Divide et Impera 1.3 Released!

Divide et Impera 1.3 Overview

After half a year of work and testing, we are happy to announce our latest update to the mod! Many of you have probably already seen some of the previews posted here and we are all very proud of the team’s work over the autumn and winter. This update includes an overhauled Grand Campaign with many new features, an expansive Barbarian overhaul for many factions, reorganization and rebalancing of the character skills and traits systems, battle updates and much, much more! Thanks to everyone who helped to test and give feedback over these months, we all appreciate it!

You can head over to our Download Page to get the latest update. Steam will update automatically. It is save compatible. We will be working on submods as we can, please be aware some Steam submods have moved to new locations. 

Patch Notes

New Grand Campaign Overhaul
– Completely redone grand campaign from the bottom up!
– New Building Slots – Every region now has either 4 or 6 slots available.
– New Starting Buildings – Updated and added various new starting buildings, all factions now start with a barracks for better AI recruitment.
– New Wonder Buildings that represent the various regional world wonders.
– Return of the Roman Families – Rome’s political parties are now the families again!
– New Culture – Numidian – Found in Western Africa.
– New Starting Characters/Family Trees – New royal families and historical characters.
– New Starting Diplomacy/Situations – Lots of new situations for starting factions.
– Extra Moddability – The startpos kit files are available in our TWC submod forum for submodders and going forward we have a lot more options for the main mod as well!

Barbarian Overhaul from Q_Sertorius and CEMN
– Massive overhaul of most barbarian rosters that focuses each faction on specific advantages and disadvantages, updates all the visuals, trims various rosters and redoes the barbarian factions into more coherent options.
– Updated unit cards (thanks Summary!), visuals, stats, descriptions, names, reforms, etc. Too much to detail in these notes!
– Overhauled factions include Arverni, Galatia, Boii, Scordisci, Iceni, Caledones, Iweriu, Suebi, Lugii, Ardiaei and Cimbri.
– Odryssia has also been added to this overhaul from KAM.
– Huge thanks to Q and CEMN for the tireless efforts for many months doing all the tough work and testing on this massive endeavor!

Skills, Traditions, Ancillaries & Traits Overhaul
– Incorporated the great work of Q_Sertorius with re-organizing the structure and effects for the character skill trees to add trade offs and better options. Most skills have either been redone or been moved in the trees.
– Reworked various tradition and ancillary effects to be more balanced and add more specific choice for the player.
– Character traits have been heavily redone. Most traits have had their effects trimmed down by a large margin to get rid of the effect spam. Personality and background traits now have trade offs and matter a lot more.
– Faction Leader effects now apply even when the leader is not in the capital. New effects have been added to better go with the various trait types.

Battle Changes
– Added new “Reform the Line!” ability for infantry with special formations
– Tweaks to morale thresholds for specific status like confident/wavering/broken
– Adjustments to phalanx units
– Fixed stats of Marian and Imperial cavalry
– Fixed cavalry stats when dismounted
– Lowered iphicratean javelin damage
– Fixed numerous disciplined attributes on units
– Changed minimum ranks for infantry from 7 to 6
– Slightly adjusted spotting distance in open terrain
– Minor tweaks to ranged/melee damage

Loyalty Changes & New Government Technology effects
– Lowered loyalty bonus from empire government type.
– Loyalty negatives from imperium begin earlier and are slightly worse.
– Lower loyalty from early political ranks.
– Added positive and negative loyalty effects based on tax level in a province.
– Various philosophy and economy technologies now have effects based on certain government types for specific cultures.
– Barbarian cultures have a tech that reduces upkeep when they are a tribal confederation.
– Ptolemies, Seleucids, Baktria, Pontus and Eastern factions have a late tech that adds recruitment slots when they are a kingdom.
– Greek factions, Rome and Carthage have military techs that lower loyalty as a Republic but a philosophy tech that increases it as a Republic.
– All factions have late technologies that improve happiness and slave unrest as Empires.

Major Changes
– Campaign performance should be improved due to script changes that have reduced some turn and load times.
– New Graphical overlay map for the campaign to better represent province, city and road locations thanks to Summary!
– Added new Pirate factions for Arabia, Illyria, Britannia, Germania, Cicilia, Thrace, Pontus and Carthage. Added new pirate spawns thanks to Q for use of his submod!
– Fixed a battle crash when fighting the Carnute faction
– Updated General appearances for over 60 emergent factions.
– Changed Faction leader effect to always be on rather than be dependent on faction leader being in capital. Changed effect types from generic good/bad to more specific ones.
– Reduced resource production from main city building lines.
– Grain resource buildings now produce supplies.
– Enabled dignitaries for the AI only on hard+ difficulties.
– Made the “Brawler” Trait easier to increase. Made Triumphs and Triumph trait progression from the Education/background trait slightly easier to achieve
– All factions can now achieve victory conditions of region ownership if area is controlled by a client or vassal. Excluded spice from victory condition requirements.
– Increased base foreign pop settlers and slightly lowered negative from culture.
– New culture icons and updated faction flags from Jake.
– Added levy tier designation in unit strength/weakness details panel to help distinguish which units benefit from levy only effects.
– Overhauled visuals for most late Seleucid units and Bronze shield units.
– Rebalanced major city variants to offer more variation and choice between the three options and lower overall income modification from higher tiers.

Other Fixes/Changes
– Fixed Rhodes campaign select faction trait text
– Fixed Pontus unique library having 2 tech requirements
– Fixed Colony factions missing access to Athens special port.
– Moved Chalybes AOR unit to Caucasia.
– Changed some incorrect effects for slave forum building chains.
– Reduced effect of Befriend Gallic Chieftains tech in CiG campaign.
– Changed some effects for Bosporan tier 5 unique buildings to better match their chains.
– Fixed HaTG and CiG Massalia missing resource buildings.
– Immigrant chain buildings now use slightly less food but produce slightly more foreign culture.
– Increased speed for Cimbri Wolf Warriors
– Fixed Geometer ancillary not always working.
– Fixed Saba levy unit missing from recruitment for campaign
– Fixed one loading screen, added 2 others
– Changed naval recruitment points effect to be visible.
– Changed shield value for Meroe pikemen
– Fixed tier 2 Armenian temple having wrong upkeep value
– Fixed wrong unit requirement for chapter 7 ardiaei chapter mission
– Fixed Carthage mercenary barracks having wrong t4 effect, added silver required text.
– Changed Massalia special port to be named Lacydon.
– Fixed Carthage/egypt tower ships missing towers
– Fixed 2 Cimbri shield wall units having expert charge defense
– Changed Arabian camel spearmen to 3rd class.
– Fixed Dart throwers being wrong AOR class for greek factions.
– Fixed some Ardiaei reform units not being properly hidden
– Fixed tier 2 colony barracks having wrong tech requirements
– Fixed fire arrows for longbows having wrong damage
– Fixed Levy hoplites recruitment missing from some minor town building types.
– Changed Pontos to greek supply units to fix recruitment issues.
– Slightly bumped up some region growth rates for historically fertile areas.
– Changed Alalia to have more industiral potential from its region effect.
– Fixed Assault Tetreres ships missing from tier 3 large military ports.
– Fixed barbarian olive town having wrong sanitation effects.
– Fixed some Roman spear auxiliaries missing from roman unit sets (effects were not being applied to them properly)
– Increased Belgian AI recruitment priorites for cavalry.
– Changed Boii faction trait to be morale against Germans rather than Romans
– Fixed Scythian morale trait not properly working
– Fixed tier 4 Athens port missing squalor effect and supply effects
– Fixed bugged animation entry for Marcomanni unit.
– Higher tier Carthage and Alexandria ports provide extra naval recruitment slots.
– Moved Indian veteran spear unit to tier 2 barracks
– Moved Custom Battle Dart Slingers from Syracuse to Macedon roster
– Fixed incorrect name for Commercial Massalia when occupied by Romans.
– Removed Qunquireme from Sparta custom battle roster.
– Moved champion unlock earlier for Pontus in the tech tree.
– Reduced tax negatives for Raetia et Noricum region effects a bit, previously they would stack to cause 0 income.
– Fixed barbarian tier 4 tribal city building missing squalor effect
– Fixed some agent and barbarian background traits not being applied to characters.
– Changed some chapter mission settings for Arverni, Macedon and Seleucid
– Changed political party names for Lugii to match new barb roster revisions (thanks Q!)
– Fixed IA Petra having wrong city culture type (new campaign only)
– Changed Barbarian great hall to have negative food rather than squalor. Slightly reduced PO negative.
– Added cultural conversion to tier 2 Melqart Carthage temple.
– Added AOR Tarantine cav unit to Epirus custom battle roster.
– Fixed Bosporan Lancers missing shoes.
– Changed Hispania Arse region to have positive industrial region effect
– Changed RoR Veneti to have celtic culture (new campaign only)
– Renamed “Carthage in Syracuse” event
– Fixed “Rome Secures Magana Graecia” message sometimes firing after Rome is destroyed.
– Removed Indian elephants from normal Hellenic barracks.
– Fixed bugged vanilla effect text for marriage loyalty
– Fixed Lugii missing chapter 8 mission description
– Added 3/4 class pop growth to Carthage mercenary barracks.
– Removed snipe/stalk from all non-Numidian cavalry
– Fixed bugged civil wars for various custom playables in DLC campaigns.
– Changed throwing axe graphical impact size.
– Added Greek biremes and triremes to Thracian rosters.
– Fixed Greek colony factions missing permissions for Athens special port.
– New standards for Armenia, thanks skillfultree!
– Fixed merc iberian champ shield entry
– Changed Arabian Levy spear to 300 men
– Switched bow entries for Arabian archer spearmen and Sabaean archers.
– Added seasonal requirements for floods & fires.
– Added factional mercenary for Suebi
– Fixed cappadocian cavalry appearance
– Fixed wrong armour entry on Xystophoroi
– Fixed speed entry of Parthian axemen
– Updated color scheme of Parthian faction
– Fixed vanilla bug with Armenian technologies
– Fixed bugged food consumption effects for various horse building chains

Credits
– Q_Sertorius for all the crazy hard work for months on large portions of this update. Attention to detail and work ethic second to none!
– CEMN for tirelessly working on all the great visual updates and continually addressing all the little issues that pop up there!
– KAM for all his work at all times
– Jake for the great icon and flag work yet again
– Summary for the amazing unit card work and the map, top notch!
– Skillfultree for use of the Armenian flags!
– TheCzarsHussar for lots of model editing work, thanks a ton!

 

1.3 Iceni Roster Preview

The Iceni

The Iceni were a British tribal group who lived in East Anglia, occupying areas of Norfolk, northeast Cambridgeshire, and the northern parts of Suffolk. They may be the same as Caesar’s Cenimagni who were interpreted as the Iceni Magni, or “great Iceni,” one of five “tribes” that submitted to Caesar after the Trinovantes came under his protection. In DeI, the Iceni are the representative type of the great British tribes inhabiting southeastern England.

The Iceni appear to have been a wealthy people interested in metalware and horses since archaeological finds of horse-related objects are common in their former territory. Like their neighbors, the Trinovantes and Catuvellauni, they were closely related to and heavily influenced by Belgic immigrants from across the English Channel. Throughout this era, there was a constant exchange of goods and people across the Channel, as seen by numerous items of Continental metalware found throughout this part of England. Additionally, burial practices common throughout eastern France and Belgium are also found in southeastern England, alongside native traditions. In DBG, Caesar reported that some of the British tribes supported the Belgae in their resistance to his invasion. Numerous Belgic and Gallic chieftains would later flee to Britain following Caesar’s conquest of Gaul. The impacts of this cultural exchange are seen throughout the Iceni and Nervii rosters.

In terms of gameplay, the Iceni are the most typically Celtic of the Britannic factions, with the best spears, swords and cavalry of the Isles, supplemented by chariots and slinger-spearmen. In return, they lack good shield wall units, armor penetration and other ranged options.

1.3 Public Beta Release!

The 1.3 Public Beta for Divide et Impera has finally arrived. We hope this will be a successful and short beta that will soon lead to a full mod update. Over the past 6 months we have been testing many beta submods separately and other features that are now combined into this one beta pack. It is save compatible and will be save compatible with the future mod update. I also want to give a big shout out to Q_Sertorius and CEMN who put in a ton of work on this over the past months with a lot of modding and testing to get to where we are today!

Download Links

Standalone (Mirror) — Steam

Installation
  1. If you download the standalone pack, place it in your data folder. Make sure it loads above the main mod in the mod manager.
  2. If you subscribe to the Steam pack, also make sure it load above the main mod in the mod manager.
  3. Note: If you used the previous beta submods, you can switch to this instead. Other submods like TPY, AFP and other mods will not currently work with this beta. These will be updated as we get closer to launch.

Patch Notes

New Grand Campaign Overhaul
– Completely redone grand campaign from the bottom up!
– New Building Slots – Every region now has either 4 or 6 slots available.
– New Starting Buildings – Updated and added various new starting buildings, all factions now start with a barracks for better AI recruitment.
– New Wonder Buildings that represent the various regional world wonders.
– Return of the Roman Families – Rome’s political parties are now the families again!
– New Culture – Numidian – Found in Western Africa.
– New Starting Characters/Family Trees – New royal families and historical characters.
– New Starting Diplomacy/Situations – Lots of new situations for starting factions.
– Extra Moddability – The startpos kit files are available in our TWC submod forum for submodders and going forward we have a lot more options for the main mod as well!

Barbarian Overhaul from Q_Sertorius and CEMN
– Massive overhaul of most barbarian rosters that focuses each faction on specific advantages and disadvantages, updates all the visuals, trims various rosters and redoes the barbarian factions into more coherent options.
– Updated unit cards (thanks Summary!), visuals, stats, descriptions, names, reforms, etc. Too much to detail in these notes!
– Overhauled factions include Arverni, Galatia, Boii, Scordisci, Iceni, Caledones, Iweriu, Suebi, Lugii, Ardiaei and Cimbri.
– Odryssia has also been added to this overhaul from KAM.
– Huge thanks to Q and CEMN for the tireless efforts for many months doing all the tough work and testing on this massive endeavor!

Skills, Traditions, Ancillaries & Traits Overhaul
– Incorporated the great work of Q_Sertorius with re-organizing the structure and effects for the character skill trees to add trade offs and better options. Most skills have either been redone or been moved in the trees.
– Reworked various tradition and ancillary effects to be more balanced and add more specific choice for the player.
– Character traits have been heavily redone. Most traits have had their effects trimmed down by a large margin to get rid of the effect spam. Personality and background traits now have trade offs and matter a lot more.

Battle Changes
– Tweaks to morale thresholds for specific status like confident/wavering/broken etc
– Adjustments to phalanx units
– Fixed stats of Marian and Imperial cavalry
– Fixed cavalry stats when dismounted
– Lowered iphicratean javelin damage
– Fixed numerous disciplined attributes on units (still a lot more to fix in future)
– Changed minimum ranks for infantry from 7 to 6
– Slightly adjusted spotting distance in open terrain
– Minor tweaks to ranged/melee damage

Loyalty Changes & New Government Technology effects
– Lowered loyalty bonus from empire government type.
– Loyalty negatives from imperium begin earlier and are slightly worse.
– Lower loyalty from early political ranks.
– Added positive and negative loyalty effects based on tax level in a province.
– Various philosophy and economy technologies now have effects based on certain government types for specific cultures.
– Barbarian cultures have a tech that reduces upkeep when they are a tribal confederation.
– Ptolemies, Seleucids, Baktria, Pontus and Eastern factions have a late tech that adds recruitment slots when they are a kingdom.
– Greek factions, Rome and Carthage have military techs that lower loyalty as a Republic but a philosophy tech that increases it as a Republic.
– All factions have late technologies that improve happiness and slave unrest as Empires.

Major Changes
– Campaign performance should be improved due to script changes that have reduced some turn and load times.
– New Graphical overlay map for the campaign to better represent province, city and road locations thanks to Summary!
– Added new Pirate factions for Arabia, Illyria, Britannia, Germania, Cicilia, Thrace, Pontus and Carthage. Added new pirate spawns thanks to Q for use of his submod!
– Fixed a battle crash when fighting the Carnute faction
– Updated General appearances for over 60 emergent factions.
– Changed Faction leader effect to always be on rather than be dependent on faction leader being in capital. Changed effect types from generic good/bad to more specific ones.
– Reduced resource production from main city building lines.
– Grain resource buildings now produce supplies.
– Enabled dignitaries for the AI only on hard+ difficulties.
– Made the “Brawler” Trait easier to increase. Made Triumphs and Triumph trait progression from the Education/background trait slightly easier to achieve
– All factions can now achieve victory conditions of region ownership if area is controlled by a client or vassal. Excluded spice from victory condition requirements.
– Increased base foreign pop settlers and slightly lowered negative from culture.
– New culture icons and updated faction flags from Jake.

Other Fixes/Changes
– Fixed Rhodes campaign select faction trait text
– Fixed Pontus unique library having 2 tech requirements
– Fixed Colony factions missing access to Athens special port.
– Moved Chalybes AOR unit to Caucasia.
– Changed some incorrect effects for slave forum building chains.
– Reduced effect of Befriend Gallic Chieftains tech in CiG campaign.
– Changed some effects for Bosporan tier 5 unique buildings to better match their chains.
– Fixed HaTG and CiG Massalia missing resource buildings.
– Immigrant chain buildings now use slightly less food but produce slightly more foreign culture.
– Increased speed for Cimbri Wolf Warriors
– Fixed Geometer ancillary not always working.
– Fixed Saba levy unit missing from recruitment for campaign
– Fixed one loading screen, added 2 others
– Changed naval recruitment points effect to be visible.
– Changed shield value for Meroe pikemen
– Fixed tier 2 Armenian temple having wrong upkeep value
– Fixed wrong unit requirement for chapter 7 ardiaei chapter mission
– Fixed Carthage mercenary barracks having wrong t4 effect, added silver required text.
– Changed Massalia special port to be named Lacydon.
– Fixed Carthage/egypt tower ships missing towers
– Fixed 2 Cimbri shield wall units having expert charge defense
– Changed Arabian camel spearmen to 3rd class.
– Fixed Dart throwers being wrong AOR class for greek factions.
– Fixed some Ardiaei reform units not being properly hidden
– Fixed tier 2 colony barracks having wrong tech requirements
– Fixed fire arrows for longbows having wrong damage
– Fixed Levy hoplites recruitment missing from some minor town building types.
– Changed Pontos to greek supply units to fix recruitment issues.
– Slightly bumped up some region growth rates for historically fertile areas.
– Changed Alalia to have more industiral potential from its region effect.
– Fixed Assault Tetreres ships missing from tier 3 large military ports.
– Fixed barbarian olive town having wrong sanitation effects.
– Fixed some Roman spear auxiliaries missing from roman unit sets (effects were not being applied to them properly)
– Increased Belgian AI recruitment priorites for cavalry.
– Changed Boii faction trait to be morale against Germans rather than Romans
– Fixed Scythian morale trait not properly working
– Fixed tier 4 Athens port missing squalor effect and supply effects
– Fixed bugged animation entry for Marcomanni unit.
– Higher tier Carthage and Alexandria ports provide extra naval recruitment slots.
– Moved Indian veteran spear unit to tier 2 barracks
– Moved Custom Battle Dart Slingers from Syracuse to Macedon roster
– Fixed incorrect name for Commercial Massalia when occupied by Romans.
– Removed Qunquireme from Sparta custom battle roster.
– Moved champion unlock earlier for Pontus in the tech tree.
– Reduced tax negatives for Raetia et Noricum region effects a bit, previously they would stack to cause 0 income.
– Fixed barbarian tier 4 tribal city building missing squalor effect
– Fixed some agent and barbarian background traits not being applied to characters.
– Changed some chapter mission settings for Arverni, Macedon and Seleucid
– Changed political party names for Lugii to match new barb roster revisions (thanks Q!)
– Fixed IA Petra having wrong city culture type (new campaign only)
– Changed Barbarian great hall to have negative food rather than squalor. Slightly reduced PO negative.
– Added cultural conversion to tier 2 Melqart Carthage temple.
– Added AOR Tarantine cav unit to Epirus custom battle roster.
– Fixed Bosporan Lancers missing shoes.
– Changed Hispania Arse region to have positive industrial region effect
– Changed RoR Veneti to have celtic culture (new campaign only)
– Renamed “Carthage in Syracuse” event
– Fixed “Rome Secures Magana Graecia” message sometimes firing after Rome is destroyed.
– Removed Indian elephants from normal Hellenic barracks.
– Fixed bugged vanilla effect text for marriage loyalty
– Fixed Lugii missing chapter 8 mission description
– Added 3/4 class pop growth to Carthage mercenary barracks.
– Removed snipe/stalk from all non-Numidian cavalry
– Fixed bugged civil wars for various custom playables in DLC campaigns.
– Changed throwing axe graphical impact size.
– Added Greek biremes and triremes to Thracian rosters.
– Fixed Greek colony factions missing permissions for Athens special port.
– New standards for Armenia, thanks skillfultree!
– Fixed merc iberian champ shield entry
– Changed Arabian Levy spear to 300 men
– Switched bow entries for Arabian archer spearmen and Sabaean archers.
– Added seasonal requirements for floods & fires.
– Added factional mercenary for Suebi
– Fixed cappadocian cavalry appearance
– Fixed wrong armour entry on Xystophoroi
– Fixed speed entry of Parthian axemen
– Updated color scheme of Parthian faction

Credits
– Q_Sertorius for all the crazy hard work for months on large portions of this update. Attention to detail and work ethic second to none!
– CEMN for tirelessly working on all the great visual updates and continually addressing all the little issues that pop up there!
– KAM for all his work at all times
– Jake for the great icon and flag work yet again
– Summary for the amazing unit card work and the map, top notch!
– Skillfultree for use of the Armenian flags!
– TheCzarsHussar for lots of model editing work, thanks a ton!