CAMPAIGN CHANGES:
Imperium Power: An entirely new Imperium system made with Drunk Flamingo. At all times you will be able to see your current Imperium level at the top of your screen. We’ve added scaling effects with each Imperium level, with the goal of making progression smoother with the very early game easier, and the mid-late game much harder. Your first Imperium level will give you factionwide PO and recruitment cost buffs. At the second Imperium level, these effects are then halved. And at the third Imperium level, the debuffs begin. As you expand you’ll slowly gain negatives to upkeep, building costs, and public order. But don’t despair! In order to help you manage and grow your now large empire, you will also receive bonuses to campaign move range and growth factionwide alongside the debuffs. (Will be released as standalone vanilla mod.)
Supply Lines: In tandem with the Imperium system, we’ve also changed supply lines. No longer will each additional army completely cripple your income. Instead, each new army will now add only +1% upkeep, but also increase recruitment cost by 10%. This now makes it viable to have multiple armies, and in many testing campaigns we’ve been able to field 2-3 armies in the first few turns. This change in conjunction with the Imperium system serves to make progression much smoother and more challenging in the late game. Instead of pummeling the players upkeep into the ground, preventing multiple armies, we instead offload many of those debuffs onto building and recruitment costs. As you play later, expanding and replacing losses becomes more expensive! (Will be released as standalone vanilla mod.)
Growth Changes: In order to prevent snowballing, growth has seen some changes. Main settlement chains have been adjusted to provide less growth, and that has instead been moved to specialized buildings depending on faction. Additionally, main settlements now cost one extra population surplus to upgrade. The consequences of these changes are two things. First, if you want to really grow your provinces, you will need to have specialized growth buildings. Just a main settlement won’t cut it anymore. And second, the mid-game game is now extended as you can no longer rush straight to your end-game units in T4 and T5 cities.