Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Balance Through Realism
38 Comments
Cybermat47 Jun 26, 2019 @ 4:52pm 
Hey, I found that this mod was incompatible with Rise of the Republic, so I updated it so that it is compatible: https://steamcommunity.com/sharedfiles/filedetails/?id=1782198410

If you want me to take this update down, or upload it to your own account, just let me know.
vivela12gb Aug 19, 2018 @ 7:08am 
Any chance of updating this, please?
pedro_pujol_14 Aug 5, 2018 @ 10:39pm 
Very nice mod, reminds of Rome I engagements! Now i can use philip II/alexander's phalangites as an offensive unit, rather than just a wall of pikes destined to protect artillery or elite archer units. Also, here the combats are more melee focused, instead of ranged combats of Rome II original, since missile infantry units are composed with less manpower than pikes and all the rest types of infantry, thus fulfilling their purpose as an auxiliary/defensive unit, like they were in ancient warfare and the Rome II original game should be borned with. Thanks
God Emperor D Apr 16, 2018 @ 6:39pm 
Thanks for the reply. It's just a pet peeve of mine. Kind of like when people depict the East Coast Native Americans as people living in Teepee, with Totem poles. My mind instantly jumps into "But actually-" mode. Haha
Bruce_R  [author] Apr 2, 2018 @ 4:21pm 
Very valid points, GED. The issue that led to that correction was Odrysian falx-rhomphaia barbarian infantry had a wider spacing than all other Germanic barbarian sword/axe factions, leading to some odd results in player games. Loosening the spacing a bit for Germanic units also has an aesthetic effect in that it makes the sword-axe units look a little less serried/ordered. Of course, barbarian spear-based troops retain the tight spacing you'd expect with that weapon, and most trained sword/ax infantry have an option for a tighter shieldwall or similar formation along the lines you describe. But no argument on your points about the effectiveness of Germanic infantry, which is arguably already the best overall in this game and can afford a minor tweakdown to that effectiveness.
God Emperor D Apr 1, 2018 @ 3:25am 
About the "Realism" of loosely spaced Barbarians: This is not historically accurate.
From shield walls, to spear walls, to the "Boars head formation", Northern European warriors were highly effective combatants. (It was Germanic Cavalry, that won Ceasar's campaign in Gaul)

The myth of lacking discipline comes not from their formations, but their mentality. Barbarians, as you might call them, were often warrior societies. Bravery, ferocity, and martial prowess were highly important in their societies. Which made their warriors sometimes hotheaded, and many groups had a reputation for fighting like beasts in the sense that they fought with no sense of self preservation.

Now they were not as well drilled as the romans, no doubt. But that would be better reflected by an increased time to get into formations, or a bit more "lag" when it comes to time a comand is given vs time it is acted on. I'm not a modder, so I don't know how to reflect that. But, well, there it is.
SphereWorld Mar 9, 2018 @ 9:44pm 
Update please?
Bruce_R  [author] Jan 1, 2018 @ 10:45pm 
Mori, thanks for your feedback.
Mori The Vampire Lord Dec 10, 2017 @ 8:33am 
most useful mods for game imo mods that add: 1 zoom camera, 2 more imperium, hence more armies, 3 more units (stock pathetic amount of men per units), 4 more ammo for siege units, 5 more unit variety(like a big bunch of different added units, and 6 all playable factions, an author could get permissions n include wolfmans myrmidons and more britons and more arabic, and immortals, and radious unitsand even make king arthur knights jus for fun ive been saying this for YEARS. author still hasnt made a compilation of this stuff into a mod, why i never play this anymore, coz authors refuse to update half of these 6 critical mods, breaking the game, shame, was always my fav game these 6 things into 1 mod regularly updated would b in top 5 most successful mods for rome 2 period i assure you, been sayin it for years, no one listens these r the only mods one really needs for a great game
Bruce_R  [author] Apr 30, 2017 @ 1:55pm 
No change to TPY
elkoso38 Apr 28, 2017 @ 5:31pm 
hi Bruce ;)
Is your mod a 4TPY ?
Bruce_R  [author] Apr 25, 2017 @ 8:16pm 
Haven't tested it elkoso, but as the description says, it's set up so any other mod should overwrite its own changes on top of this one, so there's no reason it shouldn't work, only that another mod overwrites or changes something you liked in this one
elkoso38 Apr 25, 2017 @ 5:18pm 
hi Bruce_R
Is your mod compatible with UNIT MOD pack like famous champloo's mod?
Menqel Feb 28, 2017 @ 2:31pm 
I really don't understand how CA missed the "counter charge expert" on cavalry units. You really need 3 minute for test it.
Bruce_R  [author] Feb 10, 2017 @ 10:13am 
Dmitriy: My Steam workshop
DmitriyAgra Feb 9, 2017 @ 10:00pm 
Where can I find this mods separately?
Doomed World Feb 3, 2017 @ 4:22pm 
slings fire horazontaly?
Bruce_R  [author] Mar 21, 2016 @ 7:18pm 
The mod incorporates the Attila settings for Diamond and Barbarian wedge. (The Roman wedge is slightly improved but still basically the same.) So like Attila, diamond no longer has a numeric charge bonus (barbarian and Roman wedges still do). Instead, the charge speed for diamond is increased 35%, supposedly increasing knockdown effects through momentum, and they also get a shield defence bonus to compensate against Attila's reduced missile block chance for cavalry formations.

The theory here is, people didn't like these formations in Rome, so they fixed or at least improved them in Attila, so now we're bringing those stat modifiers back to the base game to improve it as well. Thanks for your question.
Bruce_R  [author] Mar 10, 2016 @ 10:35pm 
You must have another mod that is interfering. Overwriting the unit_custom_battle_permissions table will do what you're describing.
✠SIgmaWolf✠999 Mar 10, 2016 @ 10:28pm 
The WOS factions were added but you can't recruit any units if you select them
Aurora Mar 6, 2016 @ 7:02pm 
oh i play as acrthage an i know rome is OP
Bruce_R  [author] Mar 6, 2016 @ 3:46pm 
"Net effect should be a slight nerf in some barbarian factions, Rome staying about the same, slight increase in effectiveness for some Hellenic factions."
Aurora Mar 6, 2016 @ 9:33am 
does it work well against rome
Kong Julian eller noget Feb 4, 2016 @ 9:41am 
This is a fantastic mod, love it :D Great joob :)
TriNova Jan 2, 2016 @ 9:55pm 
Hey, I've got a little Ardiaei Tweak mod I made that I'd like your feedback on. Just edits the stats of some of their units to make them a bit more useful, with appropriate cost adjustments. I don't know if it's something you'd want to include in your balance collection or not.
Andrea Dec 21, 2015 @ 6:25am 
Got it, thanks anyway
Bruce_R  [author] Dec 21, 2015 @ 6:18am 
LR, I suspect the custom battle faction names will only look right in the English version, regrettably. That's part of the verbiage controlled by the local_en.pack, someone else who had them would have to amend the local_fr, etc. If you wanted to offer a mod pack that just fixed those things for you in another language (it's a couple lines in PFM) I'd be happy to host or link.

The Custom Battle Factions mod went with the unit types that are available or unavailable in-game (the ones that go through an upgrade process). Agree with you historically that Velites were a pre-Marian thing in reality. I've added in Rorarii and Plebs now as well.
Andrea Dec 21, 2015 @ 3:37am 
Missing names of the new custom battle factions and Rorarii to early Rome :( . However great mod!! (I suggest you remove Velites to late Rome, perhaps replacing them with auxiliaries such as Cretan Archers, but you decide ;) )
Bruce_R  [author] Dec 11, 2015 @ 5:44pm 
nope
DmitriyAgra Dec 11, 2015 @ 1:09am 
Is it necessary to start a new campaign with this mod?
Bruce_R  [author] Nov 22, 2015 @ 8:51am 
Scaeva: thanks much for commenting. Best of luck with your mod.

I'm always open to specific suggestions for additions to this mod to fix those minor annoyances, keeping in mind some things aren't easy to fix. Any ideas for simple changes that improve long-term playability, without introducing unrealism, are more than welcome here or on the forum link in the description. Every single change will be clearly identified and explained in the change notes, so that people know exactly what is different, and why.

I encourage people to also look at the Patch 17 Data Typos mod, a crowdsourced effort from the Total War official forums that is also on this workshop. Those are corrections of actual typos in the original data files, whereas this mod is focussed on suggestions for improvement, not fixing bugs.
{Δ} Achilles Nov 20, 2015 @ 8:51pm 
You might want to use some stuff from my overhaul, as you appear to be attempting the same things I've been doing.
bird shogunate Nov 20, 2015 @ 10:04am 
great mod
:steamhappy:
Imperial August Chin Nov 19, 2015 @ 2:02am 
Nice mod, got it from morfeasnikos
morfeasnikos Nov 15, 2015 @ 6:59am 
Ok thank you! Again great job, simple but very efficient
Bruce_R  [author] Nov 15, 2015 @ 6:55am 
Normal spear unit sizes, depending on display settings, are 56 (small), 80, 120, 160 (ultra). New pike sizes are 70 (small), 100, 150, 200 (ultra), +25% in all cases. Cheers.
morfeasnikos Nov 15, 2015 @ 2:04am 
Thank you for this mod.!!! i like it a lot. The pikes have 150 men (it used to had 120) this is because of the unit size i choose ?
jayful Nov 14, 2015 @ 9:55pm 
Thanks for this.