Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Longer Campaigns
42 Comments
Andrew Boyarsky  [author] Jul 2, 2021 @ 8:04am 
I think yes, you can try
Dvirus [NL] Jun 28, 2021 @ 8:02am 
doe sthis work with: Para Bellum - Campaign
Andrew Boyarsky  [author] Apr 23, 2021 @ 10:12am 
This is possible, but this mod is designed for 4 moves per year.
Aslan Ponto Apr 21, 2021 @ 12:21pm 
Do you think it should be used alongside a 12tpy mod?
orion Feb 19, 2021 @ 9:52am 
Perfect with Dresden 4TPY. Thank you.
egbert504 Nov 27, 2019 @ 4:40pm 
I think it is working a chance to post a update?
Don_Wooter Aug 13, 2018 @ 6:19pm 
Main campaign? Is this the grand campaign?
Andrew Boyarsky  [author] Jun 24, 2018 @ 9:33am 
yes
Touchy Jun 23, 2018 @ 9:59pm 
does it work for the ai as well?
Andrew Boyarsky  [author] Jan 23, 2018 @ 8:08am 
It means that the technologies in HaG are the same as in the main campaign
SphereWorld Jan 23, 2018 @ 5:25am 
I found it affects research time in my Hannibal campaign.
Andrew Boyarsky  [author] Jan 23, 2018 @ 3:57am 
No, this is only for the main campaign
SphereWorld Jan 22, 2018 @ 8:38pm 
Does it affect any campaigns including DLC campaigns?
Andrew Boyarsky  [author] Dec 7, 2017 @ 10:30pm 
Yes
Jin Dec 7, 2017 @ 8:47pm 
Is this updated for P&P?
Gamelin Sep 25, 2017 @ 3:24am 
Invading gaul in 240 whit legonaries in normal. Ty for realistic fix
Priest Aug 14, 2017 @ 3:36am 
Thx for the reply much apreciated :)
Andrew Boyarsky  [author] Aug 14, 2017 @ 3:15am 
@, Priest, yes
Priest Aug 13, 2017 @ 1:17pm 
does this mod work with 4tpy with seasonal effects by dresden?
xDizzyBx Mar 26, 2017 @ 3:45pm 
Correct, thanks again for your answer.
Andrew Boyarsky  [author] Mar 26, 2017 @ 3:50am 
I have played in 1 TPY and 4TPY and I haven't noticed any unbalance. In this mod I have added a feature to accelerate studying of technologies if you wish. Anyway, you decide how fast or how long will be the campaign lasts
xDizzyBx Mar 26, 2017 @ 12:53am 
You say this mod is better with 4tpy by Dresden, my question is, do you play with 4tpy for Grand Campaing? does it not "unbalance" it in any way being it 1tpy orginally?
Andrew Boyarsky  [author] Mar 7, 2017 @ 1:00pm 
@ MatlinG, no
MatlinG Mar 7, 2017 @ 7:04am 
radious compatible?
Ragnar Jan 20, 2017 @ 4:03am 
thank you Andrew good mod, thanks for sharing
Andrew Boyarsky  [author] Jan 19, 2017 @ 12:04pm 
For AI too, of course
Ragnar Jan 18, 2017 @ 2:30pm 
I see its save game compatible! is the tech research slow for us only or the AI as well?
Andrew Boyarsky  [author] Dec 14, 2016 @ 10:48am 
I think so
Tommy Turner Dec 14, 2016 @ 10:02am 
is the AI effected by it as well?
Jesus Loves You^_^ Nov 2, 2016 @ 1:53am 
I didn't used it because I know it's not accurate (as accurate this game can be). I tell you 12 TPY fits the most accurate. I know, multiplying with some with 12 would be boring for Counterstrike-type gameplayers, but can add tons to the realism. Depends on the problem. Recruitment for mercenaries is OK on 1 turn (1 month), but for other it's obvious to have 2-3-4 -5-6 turns (type of units). In real life a heavy mellee unit cannot be recruited in just only 2 turns (2 months). And so on. Also, researching technologies cannot be done in 8-12-16-...turns because it's a historical fact that such advancements were done in dozens (if not hundreds) of years. So the construction times but here the times allowed could be reduced a lot more; a stone temple for example, cannot be build in 1 year (12 months-12 turns). And so on. From this perspective ONLY I don't know what is best.
Andrew Boyarsky  [author] Nov 1, 2016 @ 10:56am 
@Leuname, I can make recruitment for vanilla units about 3-4 turns, but if you use other unitspak mods where they can be recruited for 1 turn, it will create an unbalance in the game.
Have You ever used this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=186961076
Will You accept construction time in 8-12-20-32 and time of research of the technologies in 8-12-16-20-24-32-40, etc. format?
Jesus Loves You^_^ Nov 1, 2016 @ 12:18am 
I suggest to take the vannila turns for everything and multiply with 12. If I remember correctly vanilla is based on 1TPY. I know it will be one heck of a game but for the realism I bet that will be most near of real aspects including armies, buildings, etc.....Some peoples like to play in-depth games, months to complete one game. On the other way, it's no way to construct a temple, for example, or to raise/train a unit in 3 turns, respectively 1, in ancient times, according real sources, for 4-6-12-24 TPY !! if not lenghten the time accordingly. Thank you.
Jesus Loves You^_^ Nov 1, 2016 @ 12:07am 
Glad to hear that. Thanks a lot.
Andrew Boyarsky  [author] Oct 31, 2016 @ 4:57am 
@Leuname, Ok. I will make the same mod for 12 TPY
SamaraWinter Oct 31, 2016 @ 3:46am 
Pair this with mirous siege mod for longer sieges, and 12TPY if you want one heck of a long game :D
Jesus Loves You^_^ Oct 31, 2016 @ 3:43am 
I'm a Ph.D. in daco-gaetian history. Based on what average movement do an average army in the game, I highly suggest for 12TPY !!! So, a new mod is always welcomed. Playing with 12tpy but without lenghten all aspects is useless....
Andrew Boyarsky  [author] Oct 29, 2016 @ 12:59am 
@Last Roman, No
Last Roman Oct 29, 2016 @ 12:30am 
Is it DEI compative?
Andrew Boyarsky  [author] Oct 28, 2016 @ 11:11am 
@scallyfoot, I had already made it
scallyfoot Oct 28, 2016 @ 10:16am 
i think this will be better if the years matched like every 4 turn skips 4 years or something like that.
Andrew Boyarsky  [author] Oct 28, 2016 @ 4:22am 
@Leuname , Yes, it is possible, but for that I have to create a new mod.
Jesus Loves You^_^ Oct 28, 2016 @ 12:35am 
Good job especially coupled with TPY mods. I usually use 12 TPY because depicts better. Can you adapt that mod to 12 TPY ? That means to even lenghten the turns for all sort of decisions....I think.