Imperator: Rome

Imperator: Rome

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Imperator: Total War
   
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Jun 21, 2023 @ 11:22am
Jun 21, 2023 @ 1:12pm
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Imperator: Total War

Description
Imperator Rome: Total War

Did you ever dream of Paradox Interactive's campaign with Creative Assembly's battles? Now you can have it!

This mod simply adds two decisions: Total War Victory and Total War Defeat.

----------------------------------------------------------------!HOW TO USE!----------------------------------------------------------------------------------------------------------------------------

1. When a battle commences, pause the game
2. Open Rome 2: Total War w/ DEI
3. Go to Custom Battle; set funds to unlimited; choose closest possible factions
4. Click the spot on the Total War map equal to where you are on the Imperator map
5. Assign units and chevrons to each side (see below for my method)
6. Fight battle in Total War - win or lose
7. Return to Imperator: Rome; open the 'Decision' list
8. If you won, choose "Total War Victory" - If you lost, choose "Total War Defeat"

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This mod does not automatically transfer data between two games. It simply leaves it up to the player to set up battles in Total War and then manually apply the results to the game. I highly recommend using the mod responsibly; choosing to use the Total War battle influencer represents a complete commitment of the army to victory or death combat. If you win, the decision will likely wipeout the enemy army with few casualties. If you lose, it will likely wipeout your army with few hostile casualties. It is high-risk, high-reward, but only if you as the player have the integrity to choose the proper decisions even after you lose. As long as you do this, the gameplay will be balanced.

-----------------------------------------------------!HOW I SETUP CUSTOM BATTLE!--------------------------------------------------------------------------------------------------------------------

I recommend granting XP chevrons to all units in an army based on the difference in general skill. Battles around cities with forts should be fought as siege battles, while battles around forts with no cities should be fought as fort battles. Naval invasion battles should be fought as the combined battles in Total War.

Levy armies should use the lowest tier of units available of each class, while legions may use the next tier of unit. I personally upgrade the tier of units based on the rank of the nation:

A light infantry unit from a "local power" will be cheapest available Spearmen unit
A light infantry unit from a "regional power" will be the second cheapest available Spearmen unit
A light infantry unit from a "major power" will be the third cheapest available Spearmen unit
A light infantry unit from a "great power" will be the fourth cheapest available Spearmen unit

If a unit is from a legion, I will upgrade the unit a tier; so

A light infantry unit in a legion form a "local power" will be the second cheapest available Spearmen unit
- this represents the quality increase of professional troops

The exception to all this is that I also upgrade the troops of "city-states" and "migrant-hordes" so that they may punch above their weight, as barbarian hordes and citizen armies often did historically.

With Greek polei factions I make their light spearmen as militia hoplites or light hoplites.
With Rome I make my heavy infantry levies 3/6 Hastati, 2/6 Principles, and 1/6 Triarii.

Where possible, I use mods that add mercenary or auxiliary units to fill out the cultural diversity of levies or mercenaries. Where this is not possible, I try to make levies and mercenaries from different cultures distinct troops. So maybe use Socii Hastati as your Etruscan levies as Rome, instead of raising them as Roman Hastati.

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Anyway, these are just my suggestions - this is a very sandbox mod, I hope people will do with this as they wish! It should be compatible with any mod, all it does is add two additional decisions.

I:R units have 500 men each, use this mod so that Rome 2 DEI Units have 480 men each - if your computer can handle it!):
https://steamcommunity.com/sharedfiles/filedetails/?id=2871252263&searchtext=dei+large+units

This method was inspired by SpyCzech's EU4 mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2896907726&searchtext=
21 Comments
Clumsy  [author] Jun 28 @ 9:06am 
Bop May 21 @ 12:59am 
Any change you re-upload it again? Never played this game but will try it due to your mod haha!
Clumsy  [author] Apr 12 @ 10:30pm 
I have tried to upload it, but it doesn't seem to be hitting the workshop. I'll try again later. Meanwhile, if you open the mod files through your launcher, you can manually fix it very easily.

Click the three dots next to the toggle which activates the mod. Select "show in folder."

Go to -> Decisions -> totalwar_decisions; replace all the text in the folder with:

country_decisions = {

total_war_victory = {

effect = {
add_country_modifier = {
name = "total_war_victory_modifier"
duration = 10
}
}
ai_will_do = {
factor = 0
}
}

total_war_defeat = {
effect = {
add_country_modifier = {
name = "total_war_defeat_modifier"
duration = 10
}
}
ai_will_do = {
factor = 0
}
}
}

That should totally prevent AI from using the decision.
Clumsy  [author] Apr 12 @ 10:16pm 
@barbeiro25: I lost the original files, but I'll re-release the mod and link it here with the fix soon.

@IkeaLover: I would love to do that, but I don't think its possible. Keep in mind all I can adjust is modifiers. By giving +1000% buffs to all troops, I can guarantee a total victory. If I add a +200% bonus instead, you might still lose.
IkeaLover Apr 12 @ 9:55am 
If I might give a suggestion i'd like to suggest to add decisions for differeent total war victory and defeat types (costly or whateever it was called, close, decisive, etc)
Clumsy  [author] Apr 2 @ 7:00pm 
@barbeiro I'll see what I can do.
barbeiro25 Apr 2 @ 5:22pm 
Hey, a weird bug is happening: after the invictus ai update, the ai are also using the total war victory decisions and the map is getting messy. I hope there is an easy way to patch it, I really love the mod.
Totanakur Mar 15, 2024 @ 8:49pm 
This got my hopes up for a moment, thought it was a crusader wars for Imperator and Rome 2.

Faray the creator of Crusader Wars has stated that someone could port the mod to Imperator. If someone is familiar with C# and passionate it should be doable. He also said he himself would very likely never make the port but would be willing to help someone with advice etc... thus we just need to find someone who is able and wanting.
Clumsy  [author] Mar 4, 2024 @ 9:24pm 
@VeganHunter sorry for late reply, but if you ask Faray on the Crusader Wars discord he can probably help you.
Xaendro Mar 2, 2024 @ 7:12am 
Thanks a lot for this, I really hope that someone is able to make something like crusader wars for ck3 at some point, but this is really helpful and allows us to simulate it, awesome!