Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

229 BC: Paced campaign (DEI)
101 Comments
Ghost Augustus Sep 8 @ 11:51am 
Is anyone interested in a Multiplayer campaign with this mod?
Caos Aug 30 @ 2:56am 
Hi does it work with "Events roulettes" or "Vox populi" ? Thanks
Leonidas91 Jul 26 @ 10:11pm 
Love the mod - best submod for DEI. One request - could the Hellenic Cataphracts for the Seleucids be tied to the Cataphract tech reform instead of the thorax reforms?
FELDRIC Jul 25 @ 2:06am 
Caesar in gaul version please
Depgar31 Jun 9 @ 8:00pm 
you need to make a caesar in gaul version
Perxibal229 May 24 @ 6:53am 
When there is an update for this mods, because you see an error that the history of the Macedonians, for example "Antigonos Soter" instead of "Antigonos III Dóson" is the true name of the history of that people.
Stiefellecker² May 23 @ 12:49pm 
not sure if its a submod issue but historical characters for macedon at least always start at age 70 for example philip the v
GamerLad Apr 5 @ 7:40am 
Would this work with Historical Victory Conditions for DEI submod?
ERT  [author] Mar 20 @ 11:25am 
It can be changed in the reforms script using packfilemanager

https://ibb.co/8LfpLYWX
Stiefellecker² Mar 19 @ 11:02am 
Would it be possible to reduce the Roman Reforms time wise? I get the high Imperium requirement that is fine. But there are other factions like the Greeks that get all reforms close to 200. Rome should get the Marian reforms at the same time.

There is no way to get it any earlier is there?
ERT  [author] Mar 11 @ 12:19pm 
This overhaul is balanced pretty comprehensibly towards a long campaign that evolves with the passing of time. That's why many reforms like Marian fire near turn 300-400 (around 100 BC with 4 tpy). Also the auto-resolve script has been remade for more dynamic ai vs ai battle result while ensuring some predictability in terms of ai to ai relations for long campaigns.

It could properly work well enough as a 12 tpy mod, but to be honest I'm not too interested in that.

I don't know how to change the campaign times to 12 tpy, but I suspect it shouldn't be too hard to do for the 229 bc campaign by itself, or vanilla for that matter.
Augustus II Mar 11 @ 11:26am 
I love this mod man. I think the idea of moving up the time line alone can add tons of new play experiences.

The reason I commented though is because I think this could become the most epic mod short of DEI if you made a 12tpy version. You already have slowed things down, you would just need to go a little further. There is an ultimate 12tpy mod that changed everything but its a few years behind.

I have a mod that slows down experience gain and movement range, they would just need to be adjusted. If this is something you would be open too great, if you want help friend me and Id be happy to get something done.
Axland Feb 18 @ 9:35am 
Liked much the description, seems me they are reasonable changes.

In the other hand, I do not like DEI, mainly because greek factions are not fun for me.

As standalone mod would be insta download.
esejano Feb 15 @ 1:28pm 
The same I use :)
Great news, as your mod looks really good. Thanks for the answer!
ERT  [author] Feb 15 @ 11:05am 
It can be used with combat overhauls, especially if you load them after.

This mod only touch certain units such as garrison, ranged and some Roman. Also the tables are "added" instead of overwritten which helps overall compatibility.


I use this one: https://steamcommunity.com/sharedfiles/filedetails/?id=3349117467
esejano Feb 15 @ 10:07am 
Hi! Since your ,od tweaks morale of certain units, I presume that it is not compatible with combat overhaul mods, right?
ERT  [author] Feb 13 @ 2:16pm 
No worries
Takarazuka Feb 13 @ 1:14pm 
I was just about to reply again.... this one is on me. It was not an edited version (I have a personal submod I use for making adjustments to DEI, etc so I don't make direct changes) but it was an old version in /data that I didn't realize was even there. Deleted, resubbed, and everything works properly now. Sorry for that! I usually try to be thorough before bothering mod authors but I skipped a step this time haha!
ERT  [author] Feb 13 @ 1:11pm 
Looks to me like you may be using an old/edited version. If you have an old edited version in your \Total War Rome II\data, that will overwrite everything, even if you update the mod using the workshop

This is tier 2 Roma for comparison: https://imgur.com/a/wuOu54I

I'm using a few other mods. The only one to affect buildings is this one: https://steamcommunity.com/sharedfiles/filedetails/?id=3413160739
Takarazuka Feb 13 @ 12:59pm 
I noticed that your T1 Roma has slightly different stats on it from mine. Just to be sure, the screenshot you showed me is only using DEI and your mod or do you have something else going as well? Just want to be sure I am comparing everything evenly.
Takarazuka Feb 13 @ 12:55pm 
This is 3 turns in with only your mod and DEI active with your mod loading last as it should to overwrite DEI tables. I uninstalled and reinstalled your mod to be sure. https://imgur.com/a/yxtt2bI
ERT  [author] Feb 13 @ 10:25am 
All special garrisons are working, both in battle and campaign.

You have to wait a turn for them to start to "fill" up.
https://imgur.com/a/rome-garrison-i523DqE
Takarazuka Feb 13 @ 9:46am 
I noticed that the special garrison in the db files for the city of Rome is not working. Not sure any of the special garrisons are working actually, but I know for certain Rome is not getting it. Rome still has the standard town guard and mob units. None of the archers, etc.
Terendelev Feb 2 @ 5:22am 
Juicy update
Ghost Augustus Jan 11 @ 4:53pm 
Yeah, its unfortunate. DEI 123 is not nearly as good as with 229 added in.
ERT  [author] Jan 11 @ 7:10am 
I've had this with vanilla DEI every time I tried aswell, it does not work well in MP campaigns. But you will likely make desync issues even worse with overhauls and submods like this.

Try doing a campaign with just DEI part 3+2+1 and no other submods, it will be the best chance of success.
Ghost Augustus Jan 11 @ 7:03am 
I've been using 229 in MP campaign and have found it goes into an infinite desync loop. Has anyone else seen this? It's happened against multiple partners.
Czechs Mix Dec 18, 2024 @ 5:20pm 
Silly question maybe, but I'm grasping at straws here: Playing as the Saka, I was sent an envoy from some kingdom to my far east (off map) demanding something upwards of 50000 gold in order to be under their "protection", or else face the wrath of 200 elephants and a huge angry army. I said no only because I couldn't afford it if I sold everything I had, and then a few turns later, a full stack high tier indian army complete with like 5 armored indian elephants just spawned on my flank immediately at war. I feel like this is such a lose/lose situation I want to know if I'm doing something wrong by refusing the tribute, or am I just supposed to prepare for Hindu apocalypse?
[S.P.Q.R.] Kefkaius Nov 18, 2024 @ 8:18pm 
Hello, is this compatible with 24 TPY ?
ERT  [author] Oct 28, 2024 @ 1:16pm 
You should be able to replenish most your units in a few turns if all the recommended conditions are met.

I suspect that many players experiencing replenishment issues may be using other submods that interfere with this mod. If you want this mod to work as intended, make sure to load it last. Even then, conflicts can arise if other submods modify the same tables that this mod changes.

The most important factors affecting replenishment are actually the traits of your general/admiral and the army/navy traditions. With significant investments toward replenishment, you should be able to replenish troops quickly, even under neutral seasonal or PO conditions.
Eboss Oct 28, 2024 @ 11:00am 
Hmm I knew replenishment wasn't going to be substantial, I just didn't expect it to be practically unavailable. Either way made for fun campaigns, especially as Macedon, needing to mesh units together recruit etc. Great mod mate. But just to know, how much replenishment could I expect in a 100 public order, positive sanitation capital, with positive food, and a good season, to know if it is because it might have clashed with some other mods.
ERT  [author] Oct 28, 2024 @ 7:48am 
Replenishment works just fine and as intended. Please read the wall of text on this mod page, you will find some useful information there like:

"Additionally replenishment is slower and tied to provincial, seasonal and other effects as-well."

In short fix your provinces public order, maintain food surplus and high public order and invest in replenishment bonuses from buildings, agents, edicts etc, if you want your armies to replenish. Also harsh environments/season incurs massive penalties to replenishment

Alternatively use this mod instead if it is too much to manage: https://steamcommunity.com/sharedfiles/filedetails/?id=3217339623
pimpingbunny Oct 28, 2024 @ 4:41am 
same, unit don't seem to replenish, even in capital region
Pajdo Oct 5, 2024 @ 3:15am 
@Eboss, I have a same problem with the replenishment
Eboss Sep 28, 2024 @ 8:43am 
Amazing mod, but does anyone have any problems with replenishment? Even in my capital with plenty of every population class, food, money, and in every season, troops stop replenishing after like 10-15 turns in the campaign
gruntfat(1) Sep 24, 2024 @ 12:01pm 
it works and put above
Maniac [\M/] Sep 22, 2024 @ 12:31pm 
Doesn't work, other mods interfere ? what is the loading order above or down the first 3 parts ?
ERT  [author] Sep 19, 2024 @ 9:58am 
This mod is a lot harder than vanilla DEI, but there is another version with just the campaign start changes if you find it too hard.

Some advice when starting as Macedon is to prepare yourself defensively. Use the new stance system bonuses to your benefit. Fortification stance is very effective in choke points for example. You can win with 1 half stack against +2 full stacks if you play it right.

Also work towards good public order in your starting regions before focusing too much on recruitment/economy, as it is very important for tax income, unit replenishment and upkeep/recruitment cost among other things. Hire and deploy dignities and use family/party members early and often.
Mercurius Sep 18, 2024 @ 3:34pm 
This really makes the game harder. As Macedon, I was overwhelmed within 12 turns by a joint invasion by Epirus, Athens, Sparta and some Thracian tribes. Despite having a food surplus and an abundant second class population, my armies never replenished at all. I was losing over 3,000 denari a turn, too, yet I only fielded 12 units.
Leonidas91 Sep 2, 2024 @ 9:14pm 
Love this mode! Thank you for finally making a start date that is much more dynamic. One thing - I think the Tolistobogii faction is Thrace might be bugged. Factions are declaring war on them but, from what I can tell they don't exist
KingBeard Jul 25, 2024 @ 4:27pm 
If this mod is loaded last wouldn't DEI Main File overwrite this one? I'm 100 turns in my Roman Campaign and I just got Marian Reforms but wast supposed to happen till turn 400... but if I load this last, when I boot up the game, it doesn't work,
ERT  [author] Jul 22, 2024 @ 9:23pm 
The recruitment system follow the logic from earlier total war games such as medieval 2 and empire.

Historically levies were dragged from their homes without any training or equipment, they were lucky if they were able to better equip or train themselves on campaign before battle.

In ancient times most "dedicated soldiers" were actually just landed citizens, many Greeks for example would only ramp up formation and drill training shortly before marching to war.

Romans were professional soldiers by trade, and trained their whole life.

I could argue the current system is much more "historically appropriate" compared to what you suggest.

But regardless it is just a matter of preference, and this one is mine.

if you don't like the recruitment changes you can try this version: https://steamcommunity.com/sharedfiles/filedetails/?id=3217339623
punished med Jul 22, 2024 @ 5:04pm 
" dedicated warrior units 2 turns" isn't this completely backwards? Like, the whole point of a dedicated warrior is that they can be called up to fight on short notice. If anything peasant soldiers should take more turns as they would need more time to be trained and armed, likely by the previously mentioned dedicated warriors.
Jesse.sven Jul 20, 2024 @ 5:58am 
What I had to do was disable the ultimate 12 tpy mod.
Jesse.sven Jul 19, 2024 @ 9:40am 
Strange, mods works but i dont start with the extra territory for Rome on Grand Campaign. Can someone explain?
badonk Jun 26, 2024 @ 5:22am 
where should i put this mod? after or before the 3 parts? thanks author
rogers0110 Jun 23, 2024 @ 1:35pm 
i fixed it i think it was one of the other submods
ERT  [author] Jun 23, 2024 @ 1:28pm 
This mod does not affect battle maps. Your issue is unrelated to this mod.

To fix you have to troubleshoot and disable all mods and enable them 1 at a time to identify which mod is causing issues.
rogers0110 Jun 22, 2024 @ 3:52pm 
fixed the other problem but now my battles maps are pitch black the units are fine but the battle map is pitch black please help
rogers0110 Jun 22, 2024 @ 1:44pm 
hey i have a bunch of submods for dei installed but i dont know where too put this mod can someone help me