Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Sara's Single-Region Provinces [4TPY, Grand Campaign] - WIP
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Značky: mod, Campaign
Velikost souboru
Přidáno
15.442 MB
17. led. 2022 v 4.29
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Sara's Single-Region Provinces [4TPY, Grand Campaign] - WIP

Popis
Ohayo!
Mod for those who, like me, don't like province system introduced in Rome II :P Now in every provinces is only one settlement. Still WIP, so let me know if I missed something or if you think that would be nice to add something.

[ko-fi.com]

Also check out my main mod project: Last Alliance: Total War for Shogun 2

Features:
- Every region has separate province and 6 slots
- Walls for these settlements which was minor settlements previous
- Chains: Mine, Tax, Agriculture and SanitationBarb now are available in major settlements
- Removed part of victory conditions (those which required the conquest of specific provinces)

To do list:
- Add regional mercenaries

Maybe later I will do versions for other campaigns, but I don't promise nothing.

Mod isn't compatible with mods which edit following files:
map_data.esf startpos.esf building_effects_junction provinces region_to_province_junctions slot_template_to_building_superchain_junctions start_pos_region_slot_templates settlement_panel [UI file]

Special thanks:
- taw - for his UI converter[github.com] tool
- DETrooper - for explaining which files I should edit

Feel free to use this mod in own projects, just credit me and let me know about this ❤️
Populární diskuze Zobrazit vše (2)
0
5. pro. 2022 v 6.49
There are no mercenaries anywhere, other than that, great mod
CompanyofHeroes_thankSpielberg
0
6. říj. 2022 v 9.13
Help
Axland
Počet komentářů: 116
Axland 2. dub. v 14.21 
Someone must finish this mod.

I can't play without it, none of the big overhauls (DeI, Parabellum...) achieve what achieve this mod. Specially the fact all regions are independent, they do not need another one to develop and be totally autonomous and walled settlements is a must. So it would be great to see it finished (city ports bug, mercenaries...) because it is the base for great campaigns.

I use it with Aucta AI an it works very well.
BoneBone 23. bře. v 3.08 
why is it not work anymore
Sydanus 15. bře. v 6.26 
Could you please tell me which tool you use to edit map_data.esf and how you change minor settlements to major settlements? Thank you!
Espnandro 11. bře. v 21.23 
Is this portable to Attila?
gbs.s230030 8. bře. v 4.48 
i want dei version of this mod plzzzzzzz
Grug 20. led. v 21.19 
after i have built everything in a settlement and it hits population surplus of 7 a little floating white hammer will appear above the city, prompting me to build something even though there is nothing left to build :(, found this out later in my campaign, first manifested in syracuse
Darth Cranius 23. lis. 2024 v 1.01 
Hey Sara is a DEI version possible?
Blackphoenixm 23. srp. 2024 v 12.22 
Please. Could you do it for 12 turn per year or without turns modifications? I play with 12 tpy
ApolloBez 27. čvc. 2024 v 16.13 
Hey Sara, I'm with my man just below.. Haven't played in many moons and came back and saw your work... looked interesting so I tried it... and it worked great with a hodgepodge of 30 other old mods to boot... a really unique spin... make the game much less tedious...

Now unlike atrox below; I have no desire to play a bunch of different fractions to try to keep things interesting... but I had an epiphany while playing with your mod... what if we could, (instead of having only 6 building slots), build a real complete city with 20 or so slots?

I mean really see what we could make of one of these old town from antiquity... :steamthumbsup:

Now I think that would breath new life into this game here... anyway... just a thought... Thank you so much
atroxservice 3. čvn. 2024 v 9.02 
Hello!
Great work! I hadn't played in a long time until I saw this work and the game took on a different character! I don't know if you have the time or desire, but it would be great if you could make all factions playable for this mod!