Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Grand Campaign on Augustus Map (12 TPY)
   
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Tags: mod, Graphical
File Size
Posted
11.570 MB
Mar 24, 2023 @ 10:06am
1 Change Note ( view )

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Grand Campaign on Augustus Map (12 TPY)

In 1 collection by RebelSchutze
Aucta Vanilla
10 items
Description
Adaption of the original mod, for 12 turns-per-year: https://steamcommunity.com/sharedfiles/filedetails/?id=1477904106&searchtext=grand+campiagn+augustus+start

AI food bonus removed from this mod so that other mods can use their own bonuses.

All credit goes to Teos.
23 Comments
Pingouin Chauffé Nov 20, 2023 @ 10:49am 
There no City Name with thiss mod city name and Ui disapear
RebelSchutze  [author] Aug 12, 2023 @ 2:19pm 
@Floki No, that could interfere with other mods.
Floki Jul 20, 2023 @ 4:54am 
Looks good, but is Tech also changed to fit in a 12 TPY campaign?
RebelSchutze  [author] May 24, 2023 @ 4:12am 
@axland This mod is only a change to the startpos file. Look for a mod that changes growth. My campiagn mod reduces growth as it is built for 12 TPY. Rate of cultural conversion is a bit more difficult to modify since there are many more vanilla factors involved.

@andreaarissomr I assume not, I think unlocks also require a change to the startpos file. You'd have to modify Nordo's mod for 12TPY. You can run only one startpos file mod at a time, otherwise they overwrite each other.
andrearissomr May 24, 2023 @ 3:55am 
Do faction unlocks work now? like those of Nordo?
Axland Apr 27, 2023 @ 2:07pm 
In my personal opinion reducing drastically the growth of cities and the cultural conversion and we have a realistic campaign (more in the line of Rome I), forcing the player to use allies or native/auxiliary troops. In that sense reducing the cost of mercenaries factions like Carthage can be played with more realism. And on the other hand, Rome can have a buff in their pop because in fact they had more manpower disposable compared to Hellenic factions or Carthage.

As for battles I tried several combinations but none really satisfies me. The best I can say is Dynamic Combat & Morale Overhaul and Realistic Skirmisher Ammo + Siege Artillery Mod is a good combo which adresses the broken skirmishing mechanics which are unrealistic at best.
Axland Apr 27, 2023 @ 2:07pm 
Sara's mod is unfinished. The mercenary system is broken, and there is a bug in some port cities having ships but no port. But also Sara stated that anyone can use the mod.

It's 4TPY, which is fine, but 12TPY can be even better. All settlements are walled, that's the reason why it blends fine with your AI. For example the garrisons are better, slowing the pace of the game.
RebelSchutze  [author] Apr 27, 2023 @ 7:29am 
@Axland I am not familar with Sara's mod. That sounds like something I'd have to integrate into the campaign mod if I were to incorperate it.
Axland Apr 23, 2023 @ 11:11pm 
I like the campaign with the AI addon, well, you may be are aware that I use a special concoction of mods and the difficulty past hard is nearly impossible. But my problem, thinking about all those fantastic mods, is that none gives me strategic freedom like Sara's Single Region Provinces. Last attempt playing Athenai I was forced to betray my allied, Rhodos, because he captured Crete just one turn ahead, and ruined the bonus (for the province) that I needed desperately. Ugly choice and end of campaign. Yes the game is like that, but it feels so artificial after trying Sara's unfinished mod...
RebelSchutze  [author] Mar 30, 2023 @ 7:29am 
@Самурай the mod works fine in English, it is probably not localized for Russian. Hardly a "hack".