Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Radious Campaign Features Mod - Patch 17 Only!
   
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6.329 MB
Oct 18, 2013 @ 1:17pm
Aug 20, 2015 @ 9:18am
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Radious Campaign Features Mod - Patch 17 Only!

In 1 collection by Radious
Radious Total War Mod - Patch 17 only Mods
6 items
Description
Radious Campaign Features Mod[www.twcenter.net]

Emperor Radious Edition - Supports all DLCs and latest Patch, fully adapted for EE

Included in Radious Total War Mod

Changelogs[www.twcenter.net]


Helo everyone. In this mod you find complete rework of campaign systems such as Garrisons, Turns per year, Civil Wars, Diplomacy, Army Stances, Conquest Decisions, New Seasonal effects, Rebalanced Agents and much more. All fully adapted and balanced to work perfectly with all Radious Mods.

4 turns per year - longer life for generals and agents.

New army Limits for Patch 7 new fame levels:

Army: 3,5,12,17,23,29,35,40 (fame 0-7)
Navy: 1,3,5,7,9,12,15,20 (fame 0-7)
Agents: 1,1,2,2,3,4,5,5 (fame 0-7)
Edicts: 0,1,3,5,6,7,8,9 (fame 0-7)

You can have more armies under your control now, but it also depends on how many generals you can have. If i understand right, you get new general available for recruitment every turn. If i find where to change this, i may increase it little bit.

Province bonus: Once you conquer whole province, you get option to activate its bonus, this is also limited by fame so i increased it little bit - 2,4,6,8 and 10

Civil Wars edited, their chances rebalanced.

Diplomacy factors changes:

Original: Friendly (45), Hostile (-85), Unfriendly (-45), Very friendly (85)
Modded: Friendly (30), Hostile (-100), Unfriendly (-60), Very friendly (60)

This slightly helps, ai can be more willing to do some diplomacy actions with player.

Additional changes:

Zone control for navy increased from 4 to 5 (can cover slightly larger area)
Unit minimum strength from 0,05 to 0,15 (units with very low amount of man will auto disband, now units must have minimum 24 men from 160, anything less will get disbanded)
Lower attrition while sieging city - effect was too high, hardly possible to spend few turns for proper siege equipment, from 10% penalty redeced to 5% per turn.
Lower attrition disease from 15% to 10%, lower attrition desertio from 15% to 10%.
Ocupation choice public order to -20 (vanilla -25)
Heroic Victory/Crushing Defeat happiness bonuses edited
Unit replenishement bonuses slightly lowered.
Increased Arty capture chance

Experience changes:

Generals from level 2 getting 2 skills points per level
Last 4 general levels grant 3 skill points
Army traditions from level 4 grants 2 skill points
Experience needed for unit level up rebalanced
Generals 3 basic skills after first time level now offer additional protection against enemy agents, on level 1 - 15%, level 2 - 18% and level 3 - 20%. This change is in all 3 basic skills so its up to player which will use or how many. After this agents chance to hurt/kill generals will be lower (wont effect agents effects on armies or structures, just generals itself)

Faction income changes:

In vanilla game there is small secret bonus income, from some reason only for Arabic and African factions - these often caused that those faction annihilate everything in their region simply due to more money. This is now changed and the income bonus is slightly smaller but its for all factions and cultures across the campaign. Major factions has slightly higher income bonus.

Agents changes:

Agents will no longer extend construction time (this effect was removed completely)
Agents damage to buildings slightly lower.
Champions can damage all city buildings only with critical success.
All other effects remain same

Seasons Added:

Thanks to excelent Dresden seasonal effects are now part of the main campaign.
Provinces can have various types of seasons (extreme, bad, normal, good) based on location.
Season effects vary by province and geographical location. Here is a break-down of location and effects:
Mod is changed to 4 TPY version to have all 4 seasons. Its fully savegame compatible, with 2 TPY saves you wil lget only Summer/Winter seasons. Building and Research times are edited to fit better 4 TPY (Part of Radious Total War Mod and Radious Economy and Research Mod).

Army/Navy Stances Reworked:

Army

Raiding - higher negative effect on public order and population growth, slightly higher morale bonus, AP cost 25% (from vanilla 50)
Ambush - chances for ambush slightly icnreased across most terrains, small morale and melee damage bonuses, AP cost 25% (from vanilla 50)
Forced March - Removed, AI couldnt use it properly
Fortification - smal morale bonus, small army upkeep reduction, AP cost 25% (from vanilla 50)
Siege - repression effect slightly higher
Garrison - smaller morale bonus, additional small defence bonus, slightly higher public order

Navy

Double Time - Removed, AI couldnt use it properly
Patrol - small morale bonus, higher piracy protection, AP cost 25% (from vanilla 50)
Raiding - higher piracy effect, slightly higher morale, slightly higher upkeep reduction, AP cost 25% (from vanilla 50)
Blockading - repression effect slightly higher
Docked - slightly higher piracy protection, small upkeep reduction

Roads provide slightly higher movement bonus.
Several terrain types do not cost so much action points.
Ambush chance increased on almost all terrain types.

Conquest Decisions rebalanced:

Vanilla values were too similiar, with extreme high public order negative effects and almost no gain in most types of decisions. This is complete system rework to offer variety and some more interesting decisions.

Liberate - small 500 talents income
Vassal - small 400 talents income
Loot - Most income gained (vary per settlement), slightly smaller damage to buildings, public order hit -25
Occupation - 700 talents income, public order hit -20 + slightly more per different cultures
Raze - 1000 talents income, public order hit -35
Sack - 1800 talents icome, slightly less damage to structures, not all are destroyed, public order hit -30

Public order values will be highest first turn after conquest, then they will start dropping down. Each decision also treats differently prisoners and has different diplomacy values and effects.

Garrisons:

Completely reworked for every culture and nation.
Way more unit types are now part of garrisons for increase of variety.
Progressive system - higher tier buildings provide more and better soldiers

My mods are meant to be used together. Thats the way how they are created and best experience you get if you combine them all together.

Additional enhances can be found here - Sub Mods for Radious Total War[www.twcenter.net]

Radious Modding Team[www.twcenter.net]

Credits to CA for the game Rome II Total War, to Valve for the Steam Workshop, and to the community for its help in our efforts to make this mod a reality.


Enjoy!
Popular Discussions View All (5)
6
Jun 17, 2016 @ 7:20pm
Army stuck in Forced March?
Krantaz
3
Feb 1, 2016 @ 6:49pm
Civil war
Hazel Horse
2
Aug 25, 2014 @ 4:08am
Need a mod to restore army, agent, and edict limits. Can anyone help?
five_point_five
473 Comments
Matthewster Jun 27, 2023 @ 2:56pm 
Does this mod work by its self? When I start a campaign all settlements do not have any garrisons
Shadow - Rhyfelwr Jan 23, 2022 @ 9:42am 
THank you ...can not wait till i install this in Rome 2...
Radious  [author] Jan 23, 2022 @ 9:40am 
Shadow - Rhyfelwr: That collection has everything you need, this mod here is outdated and only for patch 17. Fully updated build of this ifs already included in our Anniversary edition in the link posted.
Shadow - Rhyfelwr Jan 23, 2022 @ 8:52am 
WOW...THANKS...for the swift respond...Does that mean "I have to take out Rad. 1-2-3-4 out"? As well as the other Radious mods.. And just use this one mod...
Radious  [author] Jan 23, 2022 @ 8:44am 
Shadow: You only need this - https://steamcommunity.com/workshop/filedetails/?id=186231247 to have everything from us created and updated for Rome 2. Load order on that does not matter.
Shadow - Rhyfelwr Jan 23, 2022 @ 8:20am 
Is there an "mod order" for all of Radious mods to work with Rome 2? Thank You for your AWESOME work....Now, that Rome 2 has a more flexible way of replay abilities..Keep up the great modding work.
Radious  [author] Jun 18, 2021 @ 3:44am 
Folgore: All is fully updated in Anniversary Edition good Sir.
FolgoreNaples[ITA] Jun 18, 2021 @ 3:36am 
update?
Slavic_RU_UnitedPower Aug 19, 2020 @ 4:08am 
best modder ever
NinjaBeest Jun 8, 2020 @ 8:09pm 
Ooh fantastic, good to see you're still kickin'. Love your work. :)