Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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AMX - One Dozen Units
   
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Tags: mod, Campaign
File Size
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564.827 KB
Feb 6, 2014 @ 7:12pm
Apr 19, 2014 @ 8:36pm
16 Change Notes ( view )

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AMX - One Dozen Units

Description
NOTE: new update broke this mod. I am too busy beta testing other very good mods to bother with this now. Please check out Vae Victis it is fantastic.
http://www.twcenter.net/forums/forumdisplay.php?2098-Vae-Victis-(VV)

FEATURING HARDCORE GAMEPLAY

This mod aims to improve gameplay by:

1. restricting units per army to -12-
2. producing campaigns requiring more forethought

**NOTE** this mod only works via a downloaded save game file. Choose a faction from the download links at bottom. You must subscribe as well.

Gameplay is said to be improved by limiting the maximum number of units per army to 12. Players are said to be more able to micro-manage each unit in battle which facilitates more interceptions and counter attacks.These battles are more strategic due to a moreso fully utilized army composition. Large army merge battles are now reasonable challenges in contrast to 40 units under ones command; which is daunting to say the least. Lastly, capturing settlements becomes much more difficult and tactical due to smaller attacking armies.

Campaign:
Two turns per year
Technology research duration: plus 25%
Military recruitment and construction costs doubled
Military upkeep costs: plus 80%
Armies per fame level: 1 less
Army and navy zone of control decreased slightly
Agents and generals rank gain slowed 75%
Agent recruitment cost: plus 20%
Agents per fame level: 1 less each type
Agent campaign movement range: minus 20%
Agents no longer disable army reinforcement
Agent poison army damage nerfed significantly
Forced march: -50% movement range -10 melee damage -10 morale

Explanation:

Key point: many players consider 40 stack battles to be unmanageable.

In experimentation it has been discovered battles that contain 12 units vs 12 units are, in opinion, superior to larger ones. One is more able to micro manage each unit allowing for maximum control over events. Second, full stack battles in which 2 armies re-enforce each other merge to create an ideal large battle configuration ie: 24 unit armies. In experiments the player is likely to actually command these battles and not auto-resolve. This is superior for two reasons: 1. players are likely to fight more battles 2. many players choose to field weaker armies that are less costly but that they can win with given the chance to excel in battle; now, one can aim for heroic victories without fearing the chaos of 40 units under ones command. Campaign movement range reduction also contributes to more field battles since you are more likely to have your army caught in battle en-route to your targeted settlement. Forced march melee penalty is designed to discourage the classic "tale gating" in to battle scenarios as well as to produce a deeper war campaign with less settlement to settlement steam-rolling - be more creative with forced march.

In reference to the campaign aims of this modification, with the described alterations to campaign function the gamer is said to require more planning in his action decisions. This is achieved due to the consequences of poor choices being larger in scope due to the fact that your armies are more expensive and your build and research aims take longer to achieve. With the two turns per year aspect your generals, agents and characters will age 50 percent slower which allows for more intimacy with all these. The slower general and agent ranking should, too, produce more intimacy due to each skill or trait being moreso a precious gift to you and your campaign.

Additional commentary (campaign):

This mod makes determining your build priorities more intimate for certain. You'll find you're often considering austerity spending in order to save for more attractive larger builds, and that if you don't do this, you will not be able to expand. Settlement razing does slightly less damage and buildings auto-repair slightly faster to compensate for higher costs.Troops sustain 20% less attrition to compensate for smaller and more expensive armies and some technology bonuses have been nerfed to compensate for certain changes. In summation, campaigns will bombard the player with fewer events and fewer options but each response to these require much more deliberation.

***Save game downloads***
Place your download in:
c:/Users/yourusername/AppData/Roaming/The Creative Assembly/Rome2/save_game

Cornelia[www.dropbox.com]Julia[www.dropbox.com]Junia[www.dropbox.com]
Barcid[www.dropbox.com]Hannanoid[www.dropbox.com]Magnoid[www.dropbox.com]
Egypt[www.dropbox.com]Macedon[www.dropbox.com]Seleucid[www.dropbox.com]Bactria[www.dropbox.com]
Epirus[www.dropbox.com]Athens[www.dropbox.com]Sparta[www.dropbox.com]
Suebi[www.dropbox.com]Iceni[www.dropbox.com]Arverni[www.dropbox.com]
Pathia[www.dropbox.com]Pontus[www.dropbox.com]
Royal Scythia[www.dropbox.com]Roxolani[www.dropbox.com]Massagetae[www.dropbox.com]

*This mod is compatible with battle mods
*This mod is compatible with texture mods such Kaziels Romans, graphics mods such as GEM, camera mods etc...
89 Comments
Robin_ITA Jul 22, 2017 @ 6:05am 
Ok. Thanks for replying. I will visit your link.
Hallstatt  [author] Jul 21, 2017 @ 11:02pm 
Robin, sorry this mod is not being maintained. But, I have done work for Rome 2 Total Realism. If you are interested plese go to this link: http://www.twcenter.net/forums/showthread.php?691209-R2TR-Campaign-Rework
Robin_ITA Jul 20, 2017 @ 11:57am 
I assume that your mod cannot be used with Vae Victis mod which has 4 turns per year?
If I subscribe to this mod, do I have to do this save game downloads?
diomedesbc Dec 23, 2014 @ 11:39am 
This is what I'm looking for. :)
Saka Nov 24, 2014 @ 3:12am 
Please Saves - medium units
Hallstatt  [author] Nov 22, 2014 @ 2:33am 
Ya?
shadowborg Nov 13, 2014 @ 8:06pm 
ahh ok i can still use the 12 units per army and all but the mod isnt working for it, also if there a way you can update or add to the savegame factions below differnt army sizes, the ones you have are ultra but is it at all possible you can change that to large??
Hallstatt  [author] Nov 11, 2014 @ 4:25pm 
I haven't updated this for quite some time. A lot of changes have happened to the base vanilla game since then and so, this would probably have to be reworked greatly to be of any use.
shadowborg Nov 11, 2014 @ 2:30pm 
does this mod still work
Hallstatt  [author] May 27, 2014 @ 11:04am 
Well, if you take just the save game file and don't enable the pack you'll get just the 12 units. But without the alterations to, upkeep specifically, you'll be easilly able to build a couple full stacks which ends up leading to two armies constantly following eachother around (re-inforcing) which defeats the purpose of this mod which is to create many battle scenarios where 12 on 12 is the standard....

Honestly, I think this mod does good work on the vanilla campaign but I now promote the Total Realism team, though Devide et Impera is quite good too (in both, battles have been massively improved making 20 unit stacks a reasonable challenge)