Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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The Slave Mod (2) P.18
   
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Tags: mod, Campaign
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Jan 6, 2018 @ 11:48am
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The Slave Mod (2) P.18

Description
Same as the original Slave mod (2) but for Empire Divided
The Slave mod (2) compatible with patch 17 can be found HERE

Save game compatible-latest patch-update copatible and probably compatible with every other mod that does not alter raiding stance..I did not import those features in the old mod because the old mod is better in compatibility.Generally as you add new features the possibility of incopatibilities rises..So to protect the games of those who want the feature while using major overhauls like Radius (DEI has it already imported) i released this separate version.
Permits you to sell your slaves and many more..

New and Improoved...

THE NEW STUFF

- Raiding has been reworked. A) Now armies in raiding stance not only capture 50% more prisoners but they increase the capturing potential of other forces fighting in the same territory as well. [in game it is mentioned as 25% but the actual value is 50%] B) Enemy's slave population is dropped by 50% each turn of raiding [During these raids some native slaves used to exploit that opportunity to seek their freedom and also this was done on purpose by attacking raiders to weaken the enemy defenders and cripple their economy.Theban general Epaminondas raided Laconia 4 times to free helots and weaken Sparta] and C) Loot income is increased slightly.

- New edict.Named emancipation project.In dire times many nations freed their slaves to increase their millitary forces.So now with this edict A) you loose 50% of your slave population but B) you gain 3 extra recruitment slots C) extra replenishment rates [new blood for the army] D) a small boost to recruiting units moral [happyness of freedom].On the contrary there is E) -50 to public order [rich guys loosing working hands..] and F) you get tax penalties for going against plutocracy...

THE OLD STUFF

In ancient times slaves were an important source of income not only by exploiting their hard work but also like a "raw material and currency alternative"
With this mod you can sell the slaves from a region you own so to earn money and improve public order.
1)Selling slaves
There is a new edict called Sell slaves (iconed by broken chains) and by issuing this edict every turn the slave percentage of the region will drop by half and at the same time the income will improve dramaticaly according to the percentage of slave population.When you issue the edict the profits enter your purse from the next turn and on until slave population reaches 0.This represents not only selling slaves but also the tribute paid for important aristocrat people held for ransom and the battlefield looting after a battle.(soldiers used to fight carrying their money with them.).After Syracuse's final victory Syracusians gathered 4 shields full of golden coins from athenians who run for their life.Also Alexander started his campaign with 180 talands (borrowed) and after only Granicus (i think it was Granicus) he gathered 150,000 (imagine that the annual income of Athenian league in its prime was 600 talands.SO this type of income (plus looting) was the main source of income....Of course every turn their percentage in population will drop by half and so will your income from their sale..The numbers were not chosen by luck but after carefull research and taking into accound the game economic model.That way you can actualy use all those battle captives for extra income and lower your public order penalties at the same time..
The downside is that while selling slaves corruption and local piracy will raise a little so you cannot benefit from prolonged turns of selling slaves.
2)Slavery buildings role
Slaveries have now an important role to play.A)First of all they reduce the rate of slave drop so you can keep selling for longer periods and profiting more.B)Also they give reduction to construction costs (slaves working and building..) and now i think they actually worth their money.C)they give small boost to food and 4) tier 3 gives additional 1 recruitment slot (slaves where used to harvest fields and to streangthen military ranks even by doing supportive works..)
Fits well with my costly wars mod http://steamcommunity.com/sharedfiles/filedetails/?id=275391114

This mod would not be balanced without the efford of MATVEI1293.A thank you is a small word.


Thanks to Alia for game testing and balancing info he provided
Thanks to all who bother to rate..
Hope you have fun..Cheers..Phalangitis
Popular Discussions View All (3)
0
Jan 6, 2018 @ 12:03pm
Details on how "slave price" was formed
Phalangitis
0
Jan 6, 2018 @ 11:58am
How to change selling price to your tastes..
Phalangitis
0
Jan 6, 2018 @ 11:57am
How to use the sale slaves edict
Phalangitis
27 Comments
Pokesus Oct 7, 2018 @ 1:44pm 
Take your time, don't worry.
Phalangitis  [author] Oct 7, 2018 @ 12:17pm 
Currently I dont have the free time needed. I have it in my mind though and I promise to take a look first chance I got
Menwulf Aug 29, 2018 @ 9:14am 
pls update
Phalangitis  [author] May 27, 2018 @ 11:37pm 
Will check again
Pokesus May 27, 2018 @ 2:21pm 
No. :( (idk why, someone more can confirm this? is only my game or someone more have the problem? the mod is not "updated", in theory, prob that is the problem, idk, someone can see it?)
Phalangitis  [author] May 27, 2018 @ 11:07am 
I had a connection problem and I dont know if my changes were uploaded. Do you see the sell slaves edict?
Pokesus May 26, 2018 @ 10:51am 
is updated?
Phalangitis  [author] May 6, 2018 @ 8:45am 
The mod works with new patch. Needs just a final touch for few buildings that will be done probably until Wednesday
amelymiles May 6, 2018 @ 8:40am 
please update this great mod
slapda11as Mar 30, 2018 @ 9:51am 
is this updated yet ????