Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
16,196 Comments
Space Lord Nov 6 @ 11:50pm 
Absolutely love the mod. But I think the attrition on the seas just right next to an own territory is too much. Even with a supply cart a big chunk of the army gets killed. Should work more similar to land army supply.
richardgraham03 Nov 6 @ 12:55pm 
Hi new to the mod. Any advice on how to counter empire maintenance so that my provinces can produce income again? I am losing a ton of money. cheers
Neutral Patriot Nov 6 @ 9:38am 
The marriages are broken in this mod, 80% of the time both the wife and husband will get traits that negatively affects birth chances. now it take like a decade for my people to have just one kid, if I'm lucky.
Nuke LP ツAlliiGerツ ™ Nov 5 @ 6:30pm 
Give it for this Mod oner Bulding Slot Mod for more Bulding Fan , Bulding slot +8/10/12 for Major cities and for Minor max 4/+6 .
davidsonadakole5 Nov 4 @ 7:47pm 
@jpc7634 i tried that too didnt work ,or is it because i dont have the whoe dlc
sam.pidgeon Nov 4 @ 6:39am 
light swordsmen would be god until you can get better troops
sam.pidgeon Nov 4 @ 6:37am 
i researched a tech for reform i am guessing gotta wait for so many turns before i can recruit them?

i also think bastarnians need a different light unit that uses freeman population as the spears are not great and not many light units that are not skirmishers
kam2150  [author] Nov 4 @ 4:27am 
They look to be reform locked units.
sam.pidgeon Nov 4 @ 3:54am 
the recruitment option does not appear in the unit recruitment panel i have also noticed dacian levies cost more and upkeep is higher but less morale than bastarnae light spearmen both got same stats
sam.pidgeon Nov 4 @ 3:16am 
anyone used a faction unlocker 4tpy for grand campaign?

i am trying out the bastarnae and there is a unit of cavalry my capital says i can recruit from level 2 named skytho_sauromatai kontophoroi (schythian sarmatian lancers) once built i cannot recruit them

same for skytho sauromatai hippotoxotai (scythian sarmatian horse archers) which can be recruited from stable level 2 building
jpc7634 Nov 3 @ 10:24am 
@davidsonadakole5 just open both folders and copy pack and png files and paste into data folder mate.
kam2150  [author] Nov 3 @ 5:58am 
joe higgs, if you have missing textures/models, it means you are above Rome 2 mod limit.
davidsonadakole5 Nov 3 @ 5:39am 
@juicebox please i need your help , the mod never works for me (i mean the whole DEI) SO PLEASE IS IT THE PACK FILE OR THE WHOLE FILE FOLDER CONTAINING THE PNG FILE AND THE PACK FILE
joe higgs Nov 3 @ 4:22am 
I'm having issues getting textures to load. Is there a specific load order, graphics setting requirement or something that I need to follow? Or an extra file? Everything online says there are 10 parts but in Steam I only see 3?
kam2150  [author] Nov 3 @ 1:22am 
Kenny_32_95, that looks to be a bug, will pass it to Beta update.
kam2150  [author] Nov 3 @ 1:22am 
波斯喵, moving your capital is a DeI feature, not a DLC one.
Kenny_32_95 Nov 2 @ 7:34am 
Maybe this is by design, but it seems like a small bug that the Romans lose access to the Syrian heavy archers (Romanised) when upgrading the auxiliary barracks to level 3 in the Bithynia region. This behaviour doesn't repeat in a similar situation when you upgrade to level 3 auxiliary barracks in Macedonia, where the Romanised Cretan archers remain available.
figueroag.esteban Nov 2 @ 7:06am 
Oh thank you, kam2150. I'm an idiot.
波斯喵 Nov 2 @ 4:10am 
DEI is an excellent mod, and Rome 2 has become much more fun. Thank you! Is the capital movement feature in DEI from the DLC? Or is there a separate capital movement mod?
:steamthumbsup:
kam2150  [author] Nov 1 @ 6:01pm 
You need to reach their Reforms.

https://divideetimperamod.com/reforms/
figueroag.esteban Nov 1 @ 5:56pm 
I'm on a campaign with Parthia and there are units that can't be recruited. Is this a bug in the mod or is a technology missing?
Juicebox Oct 31 @ 4:53pm 
then deselect the steam version mods from your CA launcher.
Juicebox Oct 31 @ 12:20pm 
Guys if you want to make this work or see good load times, load these mods last on your list in order.

AND

Go into the mod download folder in steamapps/workshop and copy the three mod files into the games data folder and remove the "@" or "___".
Seba SPQR Oct 31 @ 4:13am 
hay alguna manera de que las batallas no sena tan horribles? las unidades de lanza matan con la mirada, mueren de infarto no pelean solo tiran lanza al aire
kam2150  [author] Oct 30 @ 4:11pm 
Sadly we can't edit AI, no idea why its coded like that in small town battles.
AAAAAAAAA Oct 30 @ 4:04pm 
Is there a way to make generals not kill themselves in a small town battle? Frankly, its so immersion breaking.

Enemy horse generals litteraly throw themselves in your army, they are the first to attack and first to die. AI is messed up. Thks
kam2150  [author] Oct 30 @ 2:38pm 
1,2,3
Riekopo Oct 30 @ 12:22pm 
What is the load order for the 3 parts?
kam2150  [author] Oct 29 @ 1:36pm 
Not a mod issue, its an issue with your mod launcher, which loves to break from time to time.

Go to Rome 2 folder, find one called Launcher, then delete it.

Do the same to Launcher folder in something like here:
C:\Users\Admin\AppData\Roaming\The Creative Assembly

After that, verify game files in Steam, which will redownload them.
VVSDiamonds69 Oct 29 @ 10:48am 
this ♥♥♥♥ dont ♥♥♥♥♥♥ work for me whatsoever, just loads vanilla
kam2150  [author] Oct 29 @ 3:33am 
karlmoore205, that is still on user end but where exactly crash happens, when you click on stuff, during turn?
Seba SPQR Oct 29 @ 3:20am 
Que paso con las batallas?? las unidades de lanza golpean al viento, los que vienen de frente mueren de infarto, las unidades de espada giran infinitamente. Es basura se parece a la guerra de los dioses
karlmoore205 Oct 28 @ 5:07pm 
tried that, started a new campaign, crashed second turn,
kam2150  [author] Oct 28 @ 4:53pm 
Try to verify game files in Steam.
karlmoore205 Oct 28 @ 4:49pm 
playing as rome on grand campaign, all mods disabled. crashes between 3 to 5 turns in mate, only using the 3 mods needed to play DEI
kam2150  [author] Oct 28 @ 1:02pm 
Need more details, what submods, what faction, when does it happen exactly etc. Otherwise we can't help. On its own, the mod won't crash, at lest not mroe than base game.
karlmoore205 Oct 28 @ 7:07am 
hey, the grand campaign isn't working for me. i get a couple of turns in then crashes. please help.
matteomora95 Oct 27 @ 6:03pm 
You're doing a great job, I'll contribute to your work.
I'd like to point out that the "AOR_12_North_Iberian_Medium_Spearmen" and "Scortamareva (Romanized)" units have a visual problem; some men are missing their bodies. The "Equites Veterani Volcae" (mercenaries) units have visual problems; some men are missing their helmets.
kam2150  [author] Oct 27 @ 3:03pm 
In terms of singing peace, the issue is that the more you fight the AI, the more it hates you as every won battle or captured city improves relations. I tried to apply positive relations to won battles (sort of like Paradox warscore), so AI was more inclined to sue for peace BUT it made all allies and neutral factions to declare war on you. This is due to diplo bonuses always affecting other factions the opposite way, e.g. if you and an Ally fight AI enemy, all negative points against enemy add to positive relations to ally while all positive points towards the enemy apply penalty to your ally.

We have one script in mind that will allow 1st Punic War to end after X conditions are meet (e.g. win 10 battles or capture entire Sicily) and then to have it restart after certain amount of time, to kick off 2nd Punic War.
kam2150  [author] Oct 27 @ 3:03pm 
It actually does exactly that, increases cultural penalty between the two factions. It then just makes it more likely for AI Carthage or AI Rome to declare war.

Overall, on every turn passing, every Ai factions rolls for war declaration against the player, having good relations reduces it (but never to 0) while bad relations increase it. This is why in TW games you get odd war declarations from other side of the map by landlocked factions. I guess it was a way by CA to not have "total peace" scenario.
Meph Oct 27 @ 2:37pm 
Its a trigger that makes it all but certain within a very short time frame, dependent on completing one of your starting provinces, which completely railroads the player (even if you purposefully avoid it you're still being railroaded by being forced not to do something extremely basic) for an enormous amount of time, rather than, what, maybe just increasing the cultural penalty between the two factions? Or just letting it be? Or making the trigger conditions a lot more specific? Or maybe let the player make peace under more normal terms, as the Punic Wars were actually three wars that took place over 120 years, not a single World-War-2 level war of extermination?
Listiger_Lurch Oct 27 @ 10:39am 
good mod thanks for the great work!
keepitkernow Oct 27 @ 10:30am 
Can someone help me please. These mods keep crashing randomly. I only have DEI mods 1,2,3 and a mod that doesnt allow civil war (which is dei compatible)
Any help please ?
smakdownklown Oct 27 @ 10:23am 
Yeah but realistically prior to Roman forces entering Sicily, Rome and Carthage were in good standing so as long as you don't go to Sicily it shouldn't trigger an all out war which at the time was rather a misunderstanding which prompted war in the first place, they were fine with Rome occupying Magna Graecia from Pyrrhus because they were both at war with Epirus. I think the script should only trigger if you actually go to sicily like in real history.
kam2150  [author] Oct 27 @ 12:57am 
1. It is not hardcoded, its a trigger that makes it more likely.
2. It happens when either Magna Grecia is captured by Rome or if Carthage captures Sicily.
3. It was requested by players.
4. Without it, there would be pretty much no Punic War unless player started it at the time of his chosing, rather than adjusting to situation occuring due to going into other sides sphere of influence.
Meph Oct 26 @ 6:14pm 
Hard coding the Punic War with no explanation of how it works and no option to make peace might be the stupidest mechanic ever put into a mod. Genuinely what on earth were you thinking?
Oliveira47@ Oct 26 @ 3:53pm 
O MOD E MUITO BOM... SO FALHA NA PARTE EM QUE NAO SEGUE AS UNIDADES ROMANAS.
FELDRIC Oct 25 @ 9:31am 
walls to all cities please
Totila Oct 25 @ 8:52am 
@Mighty Zinger Box I have nearly 1k hours on Rome 2. At least half of it on DeI. I am no beginner. I just thought it would be a nice change to take the Seleucid rather than take Rome, Carthage or any of the 1 starting settlement factions for the X time.
Saucy [CE] Oct 25 @ 3:28am 
I don't know if it's most factions or what. But when playing as Rome, Carthage are SO overtuned. They seem to spawn armies out of nowhere. I'm playing on normal difficulty. I've had 3 goes at it now trying different stuff and min maxing army composition, economy, ONLY fighting Carthage. And maintaining being respected in the senate. And Carthage steam roll me with huge armies and navy. And that's another thing, wtf is that navy upkeep cost? Barbaric. I love the additions but the tweaking of stats makes this so not enjoyable to play.