Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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1Training Building Bonuses Removed Submod for DeI 1.1
   
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Tags: mod, Campaign
File Size
Posted
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1.094 MB
Jan 1, 2015 @ 9:16pm
Oct 25, 2015 @ 5:53pm
13 Change Notes ( view )

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1Training Building Bonuses Removed Submod for DeI 1.1

Description
This submod, aside from being out of date, is no longer necessary with newer versions of DeI.

I've created a submod for Divide et Impera to remove effects from buildings that give units buffs like +morale on recruitment, +charge bonus, +melee attack, that sort of thing. While these effects are fun, I think they undermine the purpose of DeI's AOR and mercenary system. Why recruit an AOR or merc unit, when you can recruit a superior, buffed unit from your core roster in the next province over?

I've kept other bonuses like +experience, -recruitment cost, and +replenishment. For some buildings (mostly training and religious buildings), I've added in a new effect to replace the removed buff, and for others (mostly main city building chains), I've simply removed the effect without adding a new one. I've decided to keep the actual training buildings, since many take up a slot in the technology tree which would be essentially useless to research if I removed them entirely, but I've given them all new bonuses. You can see a couple of the new effects in the screenshots above, but there are too many for me to list here, and maybe you'll find it more fun to discover them in a campaign (Yes, lazy excuse, I know :P).

I'm pretty happy with the current balance of the new effects, but tell me if you think any of the building options are too strong/weak now. I want to avoid a situation in which a player can easily recruit units with gold chevrons, since the AI rarely builds these training buildings anyway. I have added a couple of +experience effects, but I've tried to keep them low. Of course, a clever player might be able to exploit these and min-max...

This submod has changed somewhat since the release of DeI 1.1, as training buildings themselves are no longer an issue. The submod just removes those effects from other buildings that give them, the same way as before.

This submod should be savegame compatible as of DeI version 1.1.

Let me know if you have any issues, and please rate up if you like it.

And a link to the DeI Submod forum on TWC, where you can get a standalone version: http://www.twcenter.net/forums/showthread.php?675950-Submod-Training-Building-Bonuses-Removed
6 Comments
HighFlyinGorilla Jul 25, 2015 @ 9:45pm 
Excellent, thanks!
Augustusng  [author] Jul 25, 2015 @ 1:48pm 
And updated with DeI's changes for patch 17 beta.
Augustusng  [author] Jul 24, 2015 @ 8:35pm 
I'll update this submod soon with those global resource changes.
HighFlyinGorilla Jul 24, 2015 @ 7:50pm 
Currently using DEI 1.05d for Patch 17 (beta) and this sub-mod seems to be preventing the resources from having their intended global effect, at least for unit upgrades. Not sure if there's a workaround for this, but I thought you should know.
Talib00n Jan 15, 2015 @ 11:49am 
thank you for this
Dresden Jan 7, 2015 @ 2:32pm 
Now also included in the submod collection for DeI: http://steamcommunity.com/sharedfiles/filedetails/?id=370819306