Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
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Update: Oct 5, 2021 @ 10:40pm

v4.00048:

Campaign Changes:

- Siege workshop will now provide single scorpio as garrison unit
- Desertion attrition due to bankruptcy removed. It practically only impacted AI, making their last remaining army dissipating way too quickly before it could do anything (region-less armies cannot replenish, which is penalty on its own)
- various technology effects adjusted in scope, reducing impact of several technology bonuses (corruption, taxation etc)
- Experience thresholds increased for all agents, and army legacies (agents gain levels too fast, while army legacies should develop over longer period of time)
- Alexandria city now provides large income bonus to owner
- Increased local religion traditions for main campaign, Caesar in Gaul and Hannibal at the Gates campaigns. Converting population to own culture will be much harder and will take a lot longer than before.
- adjusted replenishment bonus from food surplus.


Unit and Combat Changes:

- adjusted look of Auxiliary Cretan Archers
- new "less organized" spacing for heavy barbarian cavalry units
- adjusted look of Agrianian skirmishers
- adjusted look for Thessalian cavalry, they will now all wear their characteristic purple cloaks.
- reduced speed for elephants, lighter African elephants are now faster than heavier War Elephants.
- added Rapid Advance ability to Peltophoroi, Thureophoroi, Lonchophoroi and Expediti Cohorts. Rapid Advance will increase movement speed of units by 1.5x for 60 seconds, with recharge of 480 seconds (simulating fatigue). It will allow these light units to get into position much faster, making them ideal flanking units, or rapid reaction units.
- Light Hoplites received Rapid Advance ability.
- reduced deceleration values for all ships, ships should keep momentum longer
- reduced speed for ladder climbing
- base collision damage slightly increased
- unit knockdown get up delay reduced.
removed reload speed bonus from units on walls (they run out of ammo slower this way)
- Reduced infantry movement speed to better simulate unit trying to keep cohesion while moving.
- Slightly reduced cavalry speed, based on cavalry type.
- fixed flaming javelin range, now units should be able to target towers
- Heavy Marines javelin range reduced, Light Marines range increased, but they deal slightly less damage.
- Naval Scorpio rate of fire improved, range decreased.
- Polybolos damage increased (it did not fire arrows, but small bolts)
- Combat tower rate of fire slightly increased
- General ability to Rally swapped with Inspire, so its available to every general from the start.
- General ability Inspire adjusted. It will now increase melee attack, but decrease defense. At the same time, it will slightly increase cohesion. Ability has area effect near commander.
- General ability Inspire group will have same effects but will affect more troops at once, on larger area
- Killing AI General will boost the morale of enemy force for short period of time. ( they will want to avenge the death) Effect will be also present for Player General, but much weaker in scope (AI needs all the help it can get, as usually killing general results in mass rout)
- Siege workshop will now provide single scorpio as garrison unit.
- Light artillery is now mobile on battlefield, while heavy artillery (Balista) is fixed
- adjusted unit sorting to fix low quality garrison commander unit.

Update: Sep 30, 2021 @ 9:14pm

v4.00047:

Unit changes:

- Legionary Skirmishers overhauled. Name changed to Expediti Cohort (Light Cohort), they are now 160 men strong, in 6 rank deep formation. Their campaign movement range is now same as for cavalry (they usually were attached to cavalry units during marches to screen main force
- Fixed availability of Auxiliary Cretan Archers from Tier 3 Barracks in CiG campaign
- Increased armor rating for some Hellenic heavy units
- fixed availability of First Cohort in CiG campaign (should be only available as General Bodyguard)
- Custom colors assigned to all Mercenary and Auxiliary units for Grand Campaign
- Celtic Youths now armed with short spear instead of dagger
- Celtic cavalry now recruitable also from horse breeder small town. (should allow Celtic factions with such towns recruit more cavalry)

Campaign changes:

- Army Stances gameplay change. Every active stance now requires 25% of Action points. Assuming normal stance now requires 50% of action points. Armies and Fleets in forced march/ double speed will be not able to move full distance next turn and attack. Their movement wont be penalized within forced march, only when they get out of it. Similarly, Raiding, ambushing or patrolling wont be possible after full movement..

- "Marian Reforms" moved from Cohort Organisation to Renumeration. This way Roman reforms are more spread out on technology tree.
- Granary now provides small food bonus to all regions within province, as well as increasing the agriculture GDP
- Removed replenishment bonus from Granaries, increased replenishment bonus from food surplus
- Damaged agriculture buildings wont provide food to local region.
- Adjusted city occupation effect and public order penalties. One time penalties increased, long term penalties now smaller. building damage now 25% by default, but damage might spread up to 75%
- Tier 4 Military barracks will provide 2 army slots, but tax penalty increased from -2% to -5% (should represent army centralization)
- Roman barracks renamed to better represent their function.
- Campaign movement increased for light infantry/skirmisher units.
- Certain army specific charge bonuses now apply only to infantry (Unrelenting force, Furor Germanicus, etc) charge bonus increased.


Combat Changes:

- increased amount of extra ammo for defenders during sieges.
- Boiling oil damage increased slightly, but rate of use was slowed down.
- reduced damage dealt by battering ram and tortoise.
- increased burning threshold for heavy versions of siege equipment
- slowed down speed of burning for all objects

Naval changes:

- Roman Heavy Liburnian armed with scorpio now has new icon
- fixed missing attribute for naval bolt throwers. they will now cause enemy ship to stop upon impact (their main role was to kill/incapacitate rowers, each hit had tremendous impact on them as they were usually unprotected)
- Increased number of garrisoned ships for military and patrol ports
- Heavy ships now have towers in the back. (should make more space when boarding)
- Large Heavy Ships now instead of two towers, carry scorpio in front and tower in rear.
- Fixed missing Liburnian from Military Wharf in CiG Campaign

Update: Sep 25, 2021 @ 10:52pm

- bugfix - late Manipular unit technology requirement adjusted to new technology.

Update: Sep 25, 2021 @ 10:34pm

v4.00046:


Army and Navy recruitment overhaul:

- Imperium now doesnt increase number of fleets, but added bonus fleets to Greek factions (naval traditions), Carthage (city effect), Rhodos (Colossus of Rhodes wonder) and Ardiaei (naval traditions)
- Military port (wharf) will now provide +1 fleet.
- Food consumption for Military port doubled. economy bonus removed
- recruitment slots removed from non-military ports.
- Reduced number of armies via Imperium level. Instead,Military barracks of any kind will provide +1 to army limit.
- added military traditions which provide +1 amy to several factions in various campaigns
- added recruitment slots to military training buildings, removed them from barracks


New Units:

- Illirian Light Marines on board of light ship
- Illirian Heavy Infantry (former Illirian Marines) . (unit become unnecessary due to new Marines units) Unit got better armor, and better stats. Now represents highest quality melee unit for Illirian faction
- Ligurian Nobles, Ligurian Swordsmen, Ligurian Spearmen
- Socii Expediti. Italic Auxiliary skirmisher unit formed from Italic volunteers.

Additional changes:

- modified color scheme for Roman Marines, will use more blue than red
- adjusted ship descriptions to show type of ship info better
- adjusted various unit descriptions
- Renamed Caesar's Legion to X Equestris in Caesar in Gaul Campaign
- Renamed second legion in CiG Campaign to Legio IX Hispana.
- fixed Ligurian skirmishers availability to other celtic tribes which should not have access to them.
- War Elephants will be now recruitable from tier 2 Heavy Barracks (instead of tier 4), while Army composition will be adjusted so AI wont recruit too many of them.
- added numidian cavalry to city recruitment option for Numidian factions (so AI will recruit correct army composition)
- adjusted visuals for Illirian Thureophoroi (removed leather thorax, replaced with Illirian disk armor, added cloak)
- added "push" to Thureophoroi units.
- Roman Leves now armed with short spear/javelin as melee weapon. they were too poor to afford a sword.
- fixed Ligurian skirmishers availability to other celtic tribes which should not have access to them.
- Removed War Elephants as commander unit for Carthage and Punic factions. Elephants are too "fire and forget" they charge first, so if player manages to kill them off at that start, rest of the army will get shattered when routed if General is dead.. Instead, they will be replaced by Sacred Band unit for Carthage, and African Cavalry for Libya. (it will only apply for new characters, starting characters will still have elephants as option, as its stored in startpos)
- increased morale penalty for admiral loss during naval battle.
- adjusted unit order in army list. Light units will be first, medium second and heavy last. This way, when army reinforces, light units will come into battle first, and heavy units last.. It will also help cavalry to move through ranks.
- Roman Leves now armed with short spear/javelin as melee weapon. they were too poor to afford a sword.
- Towers on board of heavy ships wont shoot fire arrows, but normal ones (fire projectiles were used rarely, due to fire hazard on board of own ship)
- naval scorpio instead of flaming bolt, now shoots heavy bolt with much higher damage and penetration
- Reduced public order impact for Slaves
- Economic stimulation edict will now boost food in all regions of the province, instead of fixed food value for entire province
- adjusted bonuses for multiple General skills, fixed inconsistencies.
- minor adjustment to autoresolve
- added food bonus to trade ports
- Roman adoption of Gladius moved to Manipular reforms for Grand Campaign.

Update: Sep 20, 2021 @ 9:35pm

v4.00045:

Unit and Combat changes:

- adjusted rebellion units for Rome in all campaigns
- adjustments to artillery, flaming ammo made less accurate. Scorpio bolts have same damage, but flaming one is less accurate and has less muzzle speed.
- fixed some unit recruitment inconsistencies (Peltophoroi available to factions that dont have access to Phalangites)
- fixed Samnite spearmen missing javelins (Rise of Republic)
- adjusted Noble Veneti swordsmen (Rise of Republic), gave them Antenae swords, higher armor, throwing heavy javelin.
- adjusted Veneti Spearmen, gave them better formation, throwing javelin and proper attributes.
- adjusted Veneti Axemen, gave them throwing heavy javelin, better armor.
- added Ligurian Skirmishers into Grand Campaign and Hanibal at the Gates campaign (new game required for Auxiliary version, as they have specific Area of Recruitment)
- Illirian Spearmen renamed to Illirian Levy Thureophoroi, now can throw light javelins, and got all typical thureophoroi abilities
- adjusted Illirian Thureophoroi recruitment, they will be now available only from Tier 3-4 town/cities or though barracks.
- reduced hitpoints for various battlefield buildings making them easier to destroy by random artillery hits. (mostly visual change)
- Gates are harder to ignite now, ladders/towers are the best option. should help with early siege battles where AI tries to rush the gates
- Adjusted Italic garrison units. removed slingers and cavalry, added javelinmen and more heavy infantry.
- Reworked Italic units. Italic Levy Infantry is drafted from lower middle classes, while Citizen Infantry is drafted from higher middle classes and therefore has higher quality equipment.
- Reworked Italic Mercenaries. Mercenary Italic Infantry now represents standard Italic infantry, while Mercenary Italic Extraordinarii represent elites in best equipment.
- Allied Pedites Socii now represent a mix of both lower and higher classes of Italic infantry, while Extraordinarii represent specially selected elites.
- Modified Roman units color scheme. Native Roman units will wear grey/white/red tunics, while their shields will be colored red. Socii/Italic units will wear similar color, slightly different italic tunics, but their shields will be grey.
- Late Roman units will use similar scheme, but this time grey shields will be used by Evocati.

Naval Changes:

- Adjusted naval recruitment. Romans wont be able to recruit Hexaremes (Admiral only), Hellenic nations will not be able to recruit advanced ships from lower tier ports. Early version of Quinquereme wont have combat towers, but more advanced version with combat towers will be available from higher tier ports.
- only Rhodos will have access to Trihemiolia, which was historically their own custom design. (Trihemiolia will have superior acceleration to any other ship)
- Illirians and (late) Romans will have access to Liburnians (Two-Halfer ship model) Liburnian will be more maneuverable than any other ship in its class (medium class)
- Mercenary Rhodian Trihemiolia availability adjusted, should be more present in Greek controlled waters
- Mercenary Illirian Galley modified for Liburnian, availability to Illirian factions increased (factional mercenary unit)
- Mercenary Illirian Liburnian with Raiders availability increased
- Created separate ship definition for Five with towers. These ships are now slightly less maneuverable and have worse acceleration than Five without towers.
- Created separate ship definition for illirian Liburnian. Shares model with Greek Two Halfer, so it has proper shields attached on sides (instead of late roman scutum)
- Light Five is now carries light marines with more javelins. Their main weapon is ramming, not boarding.
- new unit - Illirian Heavy Marines -heavier version of Illirian Marines, armed with swords and javelins.
- Fleet imperium limits adjusted

Campaign Changes:

- AI will now receive small unit XP gain bonus per turn. Which means AI will be progressively stronger as time goes, unless their armies are destroyed. This should make AI a bit more challenging in later stages of the game, especially against distant factions.
- Gravitas system improvement - each general skill now provides 1 gravitas. This way, improving skills is less impacting gravitas wise, than acquiring new skills.
- Experience requirements for General levels reduced, they will gain levels faster now.
- Army Legacies experience requirements reduced, should gain levels slightly faster

Update: Sep 16, 2021 @ 12:59am

v4.00044:

- adjusted charge distance to pick target for all infantry units, to reduce changes for long engage animations that drags enemy entity away from formation
- increased ignition threshold for ships by 50%
- reduced naval weapon burn chance by 50%
- added loose formation to javelinmen
- Italian Levy Javelinmen got ankyle javelin (longer range)
- Roman Leves and Italian Levy Javelinmen got slightly larger shield so they are slightly less likely to die during ranged engagements (compared to slingers)
- Increased range for slingers, they will now out-range the arrows.
- added hoseman-javelin animation to cavalry units, so they are capable throwing javelins outside of charge (mostly light cavalry).
- added separate formation for medium cavalry type (Illirian cavalry)

Update: Sep 13, 2021 @ 8:38pm

v4.00043:

Unit Updates:
- new icon for Antesignani. Unit renamed to Legionary Skirmishers ( Antesignani was more of a way how they fought- in front of the flags, than name of the unit)
- Auxiliary Celtic Skirmishers visuals updated. unit is now romanized, using standard Roman equipment mixed with some Celtic items (which was typical for auxiliary units in Roman service) Unit icon updated as well, now unit has helmet portrayed.
- Auxiliary Cretan Archers visuals updated for Roman equipment. Unit Icon updated. Unit added as high tier Auxiliary unit into Caesar in Gaul, recruitable in Massilia region.
- Auxiliary Celtic Warriors visual updated
- Mercenary Iberian Noble Fighters visuals updated, now represent elite Iberian Scutarii unit with best equipment these mercenaries could get
- Illirian Slave Javelinmen dagger removed, instead they are now armed with short spears (short spear was much cheaper than dagger, while slaves would be usually equipped with cheapest weapons possible, Javelinmen would even use their javelins as close combat weapons)
- Illirian Slave Slingers will now use clubs instead of daggers

Campaign changes:

- New map for Grand Campaign based on Augustus campaign (provided by Polbork)
- further tweaks to diplomacy system, mostly to war and peace system
- Barracks will now be main building to reduce squalor happiness penalty.
- Farming town now dont consume food, but generate squalor
- Olive producing town agriculture bonus now only applies to local province instead of all provinces for particular faction
- population growth now same for all building tiers (4)
- population growth provided by buildings greatly reduced. Population growth will be much slower now. Various effects were increased to compensate (edicts, public order effects, food surplus etc)
- increased Action Point penalty for Land to Sea transition for armies and agents. They can still board the transports, but it will consume entire turn. Moving through ports is unrestricted. Sea to Land transition stays as before, so Armies can properly land.
- Adjusted Action Point requirement for Fortification stance for Romans. instead of 50% now they can build camp with 25% of APs left. Other factions can only build fortified camp with 75% APs
- Artillery ammo available in sieges increased to 200%
- Onagers removed from all factions. These were developed in 4th century AD (first mention of them is from 353AD), and have no place in game time period.
- Starting units for Caesar army in "Caesar in Gaul" adjusted, Onager replaced by another ballista, Celtic warriors replaced by Legionaries, so its closer to full strength legion
- Fixed Hellenic military reforms.
- Roman army overhaul. New Reform added for Romans (Scipio Reform?), where they adopt heavy pilum, gladius and mail.


Combat changes:
- Slightly increased mass for spear armed units, reduced for sword armed units with weaker cohesion
- modified charge deceleration values to reduce amount of mixing units after charge.
- shield defense for Aspis slightly increased
- Cataphract cavalry mounts adjusted, they all use super-heavy horse, with much higher unit mass, but slower speed.
- Cavalry maneuverability decreased, difference between heavy and light cavalry is now significant. Chariots are a lot less maneuverable on battlefield.
- Celtic horses are one tier heavier, but heaviest celtic horses are not as heavy as cataphracts.
- Cataphract cavalry without shield will now have higher deflection chance than before (due to armor)
- Elephants and Chariots charge distance increased

Update: Sep 6, 2021 @ 10:03pm

v4.00042:

- general abilities adjusted, removed all base XP bonuses for newly recruited units, instead replaced them with combat bonuses for existing units.
- Adjusted effect bonuses for ships, now attribute bonuses will apply regardless of ship type (assault or support)
- Adjusted Carthaginian campaign bonuses for Hannibal at the Gates and Grand Campaign. Carthage now doesn't suffer -25% mercenary morale penalty.
- Adjusted happiness bonuses for Games in Wrath of Sparta. Winning Olympic games will have higher positive impact, while failing at it will produce higher negative impact.
- Adjusted events bonuses and penalties, made them more noticeable, especially those with local effect.
- reduced experience needed for Fleet legacy (there are less naval battles therefore fleets did not gain levels very often)
- added +1 skill point for reaching character/ legacy level 9
- Improved autoresolve formula, slightly reduced general skill impact (still very important), added some bonuses to AI vs Human to make Autoresolve less trivial
- adjusted diplomacy for slightly less treacherous vassals, AI should be more willing to declare war on hated factions.
- adjusted combat formation for post-Marian Legionary units to use deeper formation. This should simulate deeper cohort deployment, which was necessary against barbarians
- adjusted melee flanking penalties, Roman legionary units that use scutum got slight defense bonus due to curvature of their shields that protected them better from flanking hits.
- reduced experience bonuses gained for killing characters, occupying buildings etc.. With original values it was sometimes possible to level up to gold chevrons by destroying multiple armies in single battle..
- increased cost of ships. Due to some bonuses ships could become way too cheap. Ships are now costlier than land units.
- increased cost for Roman First Cohort, Evocati and Praetorians.
- Increased cost of cavalry units. cost is now based not only on unit stats, but also on quality of the horse. (heavy horse was significantly more costly than any other item soldiers back then could procure)
- Created separate melee weapon and shield definition for Marine units. They should be now considerably stronger when fighting during boarding action against land based units on transports.
- Wrath of Sparta Marine units reworked to carry swords instead of spears.
- Marine melee stats reduced, but increased through "ready for combat" ability, This way, marines will be less effective fighting on land, but they will be very effective fighting during boarding.
- Increased unit costs for player by 25%
- Increased building costs for player by 100%
- increased rate of fire for Horse Archers
- updated visuals for Roman Antesignani (soldiers wear cloaks and some of them might have suburmalis on them) and Roman Levy Cohort (thureos replaced with scutum). Both units now have armor rating increased to 50.
- Antesignani added as late garrison skirmisher unit
- Javelins now decrease missile block chance by 5-10% (light javelins 5%, heavy javelins 10%).
- Adjusted Anti-Infantry and Anti-Cavalry bonuses for Spears and Lances. Spear armed cavalry now more effective against Infantry, but less effective against cavalry, while Sword armed cavalry is less effective against infantry and more effective against cavalry. Lance armed cavalry is now good against both, but bonuses are not as high.
- Modified UI Unit stats screen, removed certain stats that are not important for particular unit type to make it easier to assess.
- range for naval javelins increased from 40 to 55, to help marines use them more effectively from ship decks.
- reworked morale penalties for being in combat. Total sum is the same as before (-90), but its more distributed on being attacked in front, flank or rear. Being attacked from single direction is now usually not enough to break the unit, but combination of multiple directions will be more effective. (previously, only rear charge could break the unit)
- Updated visuals for Germanic Club and Spear Levy, Bloodsworn, Youths They no longer half naked.
- Updated visuals for Imperial Legionaries, removed vanilla square scutum and replaced it with standard one (imperial scutum looks way too paper thin)
- moving army using transport ships will now increase upkeep by 50% simulating the economy impact of confiscating trade ships to carry army across the sea.
- Modified campaign movement ranges for artillery. Light Polybolos and Scorpios will have minimal impact on Army mobility (but still will slow them down) while Onagers and Ballistas will have much greater impact.
- Military "buff" buildings now also provide recruitment slot.
- Celtic Rebel units in Augustus campaign adjusted, there should be no Latin rebels in former Gallic provinces.

Update: Aug 31, 2021 @ 10:08pm

v4.0041:

- Character skill level progression overhaul. All character skills are now unlocked linearly (for example previously skills were unlocked at 1 -3 -5, now are unlocked at 1-2-3 levels)

- Slowed down religion conversion. It will take a lot more time and effort to convert incompatible population to own culture. certain religion sites conversion slightly increased

- Arrows, javelins and slingshots now slow down their targets and increase their deceleration. This will help skirmishers to slow down their pursuers, while at the same time, their charge will be stopped immediately when they hit the first rank. Technically, units that try to protect themselves from projectiles, rise their shields up, which would definitely impair their forward movement.

- Increased accuracy and reduced dispersion for Cavalry thrown javelins so they are a bit more precise during charges and while skirmishing.

- Celtic Warriors visuals improved, they are now not naked, but some of them wear leather armor. Stats improved as well. Sword armed warriors were usually from higher tier of Celtic society.

- Celtic Spear Warriors are now equivalent in visuals and quality to Celtic Warriors

Update: Aug 30, 2021 @ 7:46pm

v4.0040:

- General skill Strategist now provides bonus to campaign movement (defense bonus removed)
- General skill Tactician now provides defense bonus, as well as multiple abilities, while campaign movement bonus was removed.
- reverted increased TPY for Caesar in Gaul from 48TPY back to 24TPY. Game couldnt handle more TPY and campaign ended up in constant spring season. technology requirements for this campaign therefore were reduced.
- Roman naval units in Caesar in Gaul reworked. Quadrireme now carries scorpios, but has reduced number of marines on board to 80 (same as bireme). Romans have access to Quinquereme (instead of Hexareme) from Military Wharf.
- Gladiator arena now reduces Slave population by small percentage
- Reworked slave effects on mines and farms
- Mining cities fixed income reduced, instead added bonus which will boost income of mines.
- Mines now provide small bonus to industry within own province
- increased amount of wealth that is gained from raiding
- Mercenary units now have 25% morale penalty.
- Added immunities to weather to units. Barbarian units are immune to snow and mountain attrition, while desert units are immune to desert attrition. ("Naked" Celtic units only fought naked, they did wear warm cloths during winter.)
- Combat ships are now immune to deep sea attrition (sea attrition now only applies to transports)
- adjusted melee weapons and heavy javelins. reworked Anti-Infantry and Anti-Cavalry bonuses.
- Anti-Infantry weapon bonus now shown in unit UI
- removed heavy javelin from lower tier Celtic units. Only higher quality units will now throw them before charge. does not apply to Spearmen as they throw javelin defensively.
- Modified charge distance for celtic units that dont throw javelin before charge.
- Fixed Light cavalry units not using cavalry weapons and therefore not benefiting from their bonuses.
- reworked Light cavalry formation, making it slightly more scattered and deeper.
- Legatus unit renamed into Equites Legionis, and now represent small cavalry detachment that accompanied Legatus in battle.
- adjusted terrain bonuses. Accuracy bonus removed from Scrub and Forest, instead, Forest and Scrub increase anti-infantry bonus.
- Fixed Fierce Swords unit having too much armor while being "naked". Now have same amount as other naked units.
- adjusted look for all Imperial Legionaries. They now have some men with "Gallic origin" wearing trousers. Cataphractarii now also have some men in Segmentata armor
- Gallic Cohort now available in Caesar in Gaul campaign. Replaces various recruitable Gallic melee units available through Auxilliary and normal barracks.
- shield armor reduced for units that dont wear helmet.
- fixed Roman Elite Legionary Equipment research bonus in Caesar in Gaul campaign, now should properly give bronze weapon upgrades instead of gold one