Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
Viser 11-20 af 135 forekomster
< 1  2  3  4 ... 14 >
Opdatering: 22. nov. 2023 kl. 12:19

Version 4.00112:

- Added food Foraging effects to armies. food is removed from local region (enemy or yours)
- Minor tweaks to weapon lengths, as it wasn't matching changes to unit stats done recently
- Tweaks to artillery maximum range. Balista range now 460m, Scorpio 400m (both historical values for these types of weapons)
- Adjusted flaming javelins (torches) so they are a bit more flamable
- Adjusted Hellenic units using Pelta shield in melee. previously they used same stats as Pikemen, but melee units dont use shield strapped, but use it actively, therefore should have higher melee defense.
- Removed Imperial First Cohort as commander unit in Grand Campaign
- Roman Antesignani Expediti got light scutum instead of Thureos shield. (Its mostly visual change as both shields have quite similar stats, with light scutum having slightly better projectile deflection stat)
- Rise of Republic combat overhaul. Early Roman army uses slower rigid Hoplite formations, while Samnites use more open and mobile "Manipular" formations. Samnites also got custom shield stats to better suit their smaller boxy "thureos" shield. Camilian reform Roman army transforms into Manipular units, with Hastati being more mobile, eager units with longer range for their pilum throws.
- Tweaks to battle weather system, Slightly increased spotting values
- Adjustments to building bonuses to GDP, as sometimes they accumulated into huge income in late campaign.
- Tweaks to requirements for Consul and Dictator in Rise of Republic
- Further tweaks to AI task management system. Added two more profiles, defensive and aggressive. Defensive task system will be used for smaller factions that did not expand significantly
- Adjusted AI Personalities for Rise of Republic (previously all factions used same default task profile)

Opdatering: 17. nov. 2023 kl. 9:30

Version 4.00111:


- Recruitment system overhaul. Recruitment slots are now linked with number of regions player controls in a province. It represents simplification of population size. Should help bigger factions get large armies.
- Added recruitment cost reduction for Barracks and Military ports. Effect is relatively small, due to possibility having multiple barracks in province which decreases price even further. (4 region province with -5% each gives 20% unit cost discount!). Auxiliary barracks decrease costs of Auxiliary units.
- Tweaks to vassalage weighting system, so factions are less likely to want to become vassals of weak states.
- Added occupation garrison to all towns and cities, so when town/city is occupied, some garrison will be present(mostly 2 units). Converting the town/city is still required to get full garrison. This is to prevent AI from taking other AI towns with 0 garrison because they didn't manage to convert buildings yet.
- General Zeal morale bonus reduced as it was way too powerful for high zeal characters. It is still significant, but not as overpowered.
- Probability child is male increased considerably. Family already has cap of 2 children max, so having only male children allows for proper "family development" in late campaign (as male characters keep family name). Also, usually only males can lead armies or be heads of family. (Sadly this setting cannot be tweaked for each faction separately)

- Tweaks to color scheme of Auxiliary units
- Tweaks to projectile dispersion values. Iberian javelins toned down a bit as they were just way too effective.
- Reworked values for unit reload speed and accuracy, now are based on current unit stats design. Ranged units have 2 levels advantage over melee units of the same quality
- Adjustments to pike mechanics, adjusted bonuses for pike wall formation, reduced delay to form the pike wall
- Disabled Forced March and Double Time stances. Their bonuses are separate from movement bonuses armies can get, therefore default stance was sometimes as mobile as Forced March which made it completely pointless. Plus, AI for some reason overuses it, therefore it will be best to just disable it. (button is still there though)
- Tweaks to late game economy so it is a bit more challenging as your empire gets larger. Imperium penalties were adjusted, as well as certain technology tax bonuses which were replaced with something else

Opdatering: 12. nov. 2023 kl. 21:00

Version 4.00110:


Wrath of Sparta

- Swapped icons for Skirtai and Light Spartan Hoplites as it fits these units better

Rise of Republic

- Tribesmen and Hillmen got club instead of sword. Sword was costly item, not readily available to poorest people, clubs are more appropriate for these units. At the same time, they are now more dangerous, with higher charge bonus and AP bonus club gives them. Because they don't carry shield, they are also faster than before and are harder to spot (easier to hide).
- Ordinary Slingers in Rise of Republic campaign now use ordinary slings. Only Balearic Slingers and Greek Slingers use long range slings.
- Added weather system (didn't realize it was not there by default)
- Fleet slots are now available from tier 3 military port
- Tweaks to Samnites, slightly better unit stats variation, more money, better formations, extra army slot.
- Multiple units tweaked, added Javelins models, adjusting stats.

Global changes:

- Tweaks to weather system and visibility
- Tweaks to Fame/Imperium level requirements
- Adjusted Triplex Acies formation so it doesn't require Spearmen in third row. (should form up even without Triarii, as it was still used after Marian Reforms)
- Swapped Spearmen with swordsmen in Barbarian defend formation, Spearmen will be in front, with swordsmen in reserve ready for counterattacks.
- Tweaks to unit collisions, units breaking off etc

Opdatering: 10. nov. 2023 kl. 4:24

Version 4.00109:



- Reworked Roman military reforms. Imperial units (Segmentata equipped) are removed from Grand Campaign, as they just dont fit in timeline wise. Insead, these units are now available as reforms for Augustus campaign only. This way, "Marius Reform" happens in Grand campaign as last military Management research
- Tweaks to Roman technology tree, added cost and upkeep bonuses to compensate moving units to later research (otherwise it would be empty)
- Regionless armies got higher priority to raid the region over suicide attack. (This way they should have more time to hire mercenaries to help the recapture)

- Religion buildings costs doubled. These buildings have only positive benefits and therefore cannot be cheap. Plus this way demolishing them or rebuilding them will present own challenges. (cost, discontent)

- Adjusted imperium progression and penalties so its a bit less penalizing in late campaign. Goal is to make sure game gets progressively challenging as player empire grows
- Added "indifferent" level bonuses/penalties to public order.

- Removed passive XP bonuses from characters, instead, decreasing XP requirements for levels. Feature reverted to original as Its not possible to change values for XP triggers, therefore level tresholds have to be smaller. Goal is to make battle wins important, but because battle win only gives 10XP, getting 1xp per turn was too strong bonus.

- Triumph bonuses adjusted, now provides more gravitas and additional morale for troops

- Removed naval abilities from ships and instead, made the effect applied always. Ships will increase their speed to ramming speed when ramming (charging) or trying to board, otherwise will stay in cruising speed. This should make naval combat slightly less chaotic, as having to control 20 ships its almost impossible to get a track which ship has ability recharged and which does not. Ships not capable ramming only have cruising speed (transports)
- Javelins thrown from ships now have slower rate of fire but each ship carries more ammo. Ships will be able to use ranged attacks longer during naval battles increasing their usefulness. (at the same time, ranged attacks are sometimes only way how to rout "stuck" AI ships to effectively finish the battle = vanilla game bug)

- Bracing values decreased, as colisions are already handled by decceleration values of units. This should improve infantry colisions as mass will play more role (previously, due to multipliers even light infantry in deep formation could stop heavy infantry)

- Antesignani formation adjusted, should now be able to use loose formation like other skirmishers.

- Illyrian Raiders modified into swordsmen. There are already Illyrian Levies which use axe, which made Illyrians having two axe units available with relatively similar stats. This way, their roster will be a bit more varied, plus, Raiders and Levies are both available as mercenary units therefore again, it will make them more differentiated.

- Spartan Youths transformed into Spartan Light Hoplites, they are now faster version of standard Spartan Hoplites with better stamina. They wear no armor, just tunic, but have high combat skill therefore will be challenge for any other Hoplites.

- Fixed formation for multiple Thureophoroi units to be 6 ranks instead of 3
- Increased anti-cavalry bonus for spears, increased armor piercing values for ordinary javelins and arrows.
- Removed morale penalty from javelins, slingshots and arrows, instead increasing the "recent casualties" penalty. this way, amount of penalty will depend on how effective the salvo was instead of flat bonus
- Minor tweaks to formations spacing for units
- Minor tweaks to Campaign AI mechanics regarding threat evaluation.

Opdatering: 2. nov. 2023 kl. 7:27

Beta 4.00108:


CAMPAIGN GAMEPLAY CHANGES:

- Further rework of Edicts, Removed from characters (too strong in late game, makes edicts way too common), instead, every faction has 1 Edict available (Empires have 2), while extra 2 can be obtained through maximum political support. Edict effects are now increased a bit to compensate, issuing it should be seen as special treatment to a province to deal with particular issue.
- Deployed Spies stealing food now also decrease diplomatic relations with impacted faction
- Tweaks to agriculture buildings to provide more food.
- Faction leader bonuses now on pair with highest cursus honorum ranks. (makes no sense for Dictator/King etc to have lesser stats than appointed person, as faction leader cannot gain political ranks)
- Recruiting units decreases public growth by 4 points. Continuous recruitment will have negative impact on how fast provinces acquire new building slots (poblic growth)
- Reworked seasonal effects, agriculture is split between farming and livestocks as these are impacted differently by the weather (Livestock is not impacted by weather that much unless its extreme harsh weather). Winter will also have negative impact on naval trade (harsh winter effect ever worse)
- Piracy effects adjusted, now even completely controlled seas will have 25% piracy. Shared regions 50% and Contested 100%. Docked fleets will reduce piracy by 50%, so having fleets in owned seas will effectively fight piracy. This change will compensate for high trade income available from trade ports.
- increased replenishment for "mustering" stance - damaged units will be replenished a lot faster when recruiting new units. Effect is compensated by increased upkeep and decreased growth in local region.
- Diplomacy adjustments (WIP)
- Reduced state gift values, player wont be able to request extremely high payments for diplomatic deals.
- Tresspassing diplomacy penalty increased

COMBAT CHANGES:

- All Skirmisher units size reduced to 80 (half of melee unit strength). Skirmisher formations adjusted to 3 ranks (4 for Slingers)
- Rate of fire for Archers increased. They will be now very effective at killing lightly armored units, but will run out of ammo quite fast.
- Tweaks to naval combat. Light Marines now use javelins with longer range, but they throw them slower. They have access to ability to throw them even farther but at retuced rate of fire (same as land skirmishers). Heavy Marines now carry less javelins, their javelins have shorter range, but can be thrown faster (prior to boarding action) This change should distinguish Light from Heavy Marines and give them more "tactical" differentiation.
- Tweaks to naval morale setup, units should fight a lot longer before routing as naval combat is "all or nothing" type of combat by design.
- Fixed stats for Kretan Archers, Balearic Slingers, Light Peltats and all Pike units.
- Minor tweaks to Velites and Socii Skirmishers, Socii are now slightly cheaper but have better rate of fire. Yet overall, these two units are quite comparable.
- Roman Expediti Cohort renamed to Antesignani Expediti (as size doesnt reflect cohort anymore). They are now more in line with other skirmisher units, but they are a lot more effective in melee than others. (Antesignani were selected Legionaries particularly fitted for fast combat outside of legion formations)
- Horse hitpoints now correlate with horse weight.
- Heavy infantry now "scares horses", which represents reluctance of horses to run into tightly packed obstacle like heavy infantry is. Cataphracts are immune to this effect.
- Removed previously implemented penalty for cavalry units, this penalty is now handled by scare horses effect.
- Weather impacts visibility more. Fog decrease spotting by75%, Rain by 75% and Dust (Desert) by 25%
- Modified maximum spotting distance for units, poor scouts will now be significantly worse than average ones. having good scouting light cavalry will be a benefit. All heavy infantry are now poor scouting units, with small exceptions (Celtic/Germanic units)

Opdatering: 24. okt. 2023 kl. 11:23

Beta 4.00107:

- Reworked attribute bonuses for agents and generals.
- added reinforcement range as passive attribute based stat to all generals. more cunning general has, larger reinforcement range he will have.
- Base reinforcement range was decreased to compensate
- Reworked General ranks for Caesar in Gaul campaign, Each rank will now also improve combat stats of his army. Ranks are now dependent on General level.
- Reworked experience gains for units, experience should be faster to gain during combat.

- Modified looks for Eques Auxilares (Auxiliary Cavalry), they now have leather armor, and are representing lesser Auxiliary heavy cavalry available to Romans, while Alae Auxilares are superior force with higher quality weapons and armor
- Adjusted uniform colors for Pompey, Antonius and Lepidus forces so they are easier to distinguish on battlefield from standard Roman units, while keeping realistic color palette and making certain units look better than before (Pompey's Evocati Cohort in particular looks quite cool in dark blue)

- Adjusted religion building bonuses. Damaged or ruined religion buildings will now create unhappiness in local settlement.
- Number of edicts now linked with political support. Linear progression starting at Average support giving +1 Edict, with Max support giving 5 edicts

Opdatering: 19. okt. 2023 kl. 13:28

Beta 4.00106:

- Fixed missing squalor bonuses from military barracks in Rise of Republic
- Replaced Auxiliary Short Swords with Auxiliary Spear Warriors. Auxiliary Celtic units were too heavily "sword oriented", which made them not as good supplement to already heavy sword Legionaries. This way, Romans will have more options
- Added Hellenic, Hispanic and Gallic Legionaries into Augustus campaign. They are available through Auxiliary barracks. They are slightly cheaper alternative to standard Legionaries.
- Further adjustments to unit stats to differentiate Legionary units. Gallic Legionaries now use heavy Pilum and have slightly boosted charge. Hispanic Legionaries use Iron Pilum (Soliferrum) and Hellenic Legionaries use Light Pilum and lighter Scutum shield.
- Slightly increased maneuverability for smaller ships vs larger ones.
- Training buildings now provide +1 experience level
- Technology effect adjusted, replacing XP gain bonuses to compensate for Training building bonus.
- reworked diplomacy weighting system, AI should less likely go into crazy wars with factions across the map, instead should be more likely to accept diplomatic treaties (Work in Progress)
- Reduced amount of trade goods produced by towns to reduce trade income a bit, as it made taxation irrelevant.

Opdatering: 16. okt. 2023 kl. 6:36

Beta 4.00105:

- Reworked how Growth works. Military barracks now reduce growth (population). Minor cities add +1 growth in total, while large cities are 1-4 based on level.

- Fixed missing extra recruitment slot for Rome city
- Added 1 extra recruitment slot for all factions to fix issues AI might have with starting regions without military barracks.
- Reduced training level for Greek and Eastern marines, to give Romans edge when boarding.
- Reduced Unit cost penalty for Barbarians to 25%

Opdatering: 13. okt. 2023 kl. 21:21

Beta 4.00104

- Fixed issue with unit experience disappearing after end turn in some cases.
- Added Manufacturing bonus to Harbors so there is some advantage building them.

Opdatering: 13. okt. 2023 kl. 9:58

Beta 4.00103:

Combat:

- Reworked weapon bonuses, so they are more distinct for type of weapon (spear vs sword vs axe).
- Reworked Charge mechanics and removed charge reflection bonus from all units. Charging is now more effective for all units, but lasts only short amount of time, and only works well with cohesive units. Once units gets disordered, charge bonuses will be drastically reduced.
- Disorder now increase movement speed of units (soldiers not keeping formation anymore can run faster than soldiers that keep formation)
- Reworked projectile effects, Javelins are now more effective against heavy units, they even reduce enemy's charge bonus.
- Shield defense bonuses adjusted, Shield projectile deflection values reduced, while Shield armor increased. Shield still plays big role against projectiles, but certain weapons will have higher chance to overcome shields (Pilum, Soliferum..)
- Improved unit combat stats, making Spearmen more effective units overall, while keeping swordsmen competetive.
- Adjusted how unit collide with each other, how soldiers step back and are knocked back by combat
- Hoplite Phalanx formation is now applied to all Hoplites by default. Hoplites stay in formation (use formed attack)
- Greek Shield Bearers renamed to Hypaspistai
- Minor adjustments to unit spacing, reworked how units respond to be under missile fire. Light units will spread out, while heavy infantry units will addopt tighter formation to protect themselves better with their shields.

Campaign:

- Naval garrisons completely removed from game. Player and AI will need Fleets to protect its ports.
- Military port now provides more recruitment slots, but has progressive food requirements. Patrol port is similar but has slightly smaller food requirements. All economy bonuses removed from military ports, player will have to choose his naval focus through ports
- Reduced costs for all naval vessels, maintenance costs increased to be 1/4 of recruitment cost per turn. building ships was cheap, keeping them in service was extremely costly

- Mercenaries have 25% less morale than similar native units, Cavalry have 25% less morale than Infantry units.
- Adjusted diplomacy reliability penalty turn difference.
- added 25% upkeep increase to armies in enemy teritory
- adjusted garrison units for Wrath of Sparta
- Agents recruitment linked with research for Wrath of Sparta,Caesar in Gaul, but max number restricted to 3.
- Fixed scripted army compositions for Hannibal at the Gates campaign, Onagers wont be spawning for Carthage anymore (Onager is 400AD development, its just 600+ years too early)

- Removed army bonus from barracks, and instead moved it to province capital, which will be now main requirement for armies.
- Romanization edict renamed to Mobilization, it will now give -25% to taxation, but will add additional army slot and +2 recruitment slots. Cultural influence bonus removed
- Recruitment, changed to 1 turn, as AI seems to be handling it better
- Reworked Barbarian faction recruitment slots. Instead of "military buildings" its setlement that provides recruitment slot. More setlements in province factions controls, more recruitment slots it has. This should better represents "tribal" nature of Barbarian factions.
- To compensate for recruitment slots availability, all Barbarian factions now have 50% cost penalty to all units. (units are costlier)
- reworked military technology bonuses, reduced recruitment slots and experience bonuses provided

- Edicts rework. Each faction has single Edict available, more Edicts are possible only with Governor level characters (cursus honorum level 6 and 7), so promoting characters to high possitions will be important
- Edict tax bonuses and penalties adjusted to be more profound
- reworked requirements for cursus honorum, characters will be able to get promotion easier. Last rank requirement is increased, so its only attenable by exceptional characters (6ranks required)
- modified trade edict to provide boost to manufacturing, but at the same time it increases cost of recruitment for military units
- edict tax bonuses and penalties adjusted to be more profound
- Romanization edict renamed to Mobilization, it will now give -25% to taxation, but will add additional army slot and +1 recruitment slot. Cultural influence bonus removed
- Reworked food bonuses and consumption from buildings, to be less extreme