Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
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Update: Jan 11, 2024 @ 10:44pm

Version 4.00122

- Tweaks to Auto-resolve formula, shock cavalry got melee bonus vs melee and missile cavalry, Other bonuses tweaked

- Religion overhaul. Conversion between "barbarian" and "Civilized" religion slowed down, while conversion between close type religions is faster. Similar approach used with religion public order penalties.

- Province Edicts overhaul. Each province capital now provides Edict. Edicts bonuses reduced. Political party edict now also increases corruption.

- Towns breeding horses now provide experience bonus to cavalry units. This should allow to create cavalry specialized provinces when combined with Cavalry training buildings. (up to 3XP at max level) Previous "speed" bonus was removed, as it dint really provide tactically usable advantage, and just messed up build in cavalry engagement mechanics and terrain penalties.

Update: Jan 5, 2024 @ 6:53am

Version 4.00121:

- Adjustments to army formations. Duplex and Triplex Acies modified, elite units moved to rear ranks.
- Tweaks to burn rate for gates and towers. Rate of fire for light scorpio reduced, but range increased.
- Tweaks to formation spacing, Roman cohort now has slightly better order with ranks.
- Adjusted speed penalty for being hit by projectiles. Necessary due to increased speed of "walking". Now it will be tactically beneficial to have enemy heavy unit under fire to slow it down to gain time advantage. Heavier projectiles (heavy javelins) cause bigger slowdown, while lighter (slingshot,arrows) cause less.
- Tweaks to cavalry shield values, should make them slightly more resistant to ranged fire.
- Thracian Warriors are now available from tier 1 towns. This should improve survivability for Thracian factions considerably, as they did not have available any melee units early.
- Adjusted Thracian garrison unit, now uses spear instead of dagger, and has higher stats quality, comparable to Thracian Peltasts
- Adjustments to stats for Lusitani units.

- Attrition effect bonuses for sieging army removed from technology tree as it has no effect
- Tweaks to region religion zeal values
- Tweaks to religion buildings, bonuses adjusted based on economy impact (wider scale bonuses reduced, while focused bonuses were increased so each temple has its place)
- Roads now use "white road" texture for all factions, as its more visible on campaign map.
- Tweaks to City industrial and economy building bonuses. They are now more specialized for one particular main bonus so player will need to decide which building he wants to build in which province (previously, tax bonus building was superior option always)
- Fixed naval upkeep for higher Imperium level. Should be identical for Land and Naval units.


Update: Dec 30, 2023 @ 12:29am

Version 4.00120:

- Added walls to tier 3 and tier 4 minor settlements. Their construction time is now doubled to accommodate building walls. Change does not apply to early period campaigns (Wrath of Sparta or Rise of Republic)

- Chance of open field battle for settlements set to 0 to accommodate walls being present. This way, garrison will always use advantage of the walls.

- Fix for cavalry charges, which were unintentionally too strong. Cavalry will now properly refuse charging into infantry frontally, with only small number of horses crashing in.

- Sieges now only deal attrition to besieged units. Doesn't apply to blockades, where blockading fleet will take higher attrition damage

Update: Dec 28, 2023 @ 10:46pm

Version 4.00119:

- Streamlined unit stats, stats now represent soldier skill based on tier they are from.
- Melee weapons reworked to better simulate differences between them in tactical use, and better work with new simplified stats
- Dismounted values adjusted for new streamlined stats, which will allow more accurate representation of mounted and dismounted troops. their skill stays the same but charge values will change when dismounted.

- Tweaks to units mobility and charge mechanics. Skirmisher cavalry will move faster by default (walk) but will not be able to run as fast as charger cavalry, which can achieve highest speed during charges. For infantry, speed represents ability to move in formation, therefore more disciplined units move faster. Of course, unit formation still plays role, so close order disciplined unis is not as fast as open order disciplined units (Hoplite vs Legionary)

- Adjusted impact reflection bonuses, added impact reflection against horses to all heavy units.
- Removed formed attacks from Hoplites, changed their formation into 6 ranks. This change is mostly due to formed attack making Hoplites way too easy to flank due to them turning around to meet enemy attack.

- Picked Hoplites/Heroes of Sparta units no longer recruitable in Wrath of Sparta, they are now strictly general units. Instead, Tier 4 and 5 Barracks provide XP bonus, but both tiers are now restricted to Capital city.

- Adjusted Fire Javelins (torch replacement) trajectory and rate of fire


- Adjusted starting number of armies available for playable factions in Wrath of Sparta. Should allow AI to be a bit more aggressive

- Reworked Cursus Honorum for Romans. Instead of upkeep reduction, each rank will now provide single bonus based on its real historical function in Roman system. Tribune will boost morale, Quaestor will reduce Upkeep, Praetor will decrease corruption, Governor will boost taxation etc..

- Adjusted character starting skill to incorporate attribute points that match the skill in some way, so characters are a bit more varied than before

- Reworked building times for buildings, now all take 4 turns to build, except for provincial capital city building which goes in increases of 4 (4/8/12/16). At the same time, conversion from other culture is now x2 of build time. Conversion cost is halved, therefore converting building is cheaper, but takes longer.

- Settlement slot requirement increased to 5 to slightly slow down province development speed

Update: Dec 20, 2023 @ 9:09am

Version 4.00118:


- Added wider deployment zones
- Fixed Veteran Army experience recruitment bonus
- Adjusted Germanic Youths to use spear instead of sword
- Adjusted AOR for Sicily, removed Numidian Auxiliaries and replaced them with Helenic.
- Improved visuals for Imperial Legionaries in Augustus campaign.
- Tweaks to Slave GDP bonuses, happiness and population increases. Slave trade now linked also with town traders, as slave trade was common on every level.
- Reduced hitpoints for chariots. Previously it counted all horses, but realistically, if you kill single horse, whole chariot becomes immobile. (It was main reason why chariots were stopped being used)
- Adjusted missile deflection values for Chariots and Elephants, armor values were also increased to conpensate reduced hitpoints for Chariots.
- Tweaks to ramming damage, should be overall higher, but full damage will only apply with proper long ramming run.
- Korinth in Wrath of Sparta gets factional armor bonus to all Hoplites units (10%) as Korinth was famous for its armor improvements. This way, each playable faction has its own unique bonus - Boiotea has melee attack bonus, Sparta has extra experience and highly skilled Hoplites, Athens has its fleet (XP bonus + 4 fleets at the start)
- Reduced armor values for top tier units in Wrath of Sparta. Their armor value is now more consistent with scale used in Grand Campaign, and makes Linothorax equipped units more competitive.
- Tweaks to Imperium level penalties. Level 1 is now base starting level without any penalties. Penalties start to ramp up from level 2 onwards.
- Adjusted trade bonuses, reduced accumulator values as it provided way too big bonuses in late game.
- Tweaks to taxation levels.

Update: Dec 11, 2023 @ 10:38pm

Version 4.00117:

- Adjustments for Navy skills, effects were standardized, added more effects to make certain skills more attractive choice.

- Tweaks to Germanic units, improving stats, adding longer range javelins, javelins thrown during charge for melee units, replacing swords with clubs, or combination of club+swords. Overall, Germanic tribes should have their distinctive combat style now.

- Auxiliary Spear Brothers now represent "romanized" Germanic units, they now use roman provided helmets and some shields.

- Levy Cohort visuals adjusted, suburmalis replaced, spear replaced with pilum, which will be used as melee weapon (stats adjusted).

- Velites in Rise of Republic got larger round shields.

- Added separate icon for Roman Heavy Marines so its easier to distinguish them from Light Marines

- All Roman Marian Legionary units visuals improved, mail replaced with a bit better textured version/

- Roman Auxiliary cavalry units textures updated to the same level as Legionaries.

Update: Dec 8, 2023 @ 9:44pm

Version 4.00116:

- Reworked Naval recruitment. each port now provides 1 ship building slot similarly to land recruitment. This way, whoever controls most ports in sea region, can muster large fleets faster. (building fleets historically was relatively fast thing)

- Tweaks to corruption system penalties. widened the scale to 1-90% from previously use 10-75%, but extended the region count to match max regions present on the map. (186 for Grand Campaign map, 50 for Caesar in Gaul, 77 for Wrath of Sparta etc..)
- Reduced technology research time for Caesar in Gaul tech

- Added 75% AP cost for fortification stance, to compensate for restored vanilla fortifications
- Tweaks to Character and army skills. Skills will now progress by 2 points (2%/4%/6%) so there will be same weight to upgrade a skill to another level, or taking another skill with same effect present.
- Burn ammunition amounts increased (10%/30%/50%) as previous values had almost no impact on units (5%/10%/15%) due to small amount of projectiles carried (4 javelins carried by default by skirmishers were not reduced even by third tier skill)

- Minor adjustments to extra range for projectiles fired from walls (based on recent tests by Tod's Workshop, set to 10%) Similarly, all arrows fires from towers (watchtowers, combat towers on ships, etc) got the same bonus.

- Berserker/Naked Warrior units adjusted, got faster movement and charge, as well as more hitpoints than standard melee units have (36 -> 48 +12, same difference as between skirmishers vs melee infantry) Berserker/Naked Warrior units also received melee weapons with slightly higher damage.

- Celtic units received bonus 4 Hitpoints as "constitution" bonus, Germanic units received 8 Hitpoints.

Update: Dec 3, 2023 @ 11:11pm

Version 4.00115:

- Reworked military training buildings, made them more specific for their purpose.
- Minor tweaks of Imperium levels. Added bonus to enemy morale in Caesar in Gaul campaign to make late game a bit more challenging.

- Increased duration for certain mission reward events from 6 turns to 12 as it better fits 4-12 turn per year scheme. Financial rewards were increased to 2500 to make them worth bothering.

- Added GDP bonus for slaves in Mines (all levels) and farms (tier4 only)

- Granaries will now boost Animal Husbandry output instead of Farm output, as stored grains were important to feed animals thorough the year and therefore had bigger impact.

- Slightly reduced scared horses effect

- Restored vanilla fortified camps, as it caused CTD on certain maps. (i was considering removing it anyway, as Better Sieges mod which is now integrated solves bad AI in those situations anyway)

Update: Dec 1, 2023 @ 1:57am

Version 4.00114:

- Adjusted spacing for Roman Double and Triplex Acies formations. Second and third rank will be slightly farther back from first one, so by default, second rank wont throw javelins into backs of men in front rank. (preventing friendly fire)

- Fixed missing Lance for all Shock cavalry
- Tweaks to Morale system, minor adjustments to combat stance penalties

- Adjustments to Cursus Honorum requirements for Augustus campaign. Age requirement reduced, as at that time, Octavian was elected Consul despite being very young, therefore old requirements didn't play role anymore.

- Adjusted provincial mercenaries for Augustus campaign. Removed obsolete Italic units, and replaced them with Evocati Cohorts and Auxiliary cavalry units. Similarly, these units were added to certain provinces controlled by other Roman factions so they also have access to these units. (new playthrough only)

- Added naval trade to military ports back, as AI is unable to cope with it and builds them commonly, which hurts its income (adjustments to CAI files didnt remedy it), Food consumption increased to compensate

- Early Roman units adjusted, received La Tene swords, as recent historical research suggests Romans to adopt these swords after sacking of Rome together with Celtic Montefortino helmets and other panoply. Minor tweaks to visuals and armors.

- Reduced amount of available mercenaries for Wrath of Sparta campaign (new playthrough only)

- Wrath of Sparta Spartan unit stats adjusted, now on same level as Picked Hoplites and still above normal hoplites. Heroes of Sparta are now above all others.

- Rapid Advance ability adjusted. This ability should allow Ekdromoi (Light Hoplites) to chase down skirmishers. (which was their actual historical purpose) Ability now boosts speed of Light Hoplites to be slightly above speed skirmishers are typically moving at. Yet, this boost will only last for 50seconds, with 10seconds being fatigue/cohesion penalty, while ability has a timeout of 8 minutes, so it can be only used sparsely during battle.

- Army upkeep during winter seasons will increase by 10% simulating higher logistical requirements to keep army in the field during winter months.

- Adjustments to political system, political loyalty penalties, political ranks loyalties

- Increased age for spawned characters to be 30 years old. compensated by reducing XP thresholds for agents so they gain levels a bit faster considering they are alive shorter. Price of agents increased. Agents are now available 1 Imperium level sooner.

Update: Nov 25, 2023 @ 10:22pm

Version 4.00113:

- Reworked Imperium penalties, Imperium levels are now based on campaign actual numbers of provinces and regions, providing a bit more "tailored" Imperium gameplay

- Reworked Corruption effects for all campaigns. Now corruption properly scales based on maximum number of regions in every campaign instead of some fixed value that was handling all campaigns.

- Tweaks to hidden income bonuses for certain factions. Grand Campaign Romans income reduced for playable factions, while AI controlled Romans kept the bonus (to make sure AI Rome is not overrun by neighbors, but provide challenge to player)

- Gravitas reworked. Skills now don't provide gravitas. Instead, it is earned through Authority attribute. Higher Authority gives more gravitas, starting at 4 Authority giving +1 gravitas, with every other level adding +1, capping at +9 at level 20

- Adjustments to trait trigger chances (mostly reduced chance to get drunkard trait as it was way too common in vanilla)
- tweaks to AI preference to build military ports when following economic goals.
- Fixed issue with unintended doubled garrisons due to occupation garrison adding to existing one. Reduced overall amount of garrison provided by cities and barracks.
- Tweaks to tight/loose formation for various units.

- Added missing AOR for Hellenic and Hispanic Legionaries in Augustus Campaign (new campaign only)
- increased experience threshold for cavalry and skirmishers (will gain experience slower)

- Tweaks to archers, boosted their reload rating, and instead increased reload of projectile. This way, "precision shot" boosts accuracy, but decreases reload rate. By default, they will shoot about 10 arrows a minute, with precision shot enabled they will shoot 6 arrows a minute with more accuracy.
- Reduced maximum range for Javelins. Fast throwing will happen on shorter range, while "conserve ammo" option range stays longer. (difference in range is 20 yards)