Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
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Update: Dec 24, 2018 @ 11:34am

Update: Sep 20, 2018 @ 5:05pm

Update: Aug 17, 2018 @ 3:51pm

Update: Aug 17, 2018 @ 1:58pm

Update: Aug 17, 2018 @ 1:47pm

Update: Aug 17, 2018 @ 12:11pm

Rise of the Republic Compatibility
- The mod should now be compatible with the RoR DLC. There may be a few balancing and other issues, but its functional.
- For now we are mostly using our existing rosters with a few additions and changes for some factions to flesh them out more like the Etruscans and Italians.

Balancing/Fixes
- Fixed a bug in the major factions autoresolve script.
- Fixed some missing political action and loyalty effects.
- Fixed a bug with ancillaries and political marriages.

Update: Aug 9, 2018 @ 10:41am

Update: Jun 24, 2018 @ 11:46am

Update Notes

Roster Overhauls

Mauryan Overhaul - PREVIEW
- Almost all Mauryan units have had their appearance updated and multiple new units have been added.
- Around 20 new models by our new modeller assurbanippal can be seen in this beautiful update, making this the most complete Mauryan roster you will find!
- New custom reforms for Maurya based on battles with Baktria.

Carthage Overhaul - PREVIEW
- All new roster for Carthage that replaces previous units, almost 45 new units in total!
- Carthage now has a more unique and customized population system and roster along with a Mercenary Barracks system.

Roman Appearance Overhaul & General Unit Changes - PREVIEW
- Thanks to the True Legions submod, many Roman and Italian units have had their appearances improved with a lot of new variety and special models added.
- Along with these changes, many other older units from other factions have also had their appearances improved - especially the Celtic factions. This includes older vanilla textures and units from multiple rosters.
- Added 2 new Egyptian units - Galatian Cleruch Thorax Spears and Gabiniani (Traitor) Legionaries.
- Added new Syracuse unit - Core Gastrephetes (crossbows) recruited from siege building.
- Moved AOR Dart throwers to Macedon to fit better with historical sources.
- Added new Heavy cavalry unit to Epirus roster.
- Added new Polybian Praetorian commander unit for Rome.
- Added New Marian/Imperial variants for Polybolos and Ballista Roman units.
- Fixed Scorpion is now a Pre-Marian Roman artillery unit while Cheiroballistra is a post-Marian version.
- Many (most) units now have new historical descriptions in their UI panel, different from their normal unit description.


Campaign Changes & Additions

New Resource: Spices
- An all new resource has been added to the Grand Campaign and Imperator Augustus Campaign - spices. Who will control the spice? The spice must flow
- This resource has a different system from our normal resources because it comes from region effects in capital regions. It is only produced in the starting capital regions of the Baktrian and Mauryan factions, simulating the Indian spice trade, and in the Sabaean capital simulating their ocean trade with the east.
- Eastern factions' spice trader forum building and the Seleucid/Baktria Satrapy Palace forum building now require spices to be upgraded past tier 2. However, they also now produce spices after tier 2.

New Provincial & Special Capitals
- Pella and Bibracte have been added as new special capitals (new campaign only)
- Bibracte is the first barbarian special capital and has some unique bonuses for them as well as becoming more civilized looking as it is upgraded.
- Provincial capitals for all cultures now have new names that reflect various government types and allied state options in their provinces in the spirit of Europa Barbarorum. For example, Rome can choose between a Provincial Roman Capital, a Latin Rights Colony or an Allied State (Amicus Populi Romani). This varies by culture type.
- All special capitals now have a barbarian version so that the proper siege engine size is used in battles. This won't change how they function or look, its more of a technical change to allow for proper ladder/tower size, etc. It also allows us to add different effects for when a special capital is barbarian, like Bibracte.
- This means that barbarian factions will have to convert special capital buildings after occupation. It also means in that in save games where barbarians own a special capital, the building slot will be blank.
- Added new faction specific garrison units to most special capitals when they are owned by the original culture. These include Rhodian slingers for Rhodes, Cretan Archers for Knossos, Athenian Hoplites in Athens, etc.

New Foreign Quarter Buildings
- Foreign settlements are now available in various regions that are specific to the culture from that area.
- These are only in the Grand Campaign for now and are buildable by factions of a different culture. For example, Rome can build a Greek Settlement in Greece, but Greek factions cannot.
- Some factions, like Egypt and Carthage, can build all settlement types.
- These buildings improve relations and spread the local culture but also have a negative if dismantled. They are relatively inexpensive and quick to build.
- Various AOR units now garrison these foreign settlement chains.

Change Capital System
- There is now a button that will allow you to change your capital to any region on the map at any time! You will find it next to your faction emblem.
- Thanks to Litharion for working on this really easy to use and intuitive system.

Mercenary Recruitment Changes
- Changed mercenary costs and upkeep. Mercenaries now have 25% higher recruitment and upkeep cost than normal troops.
- This effectively is a large increase to their cost but a decrease to their upkeep compared to our current system.
- We made this change so that mercenaries would be less of a temporary hire/drop unit and more of a permanent option as they were historically.

New Population Effects
- Some technologies now increase population growth. These can mostly be found in the economic and construction tech trees. Some factions like Carthage, the Successors and Rome also have bonuses to auxiliary and mercenary population types in their military tree.
- Various cultures now have different base population growth bonuses. For example, Greek cultures get a small base bonus to 1st and 2nd class, while Rome gets a bonus to 2nd and 3rd. This should help add some differentiation between the cultures.
- Population class 1 is now less impacted by overcrowding compared to the other population classes.

Other Script Changes
- Along with our new systems, older scripts have been updated and made more modular.
- This should help with those making submods and those wishing to edit DeI's various script settings.


Other Fixes & Additions
- Fixed a rare crash issue when liberating or subjugating a minor town that hasn't yet been converted by the AI.
- Changed building upkeep for military buildings and ports to a direct negative to income. Other upkeep kept as a % provincial negative.
- Fixed some CAI personalities not having proper occupation decision priority settings so they weren't using our different cultural settings. Now Barbarians should be more likely to sack, Greeks more likely to liberate, Eastern factions more likely to vassal and Rome more likely to occupy.
- Moved gold resource from Caucasia to Armenia province in Grand Campaign. Added timber resource to Caucasia (new campaigns only).
- Added Great Dam of Marib for Saba, only buildable in their starting capital (new campaign only)
- Added banditry reduction to Colonia public land buildings and to most barracks types.
- Added some updated Suebi and Saba noble shield patterns.
- Fixed thracian major cities missing some AOR recruitment.
- Fixed multiple region effect bundles missing various effects.
- Smaller destructible objects in battles now have more hitpoints and won't be immediately destroyed.
- Fixed Sparta special agoge main city buildings being unlocked for other factions.
- Changed Boii to Celtic subculture rather than Gallic.
- Rebalanced some of the upkeep/cost technology bonuses so they are more properly spread out and fit better with each culture.
- Egyptian Native pikemen now upgrade to their elite version after thorax reforms.

Update Credits
- Massive thanks to Little Legionaire and the True Legions submod! Many assets from their great work are included in this update. Members of their team include Attila, Celticus, Solitudo, HighOnTea, Vandamsel and contributors Kaziel, Germansarecoming, Stealth4Life and Hloeric.
- Mauryan unit ideas and names from svramj, models from assurbannipal
- Big thanks to sourav for helping so diligently on our unit cards!
- Shayologo for the destructible small objects values.

Update: Apr 16, 2018 @ 4:28pm

Hotfix 1.2.2L1 April 16

*Save game compatible

- Fixed a major bug with population growth where a minimum bonus was always being applied.
- Fixed an issue where the population growth amount was not properly being displayed.
- Fixed a bug with building growth UI being incorrect when your culture is not dominant.

Update: Mar 31, 2018 @ 3:46pm

Battle Changes
- Minor tweaks to morale and fatigue penalties
- Tweaks to experience bonuses - slightly reduced morale bonus for each rank, slightly increased melee defence bonus from each rank
- Cavalry a bit less tanky
- Slight reduction to certain shield defence bonuses
- Tweaks to ranged damage, still deadly but less effective vs heaviest units or large shields
- Fixed issues with missing expert charge defence on many Iberian and Irish spear units
- Tweaks to stats and abilities of some units
- Arverni cavalry slightly buffed to live up to their fame
- Arverni veteran freemen unit small armor increase.

Other Fixes
- Fixed a battle crash issue with Roman units.
- Fixed an issue where player Celtic reforms would trigger for Odrysia and Getae mistakenly.
- Fixed some mistakes in Galatian unit descriptions.
- Fixed some Egyptian temples having mismatched names.
- Changed ammunition bonus effects in campaigns to only affect missile units.
- Lowered some of the ammunition effects, especially for those found in earlier tech tiers.
- Added new longer hoplite spears to around 20 hoplite units missing them. Thanks to BeastModMonster for the list.
- Added some updated unit cards, thanks to sourav!
- Moved some Arverni units around in the barracks tiers, changed Naked spearmen population class.
- Fixed several IA germanic factions missing commander unit entries.
- Fixed generic Iberian AI generals being labelled as Edetani in their descriptions.
- Fixed eastern slave forum building having too large a garrison at tier 2.