Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
Showing 71-80 of 135 entries
< 1 ... 6  7  8  9  10 ... 14 >
Update: Oct 29, 2021 @ 3:42am

v4.00058:

- Added separate faction effects for Punic minor factions to make them more survivable
- Added extra recruitment slot to Carthage
- increased availability of Carthaginian factional mercenaries
- Fixed missing artillery effects from advanced naval artillery research
- Reduced number of recruitment slots (to 1) for barbarian ports
- Removed XP bonus from Hereditary Monarchy, instead increased tax collection bonus (for consistency)
- Tweaks to research times
- Tweaks to AI campaign behavior

Update: Oct 27, 2021 @ 10:57pm

v4.00057:

- Reduced campaign movement for all armies.
- Reduced various movement bonuses to armies provided by research or abilities.
- Reduced Forced March bonus distance from 100% to 50%.
- Strategic Maneuvers research increase campaign movement speed for armies instead of running speed in battle. (which is more tactical benefit, than strategic)
- Adjustments to naval technologies, removing ramming bonus from nomads, replacing ramming speed bonus with maneuverability bonus for Gauls.
- Military training buildings recruitment slots adjusted, now they provide 1 slot at level 1, and 2 slots at level 2 and 3
- Naval recruitment slots from Military ports adjusted, they now provide 2 slots despite the building level.
- Adjusted Public order penalties, removed recruitment restrictions from lowest levels (was causing issues for AI), compensating with increased tax,replenishment and growth penalties instead
- Tweaks to AI campaign behavior
- Fixed Roman starting units in Grand Campaign (new gameplay only)

Graphical Unit Updates:

- re-added early roman scutum to all pre-marian units
- pre-Marian units now dont have standard bearer, instead there is a second centurion (they represent multiple maniples, therefore single standard was out of place)
- Roman skirmisher (leves, velites) units now dont have heavy infantry officers and standards present. these were usually under command of Centurion of their parent Maniple (they were not separate but attached to heavy infantry maniple)
- Ordinary Celtic infantry no longer has standard bearer in the unit. Only Nobles and Oathsworn units have them now.

Update: Oct 25, 2021 @ 1:15am

v4.00056:

Changes to Grand Campaign (new gameplay only):
- Carthage now controls more regions (Alalia, whole Tunisia, and African coast)
- Carthago Nova controls Iberian provinces only
- Libya is now vassal of Carthage (no diplomatic freedom)
- Various building adjustments, mostly to ports (trade ports), Alalia is now Timber producing town, multiple famous cities now start as level III (so they are much harder to switch building culture)
- Macedon starts with stronger army

Politics and Imperium changes:
- Politics difficulty penalty removed
- Imperium bonuses reworked, added unit cost increase, removed political loyalty penalties
- removed Imperium modifier that increased frequency of random actions. instead, it will be consistent in frequency thorough whole campaign.
- Political influence loyalty bonuses adjusted
- Political loyalty now more dependent on political influence and particular character traits


Gameplay changes:
- increased bonuses to mining for Gold and Amber producing towns
- added global anti-corruption bonus to libraries
- Fisheries now provide subsidence GDP bonus instead of trade (subsidence is not impacted by piracy, therefore these are more viable in contested waters than trade ports)
- Fixed Roman Fisheries food bonus
- Unit cost and upkeep overhaul. Unit cost/upkeep recalculated for current stats.
- Reduced number of available agents. they will now only appear with Imperium II. and will increase +1 with each imperium. This is to make early game more challenging and prevent agent spam in late game.
- Tweaks to AI decision process in regards to inter faction diplomacy
- Naval attrition will now apply only to factions without
historical naval tradition (Iberians, Germans, nomadic tribes etc)
- Reorganized siege tree for Romans in Grand Campaign and Hannibal at the Gates. (siege artillery pushed for later tech tree, armor and weapon upgrades available sooner)
- Siege Ladders hit-points and ignition threshold reduced, they will be much easier to burn down. (they are given for free, therefore they cannot be too effective) proper siege towers are now needed.
- City towers rate of fire increased, tower arrows accuracy and damage slightly reduced. Towers will be now much bigger problem, requiring siege artillery to overcome.
- Reworked dispersion for ranged weapons (arrows, javelins, slings)
- increased building times for walled cities
- Increased number of garrison units for walled cities
- Tweaks to auto-resolve formula, walled settlement defenders should be more effective

Update: Oct 20, 2021 @ 8:57pm

v4.00055:

- Marine training tech bonuses changed, now provide combat bonuses to ship crew, simulating shift towards boarding as reaction to Roman naval tactics. (tech available to Carthage, Hellenic factions and Eastern factions.)
- Increased number of agents and edicts per Imperium level by 1, except for first level, to prevent mass of agents deployed from every minor faction. At level 2, there will be 2 agents of each type available, then +1 up to max level.
- Adjusted various faction starting bonuses for grand campaign to be more in line with overall stats balance (mostly reducing combat bonuses from high values to max 10%, or adjusting economy boost bonuses )
- Reduced food requirements for military buildings
- Reduced food production from all sources
- Increased food requirements for active armies and fleets (from 1 to 2)
- Raiding stance now doesn't require food (army/fleet supplies itself foraging in enemy province)
- Siege/blockade now requires double food (4)
- Double speed/forced march requires more food. (3)
- Adjusted Roman Naval tree for Hannibal at the Gates campaign
- Further unit stats fixes, mostly horse skirmishers, Numidians are now best, followed by Tarentines, Iberians and others.
- Adjusted tax efficiency maximum decrease and number of regions required for 50% corruption
- Hellenic and eastern factions wont create Vassals, but Client States. Only Rome, Carthage and barbarians will now enforce vassalage
- Mercenary unit cost and upkeep reworked, mercenaries will be (mostly) cheaper to recruit, but costlier to keep. (same approach as in vanilla, but cost are now more in line with overall economy)
- Lumber towns now also reduce ship build costs (globally)
- Town producing Iron now also reduce unit recruitment costs (globally)
- Towns with Horse breeders now also reduce recruitment costs of cavalry (globally)
- Fishing ports now also increase squalor (to discourage AI from building them everywhere)
- Minor adjustments to ancillaries effects
- Various tweaks to AI decision process.

Update: Oct 18, 2021 @ 9:06pm

v4.00054:

- increased loyalty bonus/penalty for political influence
- tweaks to AI decision process (AI should not declare war, then ask for peace next turn)
- reduced replenishment speed for local mercenaries
- town trader now provides food (food trade)
- reorganized Roman Military Technology tree, Late Manipular units moved to Training Reforms, Aux barrack III moved to Manipular Organisation
- adjusted and re-arranged Roman Naval military tree
- adjusted naval technology effects
- Auxiliary Hoplites are now Thureos equipped version (would make more sense for Romans to use these from historical perspective)
- Auxiliary Peltasts replaced by Auxiliary Thureophoroi (historically, Romans used these a lot more than Macedon style Peltophoroi)
- Citizen Cavalry renamed to Greek Cavalry. (Mercenary Citizens make no sense)
- adjusted unit availability for Macedon, Successors and various Greek factions. Athens can no longer recruit Phalangites
- Spartan Phalangites, Periokoi Phalangites and Periokoi Peltophoroi now require Hellenisation tech to become available
- Periokoi Hoplites will be upgraded to Periokoi Phalangites with Hellenisation tech
- various unit stats fixes

Update: Oct 15, 2021 @ 12:51pm

v4.00053:

- increased public order penalty/bonus for provincial public order.
- fixed armor value for Libyan Spearmen
- fixed stats for various Celtic units
- adjusted unit costs for various units
- adjusted faction specific income bonuses

Update: Oct 14, 2021 @ 8:50pm

v4.00052:

Changes to Imperium:

- increased cost and upkeep of armies and fleets
- removed corruption from Imperium levels, instead replaced it with building cost increase.
- Tax efficiency values adjusted ( to compensate removed corruption from Imperium level increase)
- Adjusted amount of "prestige" needed to gain Imperium level
- Prestige value of regions adjusted.
- Vassal regions don't count towards Imperium levels
- Adjusted Spies, Dignitaries and Heroes availability

Changes to Political Influence:

- Removed tax and research bonuses
- Added political loyalty bonus/penalty, based on influence level (20/10/5/-5/-10/-20)
- Adjusted Military morale bonus/penalty, which now also applies to navies (-15/-10/-5/5/10/15)
- Adjusted public order bonus/penalty (-16/-12/-6/-2/2/6/12/16)

Other changes:

- Increased food bonus provided by emissary
- Adjusted food requirements for ports in Wrath of Sparta.
- Increased strength of navies vs transports in autoresolve
- Reduced movement points from Double-Time navy stance for both fleets and transports.
- Double-Time stance now reduces melee defense and melee attack values for fleets and transports. any fleet using it while being attacked will be at significant disadvantage.
- Fleet standard movement range increased, its now more than 2x of range transports can have. Therefore transports wont be able to outpace fleet on campaign map anymore
- Unit Stats overhaul, stats now use wider range of values determining unit quality
- Adjusted costs/upkeep for various units
- Roman pre-Marian units are now costlier but have better combat stats than post-Marian units. post-Marian units gain experience 50% faster though.


Update: Oct 12, 2021 @ 9:38pm

v4.00051:

- Adjusted AI formation selection for more variety in battle formation selection
- Adjusted Triplex Acies formation for Romans, Triarii will be now always in third line, while Manipular Infantry will compose first two ranks.
- Modified AI formation used by Hellenic factions to use different deployment, to prevent blobbing
- Adjusted food bonuses for agriculture buildings in Wrath of Sparta
- Adjusted starting food bonuses for player and AI in Wrath of Sparta
- Adjusted spacing for all melee infantry, which will be a bit more spacious than before.
- Adjusted sling ranges, ordinary slingers will have range of 160, Balearic slingers 180 and Rhodian slingers 200.
- Removed extended range arrows from all archers, instead, default arrow range and damage boosted (AI did not use them at all, therefore they were practically a cheat for player). Instead, Selfbow range set to 120, Longbow and Composite bow to 160 and Recurve bow (advanced composite bow used by nomadic tribes) to 180.
- Horse archers ranges adjusted as well, Selfbow horse archers now have range 100, composite bow and Recurve bow 120.
- Base damage for bows adjusted. Selfbow and composite bow deal 26 damage, Longbow 28 damage and Recurve bow 30 damage.

Update: Oct 11, 2021 @ 9:48pm

v4.00050:

Hannibal at the Gates campaign adjustments:
(new play-through only)

- Samnites and Etruscans are now vassals of Rome with bonus relationship.
- Libya is now vassal of Carthage, therefore wont declare wars on its own.
- Boii and Insurbres are Roman vassals.
- Removed Elephants as General units, replaced them with Carthaginian General units, while Hannibal Barca now uses Heavy Poeni Cavalry
- Adjusted unit composition for Roman starting legions and fleet

Combat Changes:

- increased morale penalties for cohesion drops
- Formed Attack removed from Hoplites (was creating too much mess, with units shifting to occupy same spot to engage same enemy)
- Hoplite ability "Push" renamed to "Othismos". now contains 3 phases, each gives diminishing melee attack. Ability lasts 60 seconds, then 120 second long recharge. First phase restores cohesion.

Campaign changes:

- adjusted barbarian garrison units, slingers will be more common (they are far more useful than javelinmen in defense scenarios), while archers will be present in higher tier cities.
- local trade income removed from ports, instead, naval trade income was increased accordingly (naval trade is impacted by local piracy, while local trade is not)
- all ports now provide income from sea trade
- Minor adjustments to stances, fortified stance now grants more ammo for ranged units. Reinforcement range is boosted. Docked fleets upkeep reduction more significant.

Update: Oct 7, 2021 @ 9:17pm

v4.00049:

Siege Changes:

- Walls, towers and gate hitpoints greatly increased
- Stone throwers damage increased
- Stone thrower accuracy against units greatly decreased
- Bastion stone throwers now use "antipersonel" ammo (3 lighter stones instead of one large one)
- Siege equipment hitpoints increased
- Balista is now fixed artillery, while Scorpio is mobile