Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Nero Improved Garrison
27 Comments
Nero  [author] Apr 26 @ 12:56am 
Hey...yeah this one adds a lot of units. It was my first mod. Then I made the other one named: Elite garrison. That one adds less units, than this one.
DDR 72m Mar 1 @ 12:09pm 
Good Mod But It's a bit over kill as the ai recruits trash until 100 turns or so the ai just stand's outside the walled cities because they can never take the city until they have around four stacks
Julius Cheeser Dec 25, 2022 @ 6:41am 
achievements still work with this mod ?
Nero  [author] Oct 29, 2021 @ 2:33am 
Hi thanks mate :)
DEI has different unit structure so it does not work with wthi mod.
Ciuffu Oct 27, 2021 @ 12:58am 
hi great work mate need a mod like this
does it works with dei?
Nero  [author] Sep 26, 2021 @ 5:22am 
If any of you guys want to try multiplayer with me, then add me on steam :)
Nero  [author] Jun 27, 2021 @ 7:41am 
No worries...at least I fixed that roman garrison you were getting from barbarian buildings thanks to you :)

I agree it kinda changes the whole game...you get stronger garrison for defending, but it also gets much harder to conquer anything.
skycrossercat Jun 27, 2021 @ 3:47am 
Everything works in order rn, even with ILOR (other unit mods work fine as well, not sure what's the conflict of CIG units), and your mods adds some difficulty while conquering or expanding, pretty nice change on the gameplay!
skycrossercat Jun 27, 2021 @ 3:44am 
Sorry for wasting your time, should do further tests on my end before posting the report.
Nero  [author] Jun 27, 2021 @ 2:13am 
Also have to mention, that if you use any mod that changes buildings or unit structure it will very likely cause some issues with my mod...
Nero  [author] Jun 27, 2021 @ 2:11am 
Now the update was released to fix the issue with roman garrison in barbarian buildings.
Nero  [author] Jun 27, 2021 @ 1:53am 
Yeah I think the problem is caused by those other mods that you are using.
Tested on two different computers, with two different steam accounts and there are no mob units anywhere as far as I can see.
skycrossercat Jun 27, 2021 @ 12:29am 
Sorry for keep bothering you, but I can now confirm that it's due to some conflicts between Caesar in Gaul unit packs and your improved garrison mod, remove it gives back the light infantry in the garrison.
skycrossercat Jun 26, 2021 @ 11:20pm 
It works fine for me in the last save (even though it's a bit weird to have same garrison in both garrison and civil city), and I install ILOR and caesar in gaul unit packs made by Leonard the Great in this save, not sure do they interfere the mechanics. The previous one adds new units and new barrack systems, the later one should be just a remodel, but the garrison of the barrack part works fine.
skycrossercat Jun 26, 2021 @ 11:13pm 
Thank you for your reply, and as far as I know, it happens to every faction I can currently see in grand campaign, and only happens to main city buildings' garrison (no matter it's garrison or civil). It has one elite unit added by the mod, but the mobs and plebs, which should be replaced by light melee infantries, still remain.
Nero  [author] Jun 26, 2021 @ 10:40pm 
Hi, thanks for the report :)

...I dont see any mob units at the start of the campaign...In what faction are you seeing those mobs?

...As for the other thing...I can see why this is happening and I will fix it in next update by creating separate unit groups for barbarian factions.
skycrossercat Jun 26, 2021 @ 10:38am 
Not sure is that intended or caused by adding this mod to an existing save, hope this information would help.
skycrossercat Jun 26, 2021 @ 10:36am 
And I also want to report a little weird behavior. For vanilla, you need to convert the building of the city you just occupied to your own building to have garrison, but with this mod, you already received full stack garrison troops if the city has barracks (to me is the celtic barrack, which gives me 4 praetorians and 2 praetorian cavalries ).
skycrossercat Jun 26, 2021 @ 10:17am 
Is it normal to still see mobs and plebs in the garrison troops at the start of the campaign? I can see new troops introduced by this mod, but I am afraid of that smth bugs out and keeps those useless units in the garrison later on.
Julius Cheeser Jun 17, 2021 @ 3:22am 
Ah cheers man! thanks for getting back so fast and the AI info is also a bonus
Nero  [author] Jun 16, 2021 @ 11:39pm 
Good thing is that it affects every faction the same way, so you are not in disadvantage.
Nero  [author] Jun 16, 2021 @ 11:35pm 
Hey! thanks for the comment...yeah this is normal behaviour of any garrison mod as far as I have seen. And I think there is no way around it.
It works the same way as if you play any faction and take a new city of the same culture, then you also have to wait for the garrison to replenish.
It only affects new added units...those units that are from standard garrison start with full count.
Julius Cheeser Jun 16, 2021 @ 3:39pm 
Hey man really enjoy this mod probs perfect number of units for defending cities. Small problem half the units defending are not full stacks and they have to replenish which takes a while, any reason for this ?
Nero  [author] May 4, 2021 @ 9:12am 
Thanks man...makes me very happy, that you guys like it :)
ralphcarlock May 1, 2021 @ 9:25pm 
this is awesome!!!:steamthumbsup:
Nero  [author] Mar 9, 2021 @ 12:27am 
I am glad you like it :) ...it is not compatible with DEI, because DEI has completely different units and garrison structure.
Dread Mar 8, 2021 @ 10:26pm 
Looks nice! Is it compatible with DEI?