Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
15,997 Comments
Blaizey Bones 18 hours ago 
Anyone know if there is a 12 turn per year mod for this that works for this? It seems like a lot of them are outdated.
kam2150  [author] Aug 20 @ 1:46pm 
You have a mod conflict.
_MaReX_ Aug 19 @ 7:35pm 
Hello what has happened to the population mechanics ? i have the UI of them but when i hover over them they are not interactable and aperently i have no population to effect my recruitment at all , what is going on .
pohl Aug 19 @ 1:24pm 
дайте ссыль на русский, если есть без багов, а...
Saul Goodman Aug 18 @ 8:04am 
Empire Maintenance
Saul Goodman Aug 18 @ 8:03am 
I'm playing as Scythia and my Goitosyros temples don't lower EM upon finishing (despite tooltip is saying -2% to EM). Am I missing something?
kam2150  [author] Aug 18 @ 12:11am 
Either you have a mod conflict or you are one of unfortunate victims of last Win11 update.

If you are on Win11, do below:


1. Launch the Game – Start Total War: Rome II
2. Open Task Manager
Press Ctrl + Shift + Esc to open Task Manager.
Alternatively, you can right-click on the taskbar and select Task Manager.
3. Go to the Details Tab
In Task Manager, click on the Details tab at the top.
Look for rome2.exe in the list of running processes.
4. Set CPU Affinity
Right-click rome2.exe and select Set Affinity from the dropdown menu.
5. Unselect Some CPU Cores
A window will appear showing which CPU cores the game is using.
Uncheck a few cores (for example, if you have 6 cores, uncheck CPU 9 to 11).
Click OK to apply the changes.
6. Resume the Game

This fix can be applied even if game already froze.
AdamEternal Aug 17 @ 11:06pm 
Every time I start siege battle, the game crashes within 5 seconds.
少年书生气自清 Aug 17 @ 4:32am 
Why can't the maintenance costs of military buildings be found in the budget? Does that mean there is no reduction in spending?:lunar2019piginablanket:
Jarcaddy Aug 16 @ 10:50am 
Summer is nearly over, release the new beta!
Vladdy Daddy Aug 14 @ 2:00am 
@kam I meant Polybian units, you're right, they're way more powerful than the Camillian units. That's why when you reach the Marian reforms, it's already game over, you've won the campaign.
kam2150  [author] Aug 14 @ 12:27am 
Their starting army is not weak at all but people have to adapt how to use them well.

By the time you would have resoruces to start fielding more elite units as other factions, Rome already enters Polybian stage. Even then, two units of early Hastati can destroy elite heavy hoplite unit with less than 10 casualties and under a minute or two, when used to their full potential.

Heck, some people look for ways to not reform their Camillian units as they are more versatile than Polybian units, which are more anti infantry.
Vladdy Daddy Aug 13 @ 11:24pm 
That is because the talented and ambitious creators of this mod cannot reconcile even today with the limits of the game. And I'm not referring strictly to its technical limitations, which there are plenty, but to the scope, the philosophy, the idea of its developers. To put it simply, the DeI creators wanted to make a Ferrari out of a Fiat. They did an admirable work so far, beyond expectations, but the core issue remains unresolved: this is a videogame and gameplay is king, therefore it doesn't matter how much you strive for historical accuracy if you cant reflect it into the game, to make it to work within the confines of the game and, most important, to offer satisfying gameplay even for newcomers.
Vladdy Daddy Aug 13 @ 11:23pm 
Rome's only problem is the starting pre-Marian reforms Camillan army. I understand the historic reason, but as in gameplay, Rome starts with the weakest, most boring and lackluster roster in the game: a "variety" of mediocre spearmen which function the same and have the same role and mediocre at best skirmishers. No wonder many players give up.
After the Marian reforms, Rome becomes an unstoppable juggernaut. While it may be historically accurate, the way it translates into the game is jarring, without any nuance of progression.
kam2150  [author] Aug 13 @ 1:28pm 
nathanidle2010, their units are not even close to being trash but you need to learn how to use them well. Rome has very hard start in DeI but easiest mid to late game.
kam2150  [author] Aug 13 @ 1:27pm 
AI will always recruit max amount of armies as long as it makes at least 1 denarii per turn.

You can remove some AI buffs to make early game easier and let you steamroll like in the base game but then you get same issue, AI is unable to do much once you grow to any reasonable size.

AI is also unaware there even is Public Order. E.g. if you give basic farm building a -1000 Public Order debuff, AI will be still happy to build it.
Viktor "Secure" Boot Aug 13 @ 1:13pm 
I have to agree with Wolf, Thracians keep sending stack after stack into Pela and I can't expand anywhere. Every AI city has 100+ public order PER TURN for some reason? Feels broken af right now
nathanidle2010 Aug 13 @ 5:43am 
why is rome so hard to play early there units are trash and getting late hastati is to hard to get
wolf Aug 13 @ 1:59am 
Just tried to played the Alexander campaign on normal, you thought the creaters of this mod finally got rid of the AI stacking huge armies against you within a couple of turns. Even after destroying 2 armies the AI -/ settings in the beginning of the campaign do not give a shit.... C'mon...
kam2150  [author] Aug 11 @ 1:35pm 
Your corruption is taking away entire income as it is above 100.

It means you have neglected corruption for very long time and it will take you dozens of turns to fix your state. Corruption does not affect all types of sources.
K_O_Z_Y Aug 11 @ 3:49am 
Hi, I would like to thank you and take advantage of your response to the comments. Please explain the income from cities. The income of cities in the province in the "Details" tab shows the amount, but the total income is 0. There is food in the province, robbery is not high either and I don't see any negative perk. Corruption shows me 130%, but that won't be realistic, because this value is also elsewhere in the province, where the income is okay.
I apologize for the bad English and thank you in advance for the explanation.
kam2150  [author] Aug 9 @ 12:41pm 
ryanwcrowe2, there is no basis for them, you can instead get similar units through AoR.
kam2150  [author] Aug 9 @ 12:40pm 
rmac465, there were no updates to the main mod since November, so unless you had some messy submods, it should be fine. There will be new update soon but it will first released as optional Beta, until it will be rolled into main mod later this year.
kam2150  [author] Aug 9 @ 12:39pm 
minimigit, could be a mod conflict or you can try to validate game files in Steam.
kam2150  [author] Aug 9 @ 12:39pm 
amx1998, the way how war declarations work in TW is an RNG roll done by every faction you know on each turn. Even if relations are great, there is still like 0.01% chance to best ally to declare war (probably a way by CA to prevent total peace in a total war game). This is why in TW you sometimes have war declarations from factions from the other side of the map.

Other factor is amount of wars you have, which can snowball it. Basically the more wars you have, the weaker you appear to AI, hence it views you are easy target. Do not discover too many factions early, keep your reputation good, do not get involved in too many non-agression/alliances (since then anyone who hates them, now hates you) and diplo will work like a charm.
ryanwcrowe2 Aug 9 @ 10:04am 
Hello. Is there way you can add a more heavily armored archer unit to Macedon and other Greek factions?
rmac465 Aug 8 @ 5:22pm 
Kam 2150, Thank you very much for the mod. I really enjoy it. One thing though. I havent played since december 1st, about 8 months ago. Would my save game still be playable, or would updates have made the file have issues this long after. thanks!
minimigit Aug 7 @ 10:43am 
how can i play the macedonian civil war campaign or the alexander one it wont show up in campaigns anymore
amx1998 Aug 7 @ 5:42am 
Man whats wrong with this, every nation declares war on me even if i have good relationship and iam steady, wtf? It makes no sanse.
kam2150  [author] Aug 6 @ 1:02pm 
Joink, few conditions need to be made by either player or AI to have them happen.
Otherwise, there is very little chance to have Punic Wars at all, which was one of major issues people had with original game. Also welcome to Punic War experience, where death toll in the area, and amount of raised armies, will not occur in Europe/Norther Africa until 17th century.
kam2150  [author] Aug 6 @ 12:57pm 
Atlas, its not turned off and even in base game cavalry will stop if they touch other unit during running towards target or if target is moving away during charge, as cooldown starts as soon as first guy is not.
Adonnus Aug 6 @ 8:08am 
joink, have you tried getting good
Joink Aug 6 @ 4:19am 
I need the guy who decided to script a 100% guaranteed hyper death-war with carthage crucified
Atlas Aug 6 @ 4:03am 
nah this mod ruins both pike units and cav somehow, from pike hitreg being turned off to cav charges stopping at the first fleeing archer if the cav even manages to catch up in the first place
UdonNoodles Aug 4 @ 7:07am 
Hello does this mod work with Mac OS?
Leaf Aug 3 @ 2:24am 
is there any know bugs with siege equipment? just had to get a unit to drop the ram and they scattered across the battlefield, I also noticed some path finding issues when directing units which was getting very costly, I've had a 2 and a bit year break so fresh files, no screenshots as I was panicked and exited to desktop
kam2150  [author] Aug 2 @ 5:17pm 
E.g. properly executed heavy cavalry charge pretty much wipes out levy archer unit, even if they hold out after charge, its over in few seconds.
kam2150  [author] Aug 2 @ 5:16pm 
Sounds like you either have a mod conflict or you play above Normal battle difficulty.
OldOll94 Aug 2 @ 2:38pm 
The morale in this is just terrible, i flank the enemy with repeated shock cavalry charges that has about has much weight as throwing paper planes. I like the slower pace but all factions on my borders just declare war with zero reasoning, units are messed up, I flank with cavalry to kill archers yet archers are somehow high threat to melee cavalry and kill them off? felt like i wasted a lot of time in this and sometimes feel less realistic than base game
kam2150  [author] Aug 2 @ 9:08am 
This is Warscape issue, still present in new TW games.

Sadly there are no soft collision for units in Rome 2, any unit can walk through any unit as long as you will spam running order. You can still do it in new games. Difference is, when player does it, order gets cancelled (hence why you have to keep spamming it to do it) but AI sort of ignores cancel order once in contact.

Believe me, if we could fix it, we would have done it long time ago.
THANK YOU Aug 2 @ 8:29am 
why can units just walk through a pikewall without a scratch? i get that levy pike units in base game were OP but this is just ridiculous
kam2150  [author] Aug 1 @ 12:36pm 
You are probably on Win11, sadly MS messed up last system update and it affects multiple games.

To fix if, try below:

1. Launch the Game – Start Total War: Rome II
2. Open Task Manager
Press Ctrl + Shift + Esc to open Task Manager.
Alternatively, you can right-click on the taskbar and select Task Manager.
3. Go to the Details Tab
In Task Manager, click on the Details tab at the top.
Look for rome2.exe in the list of running processes.
4. Set CPU Affinity
Right-click rome2.exe and select Set Affinity from the dropdown menu.
5. Unselect Some CPU Cores
A window will appear showing which CPU cores the game is using.
Uncheck a few cores (for example, if you have 6 cores, uncheck CPU 9 to 11).
Click OK to apply the changes.
6. Resume the Game

This fix can be applied even if game already froze.
DaRayRay Aug 1 @ 9:37am 
So this mod doesn't work for me. I tried playing as Rome and the very first battle I try to play, I will sit in the load screen at 0% for the battle literally forever. It never progresses.

I guess this mod is just unplayable for me.
faggio_s Jul 29 @ 4:40pm 
thanks it works now
kam2150  [author] Jul 29 @ 4:01pm 
K_O_Z_Y, its script refreshing value each time you click something but change is minmal and it not "real" in that it wont change actual income.
kam2150  [author] Jul 29 @ 4:00pm 
Change game language into English.
faggio_s Jul 29 @ 2:15pm 
i can't see the unit names and descriptions and any other tipe of descripion if not for the vanilla ones, do you know why?
K_O_Z_Y Jul 29 @ 1:52pm 
Could someone help me? During the campaign my income per turn decreases, even when I'm idle, after a sacrificial load the amount is also different. I once stopped playing it because it was unplayable and I have a similar problem.
kam2150  [author] Jul 29 @ 1:02pm 
DeI starts in 278 BC, we have moved the date a bit compared to base game.

Submods are more than welcome but these are up to community to make.
We are focused on our general goal for each update and we already have our plans pretty much set for until end of 2026. I am just finishing with overhauling Sassanid units for Empire Divided while rest of the team already did the bulk of work on Romans and others, so that we can finally make it properly playable campaign.
Kylo Ren Jul 28 @ 4:37pm 
I totally understand that Media Atropatene is the closest thing to a Persian faction in 272 BC — and I see why it’s included in DEI.

That said, historically speaking, Media Atropatene was a northern satrapy that split from the old Persian heartland after Alexander’s conquests.
The core of Persian identity and heritage — places like Persepolis and Pasargadae in Persis — were under the Frataraka dynasty during this time.
They still used Achaemenid symbols, practiced Zoroastrian rituals, and ruled semi-independently under the Seleucids.

So when I mention “Persia,” I mean the Persian homeland in southwestern Iran, not the Median frontier state in the north.
I’d love to explore a way to represent that unique identity — maybe as a submod or emergent faction idea?