Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Strategic AI Mod (IA & ED Campaigns only)
   
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Tags: mod, Campaign
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Nov 25, 2014 @ 10:52pm
Sep 26, 2018 @ 12:14am
40 Change Notes ( view )

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Strategic AI Mod (IA & ED Campaigns only)

In 1 collection by Volcano
Volcano's Rome 2 Mod Collection
9 items
Description
For: Imperator Augustus & Empire Divided campaign ONLY
(Use my "Strategic AI & Tech Mod" (which modifies Tech) for all other campaigns).

This mod is intented for the IMPERATOR AUGUSTUS and EMPIRE DIVIDED campaigns ONLY. This is the Strategic AI + Tech mod, minus the technology modifications since those were only intended for the Grand Campaign.

The original Strategic AI + Tech mod is here:

http://steamcommunity.com/sharedfiles/filedetails/?id=193204000

This mod includes all of the changes from the Strategic AI + Tech mode above, minus the technology adjustments. In summary, these changes are:

Adjusted...

-AI behavior on the strategic map to make them more "intelligent" in when and how they fight.

-Roman roads to make road movement quicker (they had better roads).

-Perks provided by equipment so that they are not absurd at their bonus are not so extreme (which caused battles to be over as soon as they started).

-Stackable unit upgrade building bonuses so that they are not so excessive (such as Iberian Neto temples that created hell spawn).

-Barbarian buildings so that they are no longer easily able to create siege equipment (they can only do so at the highest building levels, and only introductory weapons).
AI personality so that they more inteillgently build improvements and units.

-Difficulty bonuses so that Legendary mode is more of a challenge (AI bonuses to research, replenishment, food, etc).

-Attrition levels and rates caused by terrain and various other effects (like desertion) to have better effects on gameplay (ie. desertion attrition is much less because the AI often ends up in desertion after becoming regionless or losing food, but higher attrition from disease and terrain effects).

-Replenishment rates to better fit the Emperor Campaign's scale.

-ZOC radius of naval units to make naval maneuvering less of a "chase the unit around the map" affair, you can now block sea routes.

-Various traits to individual factions to boost or reduce their power as needed.

-Income levels to various factions to better reflect the later date of the Emperor Campaign (generally more income for everyone).

-Added unit caps to all elite units so that they cannot be recruited beyond a realistic level (ie. no more full armies of praetorian guards or nobles).

-The movement rate of transport ships on the campaign map to be slower to prevent the "naval blitz".

-XP level of armies and navies that their inherent attack and defense bonuses are less extreme and more balanced.

Also, please add/try my other mods for the full experience:

http://steamcommunity.com/sharedfiles/filedetails/?id=198482822
http://steamcommunity.com/sharedfiles/filedetails/?id=243483973
11 Comments
Volcano  [author] Jul 9, 2024 @ 2:33pm 
Interesting, I think the unit cap is *supposed* to limit how many units you can have in existence at once. I don't think it is how many of those units you can build, ever. Was the turn ended in the mean time? I think it might determine the total at the start of the next turn.

I seem to recall being able to rebuild unit-capped destroyed units sometime after they were destroyed. It could also be that another army has to build them, not quite sure. If it really is a permanent total cap then I could boost the number to 6 or so to account for that. Keep playing around with it over several turns and see if you can build any additional units and let me know. Could it be that the original Praetorian unit cannot be recruited any longer because of a change in technology (and perhaps there is a new one available, which you already have the max cap of those units in another army?).
Denis Jul 9, 2024 @ 3:53am 
Hey, I know this is a pretty old mod. But I still use it because on how good it improves the AI, but I have one issue. For some reason, the Elite Guard units like the Praetorians which has a cap of 4, one of the Praetorians in my campaign got wiped out and I can't recruit any even though theres 1 additional slot because I only have 3 Praetorians. Is this intentional to make you not waste any elite units or is this just a bug? Thanks in the end, if you read this of course
Volcano  [author] May 27, 2020 @ 8:52pm 
Hmm, well, this mod doesn't have any affect on that. I have seen the AI attack rebels armies, but whether they move to take over a rebel held province depends on many different priorities. But as far as I know, the rebels are always at war with everyone.
mykel03 May 27, 2020 @ 8:50pm 
One issue I noticed is that the AI factions never attempt to capture rebel held cities. I think this is because the AI factions are never at war with "rebels" so they don't recognize them as an enemy.
atahmiscija86 Feb 19, 2020 @ 12:35pm 
yea it does work with DEI how ever makes DEI kinda easier to play since AI factions trying to avoid war LOL
Volcano  [author] Feb 18, 2020 @ 6:07pm 
Not sure, because from the sound it, DEI changes quite a lot in these areas - but give it a try and see if it loads.
atahmiscija86 Feb 16, 2020 @ 6:20am 
does it work with DEI?
Volcano  [author] Sep 20, 2018 @ 2:40am 
Just an FYI to all...

For what ever reason, CA meddled in the recent update to Rome 2. In the Main menu, you will need to go to Options -> Mods, and activate the "Run user script mods" checkbox.

Not sure why they turned this off again, but I was +2 more turns into my campaign when I noticed all the script based changes were disabled, which prevents just about everything in my mods. :steamfacepalm:
Volcano  [author] Jan 23, 2018 @ 11:34pm 
OK, this should be working again finally for Empire Divided.
Volcano  [author] Jan 26, 2015 @ 5:48pm 
It is intended only for the Emperor Campaign. For all other campaigns use this:

http://steamcommunity.com/sharedfiles/filedetails/?id=193204000