Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

36 ratings
Increased Expensive Agents
Tags: mod, Campaign
File Size
0.107 MB
Apr 1, 2021 @ 3:57pm
Jan 5, 2022 @ 1:25am
5 Change Notes ( view )

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Increased Expensive Agents

In 2 collections by damianvincent
Roma Modius Maxmius
22 items
Ultimate Divide et Impera Collection
7 items
Salve Citizens,

Friends, Romans, Countrymen, lend me your ears...

TL;DR: Saves agents by increasing both their cost and offensive actions cost to a high level, one that the player can use from time to time, but will bankrupt with multiple uses, and will entice the player to use agents properly as before you drop that kind of money you want to bring up your best agent. With the increased cost AI offensive action spam is reduced to manageable and more realistic levels. Increases agents and armies along imperium levels up to 20. Spies as scouts!

This mod started with my desire to return some of the mystery to the campaign map and value of spies as scouts, since we never got anything resembling scouts or a scouting system in the game, instead we've seemed to just increase the field of view to the point you really don't need spies, or scouts, but to maybe go out and scout foreign lands to see what's out there. My ultimate aim is to reduce campaign map visibility down to the Rome 1 levels, adding to the strategy and potential of the map, requiring you to scout the land before moving your armies around, while increasing the number of agents you can have, but increasing their recruitment costs as well as making all offensive actions more expensive.

What this mod does:

It increases Spies, Armies, Edicts, Veterans, Dignitaries, along with imperium levels to these rates: 5, 8, 10, 13, 15, 18, 20. I was reading that anything above 20 can introduce bugs into the system, so I've capped it at 20 for now till I can do any investigation on how to implement it stably.

It also increases the base cost of recruiting agents to:

- Champion: 4000
- Dignitary 2000
- Spy: 3000
- General: 250 (I didn't want to make recruiting a basic governor expensive because of this)

Also, offensive agent actions are now more expensive. This is a highly modified variable by the system but let me know your feedback on how much offensive agent actions cost keeping in line with the overall design direction of the mod. We want more spies and agents, but their recruitment cost is more, balanced, but expensive, as well as offensive actions, balanced, but expensive. So any and all feedback is welcome. Please let me know what your experience is and if you feel the rates are too expensive, or not expensive enough to make that decision important enough, that you're going to bring up your best assassin before spending that kind of money on an attempt. That's the premise or soul of what I'm looking for here.

Also, a few extra levels will provide 2 skill points instead of just one. Not all, but about 35/40% more do.

The Terminator did a Divide et Impera sub mod review where he reviews and recommends Increased Expensive Agents, check it out along with his awesome channel! His review of this mod starts at 4:52.

This is made as a sub-mod for Divide et Impera, I have no idea if it works on any other platform, vanilla or otherwise. Save game compatible.

Best way to reach out to the dev is by discord, you can find us here:

Join our steam group for the latest mods, updates, and news on total war and divide et impera:

See Ultimate 12 Turns per Year for DeI Here:
See also Ultimate Upkeep and Recruitment:

Part of the Ultimate DEI Collection:
and Roma Modius Maxmius:

Thanks everyone, I hope you enjoy and this helps you experience all this amazing game has to offer!

Cives vale...
Roma est Urbem Aeternam!

Ave Caesar!

Increased Expensive Agents 1.2

- Reduced Offensive Action costs 15~20%
- Increased Base Success Rates 10~15%

This will have the effect of reducing the costs of offensive agent actions, some of the higher level agents on big missions would get very expensive so in order for balance, I reduced their costs a bit more to try and hit that sweet spot more often, as you're probably well aware by now, the offensive agent action cost is a highly modified variable and is practically different for everyone even those in very similar circumstances. This mod aims for the averages in selecting it's targets.

I've also increased the base success rate. This is not to be confused with critical success chance. However, base success chance has been increased upwards of 10~15% resulting in more successful actions, both for you and the AI, BEWARE and Plan Accordingly.

As always we love to hear your feedback and thank you for reading this and enjoying the mod! If you are enjoying our work, do us a favor and hit that thumbs up button. Thank you!

Discuss this update in the discussions section.
Popular Discussions View All (1)
Jun 20, 2021 @ 3:02pm
Discuss update 1.2
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Joey556 Apr 23 @ 6:45am 
I am simply in awe with with modpack. This truly brings out the flavor of DEI
damianvincent  [author] Jun 16, 2022 @ 11:10pm 
@Spectre, that sounds odd, I'm going to take a look again to check on this, but they should be reenforcing each other. Do you have any other mods running that could be causing a potential conflict as well?
Spectre128 Jun 11, 2022 @ 10:12am 
Hey there Damian,
I recently started a new campaign with your mod collection (loving the idea), but I've encountered an odd bug with this one specifically: It seems that when this mod is loaded city garrisons no longer reinforce armies that are positioned nearby. The arrow indicating that the army will be reinforced by the city garrison is no where to be seen.

I'm seeing now that we're still waiting for an update for the latest version of DEI, so I imagine that's a factor, but I figured I'd bring it to your attention anyway. Any idea when we might see an update?

Thanks and great work!
damianvincent  [author] Apr 23, 2022 @ 12:15am 
Shouldn't be too much longer now, I apologize but some real life stuff came up and demanded my attention over the past several weeks, but I'll be pushing out additional updates over the next few weeks.
Master of Awaken Shadows Mar 29, 2022 @ 4:21pm 
Hello Damian and thanks for the great work. I am having a blast with your 12TY mod. However, I wanted to ask when we could expect an update to your other great mods.
damianvincent  [author] Mar 12, 2022 @ 11:00am 
Okay, Ultimate 12 turns per year has been updated for DEI 1,3 here:

We'll be running updates, although they still work fine, for increased expensive agents, ultimate upkeep and recruitment, as well as the entire ultimate DEI collecion over the coming days.

damianvincent  [author] Jan 7, 2022 @ 1:35pm 
I just want to say THANK YOU to every one who has taken the time to give feedback, both positive and negative, I've tried to roll in suggestions where I can and would like to continue to encourage everyone to keep giving me your feed back.
damianvincent  [author] Jan 7, 2022 @ 1:35pm 
I know I'm really enjoying my playthrough like this. Yes it's slower, if you're focused on the years ticking by and that only, otherwise, once you get into the groove of dealing with a months worth at a time, you get used to it, and the seasons really start to shine through, for instance in my game my new offensive begins in the spring to root out the last resistance in the po valley. From there we'll spend the rest of the summer occupying the region, sending out smaller armies to patrol the region, throw some games in the region, and by the fall/winter I fully anticipate having the regions public order fully under control, positive and heading towrads max, from there, I'm launching a simultanious strike on two of my northern neighbors, one turn wars where I intend to client state em and have buffer regions in the north, before starting the Punic wars.
damianvincent  [author] Jan 7, 2022 @ 1:35pm 
Alll of it takes more forethought and planning, more strategic oversight, especially if you're playing the entire Ultimate collection. This is as close to realistic as we can get things, we're going to continue to push the envelope however. I really enjoy how it's become a real strategic experience, sacraficing this for that, this group for that group, this skillset for that skillset, where leveling up really means something now and you're proud and take care of your legions and agents. Navies are expensive now, as they should be and you can't just crank them out in a month anymore either, you need to have the foresight to know you're going to need a navy before launching yourself into a war, and have trained up and built the hundreds of ships you need for a full stack. No longer can you stumble into a war and not pay a price for that.
damianvincent  [author] Jan 7, 2022 @ 1:35pm 
I really feel we're getting close to some really good strategic gameplay here, but I want more feedback from the community, let me know what else can we add or take away to increase the realism, without breaking the gameplay.