Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Tags: mod, Campaign
File Size
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59.020 KB
Sep 29, 2020 @ 12:02pm
Sep 30, 2020 @ 8:34am
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More powerful garrison

In 1 collection by ™ZuL
Rome 2 GC Collection
7 items
Description
This modification strengthens garrisons of all factions. Now you will not be able to quickly take over a large number of cities. This is done to slow down game process and as opposed to the major factions and my next mods.

Features:

-Along with garrisons, some factions have learned to use and apply units that they did not have before.
-Garrisons received 6 units of T2 spearmen and 4 units of T2 archers.
-Some factions have replaced archers with slingers or T3 throwers.
-Almost all units have a priority of 300, which will allow to replace them in the event of a siege with stronger units, if there is not enough space in the army.
-Garrisons do not appear immediately. On the 3-5 turn, they gain full strength.

Number and type of units:
-Arab states: 6 Eastern Spearmen, 4 Eastern Archers.
-African states: 6 Levy Spearmen, 4 Archers.
-Nabataea\Saba: 6 Caravan Guard, 4Nabataean Heavy Archers\Sabaean Archers.
-Masaesyli\GaramantiaGaetuli: 6 Numidian Spearmen, 4 Heavy Numidian Skirmishers.
-Kush: 6 Nubian Spearmen, 4 Nubian Bowmen.
-Brittania: 3 Spear Band, 3 Sword Band, 4 Briton Slingers.
-Celtic states: 6 Levy Freemen, 4 Celtic Bowmen.
-Dacian tribes: 6 Dacian Tribesmen, 4 Dacian Bowmen.
-Germanic tribes: 6 Spear Levy, 4 Longbow Hunters.
-Iberian tribes: 6 Iberian Tribesmen, 4 Balearic Slingers.
-Illyrian tribes: 2 Illyrian Noble Hoplites, 4 Illyrian Hoplites, 4 Illyrian Raiders.
-Scythian tribes: 6 Tribesmen, 4 Steppe Archers.
-Odrysian Kingdom: 2 Thracian Nobles, 4 Thracian Bowmen, 4 Thracian Peltasts.
-Eastern states: 6 Eastern Spearmen, 4 Eastern Archers.
-Greek states and diadochi: 6 Militia Hoplites, 4 Archers.
-Carthage and his satraps: 6 Citizen Militia, 4 Archers.
-Egypt and Cyrenaica: 2 Egyptian Pikemen, 4 Egyptian Infantry, 4 Egyptian Archers.
-Sparta: 4 Spartan Youths, 3 Helot Archers, 3 Gorgo's Skirmishers.
-Rome: 4 Rorarii, 4 Archers.
-Etruscan League: 6 Etruscan Hoplites, 4 Archers.

Only garrisons of central buildings were changed. I have no plans to change garrisons of other buildings.

If anyone has bugs, errors, crashes, compatibility issues or just has ideas and suggestions please let me know.

9 Comments
-Mess Maker- Jul 8, 2021 @ 10:02am 
Hi ZuL, I'm trying to make my own modification to the garrisons but I cant seem to find out how to increase the number of units in the files.

Even loading up garrison altering files in the pack manager leaves me stumped as to how to increase the number, what part do I change to make this happen?

I understand everything else about changing garrisons but not the number increase, also I have no idea what 'priority' does...

I'm hoping you can answer what everyone else leaves out, thanks for reading and this mod - its the best garrison mod I have found so far!
™ZuL  [author] Oct 20, 2020 @ 6:16am 
I apologize for not answering for a long time.

About DEI. I have no experience with this modification. In the future, if my main mod is asked to be compatible with DEI, then I will begin to figure out how to achieve this.

About piracy and banditry. I really like this mechanic and in the future I will try to transfer it to my main mod. But at the moment it is at the idea stage.

About animations on the map. This is quite real. But this is the last thing I will do. Sorry.

About bonuses from resources. I see it a little differently. I want the presence of this or that resource to affect the entire state as a whole. But at the moment I do not have enough knowledge and time to implement it.
The Grimwar Oct 14, 2020 @ 11:15am 
What mod was made for Pergamon?
™ZuL  [author] Oct 14, 2020 @ 6:25am 
Steam says that comments are open. О_о о_О
Radscorpion Oct 14, 2020 @ 5:39am 
Zul you forgot to enable comments on your Pergamon mod...
The Grimwar Oct 8, 2020 @ 1:52pm 
Cool! Do you have a friend that can make this idea DeI compatible? It'd be REALLY awesome on a DeI campaign, or perhaps you could pay the town money to give your garrison units of other cities the bonuses, and the bonuses' arrival to said destination would be affected by the banditry and piracy rate of the route the couriers for the bonuses are travelling through, and an ambushing army might even be able to attack the convoy and steal said upgraded weapons and armor!

But I doubt very strongly that you'd be able to make an animated figure of said convoy travelling on the map.

And for Greeks having access to the lead resource increases the attack and armor penetration of slingers.
™ZuL  [author] Oct 8, 2020 @ 1:39pm 
Thanks for the idea! It is interesting. Very interesting, I would say. Now I am finishing work on my AI mod and next week I will start implementing this idea.
The Grimwar Oct 8, 2020 @ 10:55am 
Hey, you wouldn't mind making a mod that gave military buildings the capacity to upgrade the garrison? like blacksmiths and armorers, training fields and shipwrights to give as many of the garrison units in the cities those benefits wherever applicable, right? It just makes sense.