fixes/Changes
– Visual updates for the Boii, Caledones, Dacians and Illyrians.
– Fixed a bug with the supply system causing barbarian AI to miss some attrition protection.
– Fixed naval supply effect bundles being applied multiple times to AI factions.
– Updates to many different unit cards that had been from older versions.

Battle Fixes/Changes
– Added new spear/shield animation set from Attila for better weapon and standard bearer position.
– Lowered javelin knockback chance.
– Added new shield defense reduction effects for pilum, soliferrum and cavalry javelins
– Adjusted elephant combat stats.
– New balearic sling weapon entry – shorter range but higher base damage
– Reworked fire arrow building damage. They are still viable against towers and gates but require several volleys to set fire.
– Various smaller stat adjustments and fixes.

Empire Divided Fixes/Changes
– Updated many different unit cards.
– New faction icons for various factions – thanks to Lord Nemo!
– Visual updates for British, German, Sarmatian and Roman factions.
– New general appearances for Sarmatians, Franks and other Germans
– Adjusted various rebellion rosters.
– Fixed eastern factions having some wrong bodyguard entries
– Various rebalancing and bug fixes for British and Germanic factions
– Fixed bugged draco standard
– Updated some faction names to better fit the time period.

Smaller Fixes/Changes
– Changed faction leader trait Anxious from Disdained faction buff to Engaged.
– Added new animations for spear officer and axes/clubs for various barbarians.
– Lots of fixes for barbarian entity entries affecting speed and mass.
– Fixed an Iberian unit incorrectly being restricted by reforms
– Increased growth rewards from construction technology milestones
– Fixed some Greek factions missing Assault Quinquiremes
– Reworked Egyptian Machairaphoroi into light elite shock sword unit.
– Adjusted stats of some Equites and Allied Equites units, for more variety between them.
– Redone Pontus Sarmatian bodyguard stats and looks.
– Short sword weapon entries bonus vs infantry increased from +1 to +2
– Adjustments to melee attack penalty from fatigue
– Updated Mercenary Armenian spear and Azat noble appearances
– Fixed Anartes belonging to outdated military group an wrong culture.
– Fixed spy trait increasing rather than decreasing enemy movement base effect from action
– Fixed Saba main capital building missing spice resource.
– Fixed some CiG general visuals appearing for Rome in the Grand Campaign
– Lowered some of the inflated ammo for some peltasts by 1
– Many smaller fixes/changes.

Credits
– Lord Nemo for various Empire Divided faction icons
– Summary for more unit card work, again!
– Litharion for the supply script fixes
– KLA for variety of Hellenic models
– Benjin for help with adjusting animations for standard bearers
– CEMMEN and Goobad for the pirate changes
– Ejmilo for various spear and axe/club animation changes
– Nemo for great unit card work!

reddit.com
u/KAM2150 — 10 days ago

A complaint regarding supply system.

Hi, before i start sorry english isn't my first language and im not using shitty ai or google so excuse any bad grammer.

I could do this on discord but since this could be a long post i figured reddit might be the better place since this is a long post.

I love dei in general and i love the depth some unique mechanics such as population, banditry and reforms bring to the table. Naturally supply system is also tied to population in some regards but you see here is the problem starts;

After the new 1.3.6 beta i decided to do another campaign on media because of all the reworks and while playing around 250 turns in i realized how one of my cities is losing lots of population and guess what it has a negative supply value!!

https://preview.redd.it/h88c2d46s8uh1.jpg?width=1439&format=pjpg&auto=webp&s=24e82439064d437510670be3cc4936bc765cc7f2

https://preview.redd.it/2keqgp3bs8uh1.jpg?width=1439&format=pjpg&auto=webp&s=915016548dc921422f56058c36f017e80681b316

Now, as you can see that f*cking hagar army next to my region is/has been draining the city supply for so many turns at this point all while not even having military access to my realm.

You'd tell me to build a supply granary or a grain pit+farms and slowly regain supply but this is a province built for support/research purposes with no army of mine intended to be there! Why would i waste so much gold and slots just to make sure stupid stuffs like this won't happen?

There is another region to the west where 2 big powers are clashing and they are destroying my region supplies with their endless hordes marching through supply lines and while the problem isn't as big over there since i've built a granary and have high supply production, i simply can't deal with them since i cannot march armies to places depleted from supply. Don't even let me start on the military access allies and client states as those will just destroy your supply with their 3-4 army stacks along the way. You can't possibly say that i need supply related buildings in every single region just to prevent issues like this?

It got to the point where i decided to try the "no supply system" submod but even that wasn't working and stopped the population growth so i had to revert back.

I love dei and i have trained myself to beat enemies in hard and sometimes even very hard difficulties but the supply system is just too random and uncontrollable to me and kills all the fun most of the time without adding anything positive to the experience.

In the end can someone on the team please fix the "no supply system" submod so a noob like me can enjoy the mod properly (based on the steam comments it has been broken for years now).

reddit.com
u/OmiD-WM — 7 days ago

Clarification on my problems with the Caucasian Archer, and an apology for my conduct.

I am sorry for how I conducted myself during this, after sleeping on this for a bit, I realize that for how annoyed I felt during all of the "but the Armenians already have 3rd class archers: Caucasian Archers!" I don't think I really took enough time to properly explain the issues I have with them, and for that, I am sorry, too, as I should've taken more care into giving you a properly structured argument. I realize now that I probably did come off as fairly demanding and maybe a little bit rude, but I'm going to try to correct that in as succinct and extensive way as possible so that any confusion would be cleared up on this. I will also try to address all of the arguments that everyone else had brought up to me.

The naming terminology is honestly my biggest issue with this, every archer unit on the entire map has either their own specific archers unique to them, like the Cretans or Rhodians, or have their own culturally generic ones, Greek, Thracian, Celtic, Germanic, etc. This goes for all the ranged units, also, except for Armenia's 3rd class archers. The Spartans have helots and Skiritai, but those are clearly their slaves and one of their most historically powerful allies, the Epirotes have Akarnanian Slingers, who were one of the Greek tribes that made up their kingdom, these "uniques" as a Civ player would call them are clearly their own people or very closely aligned.

Now, instead of being named after themselves, the Caucasians are the only ones filling that role of 3rd class archer, as if they're completely favoring Caucasian mercenaries over the bowmen in the rest of their domain. It makes it look like favoritism for foreigners in a culture that absolutely would've had their own lower class bowmen able to serve! Their name in combination with their unit description only stating that their origin is "Hardy men levied from the Caucasus" makes it look like they're not Armenians living in the lands they hold in the mountains, but are Caucasians themselves, foreigners, and I just don't think it plausible that an Eastern Faction wouldn't have their own peasant archers that they could call to war, I mean, the bow and arrow is an indespensible part of the Easterner's kit both historically and the game. No other unit in their roster that explains where they came from specifically names the Caucasus, other than the Caucasian Spearmen.

Armenian Highlanders: "Fierce warriors from the Armenian highlands..."

Armenian Javelinmen: "Levied from the hamlets and villages across the Armenian steppe..."

Armenian Skirmisher Cavalry: "...well suited to the mountainous home of the Armenians"

Armenian Horse Archers: "Armenia, despite its rugged geography, is a land of rich meadows and is able to support cavalry in great numbers"

Who are they supposed to be? Are they Armenian Archers levied from the Caucasus or Caucasians taking up the bow for a foreign king? Going by the logic of the Caucasian Spearmen then I believe it's only natural to assume the latter and question the "absence" of a "native" Armenian Archer unit from the roster. This apparent "gap" becomes all the more jarring when the Heavy Archer is taken into consideration, as these guys are unquestionably native.

As for the argument that the Armenians were "technically" Caucasian or that they were primarily a Caucasian people, no, they weren't, the both of them were their own unique peoples and were sister nations, and while their influence certainly extended into the Caucasus, if anything the Caucasians could be considered an extension and culturally continuous with the Urartan Kingdom which both they and the Armenians descended from. The vast majority of the Armenian's own homeland was the Easternmost Hills, Steppe, and meadows of Anatolia to the West of the region, they were neighbors to a lot more Anatolians than they were Caucasians, their subjects for starters, the Sophenes, Lesser Armenians, and Kardukoi, as well as the Medians. The two lands and two peoples are distinct enough for both to have their own units and aesthetics.

I believe I've explained every problem I have with this unit as succinctly and fairly as possible, and I want to take the opportunity to, again, apologize for any misbehavior on my part during this incident. @Kam, I am sorry for saying that the answers you were given me were annoying, but you did respond to multiples of my comments with that exact same answer, which doesn't excuse my part in this, I'm just explaining why I felt annoyed. And I am sorry for the needless drama this has caused.

Except for that guy who accused me of trolling, seriously, I may not have behaved the best, but I will not tolerate people saying I'm coming from a place of insincerity or mockery with this sub when I have been nothing but earnest and genuine even if my conduct was bad.

EDIT: Why are Schizos downvoting my post? I explain my issue succinctly and with clear language, apologize for my misconduct and this is my reception? God it's like people here are allergic to sincerity, do the people downvoting even post or interact with the community here?

reddit.com
u/Useful-Option8963 — 8 days ago

Suggestion on Reworking Media Atropatene.

Cheers team.

So glad to see news on upcoming Media overhaul. I'm about to wrap my 250 turn campaing and I'd like to suggest reworking Median Army traditions also for a more fair and fiting upgrade system. My main gripe for Median traditions is they're tailored, in my eyes, to the wrong units. Some could also need a bit of a buff really.

More specifically I find odd Media, being the more infantry oriented cousin of the horse master Parthians, and possessing a stronger cav roster than Seleucids, actually has actually weaker infantry traditions compared to Parthia and cav traditions compared to seleucids. Eg. we unlock "light cavalry masters" in offensive tree, and yet one look on the roster is enough to figure Media isn't really a light cav faction. Its through and through a levy archer/spear spam + lancers in early game, medium spears/archers+ Cataphracts in mid game, and heavy inf/royal archers + Cataphracts post late reforms. One look at stats between Median, Parthian and seleucid units and its clear Media does inf better than Parthia and better Cav than Seleucids.

My proposal is:

  1. Rework "Offensive Raiders" from +9% move speed for light cav to +6% for all cav. Not all Eastern factions utilise light cav well. Median horse archers dont even get cantabrian circle.

  2. Replace "light cavalry masters" with an equivelant of Diadochi "Companions", lets just call it '"Neck-guards". Not only Media isn't strong on light cav, It's odd that Successor Kingdoms can buff Cavalry combat stats harder than a late game Media can buff its own even better Cataphracts.

  3. Replace Indomitable Infantry" with the Parthian "Immortals". Again, why is it Parthia that gets to buff heavy infantry and archers, of all factions, and not Media? And why wouldn't the name immortals belong to Median traditions anyways?

  4. Buff Special tradition "Dynastic Bodyguards" from 6% ammo to 12%. Add a 9% rate of fire for all and 3% defence for infantry. Like seriously, Rome and Barbarian factions get for Special tradition a 3% weapon dmg, a rare modifer. Greeks get a massive 9% on infantry attack and defence. Easterners get what, barely an extra missile if even? A lvl 6 Special tradition with a name like Dynastic bodyguards should reward you with more.

  5. Rework "Barbarian subjugators" so that instead of countering Barbarians, it counters Greeks and Romans. lets just call it, "Reclaim the West". It makes sence, Barbarian factions are nowhere near Media. On the contrary Greco-Macedonians have destroyed the once migthy Achaemenid Empire, disrespected Zoroastrian religion and laid waste to the land through their Diadochi/Epigonoi wars. Be it a melee buff, a charge bonus, a rate of fire or whatever, Its fitting for an Iranian faction to want to bring the fight to their Greek overlords and Roman invaders. And lets be honest, Hellenic and Roman armies are strong as they are already.

In conclusion, since Media begins as the soft heir to the Achaemenids and is supposed to resemble the Sassanids by late game, I believe Army traditions should really allow you to blot out the sun in arrows, and wipe the floor with the enemy in one charge.

Have a good one, DeI team.

reddit.com
u/Knight_of_Ithilien — 9 days ago