Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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CEMN's AI vs AI Campaign Map Autoresolve (Unofficial DeI Submod)
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Tags: mod, Graphical
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Jan 28, 2024 @ 5:22pm
Sep 12, 2024 @ 7:05am
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CEMN's AI vs AI Campaign Map Autoresolve (Unofficial DeI Submod)

Description
Screenshots taken around turn 100 during different campaigns.

This submod adjusts how certain AI factions expand to create different maps each campaign, with a few regional powers. The AI generally struggles to defend huge empires, because it's too stupid to decide where to attack and defend. Therefore, medium-sized factions are the most difficult opponents for the player to fight.

This mod adjusts AI vs AI autroresolve bonuses in order to achieve a few things:

- Rome will always expand and dominate with time, but at a slower rate than the DeI standard.

- Rome is less likely to expand into Greece right away after taking Appollonia. They're now more likely to expand north towards Cisalpina, or into Sicily.

- Macedon is more likely to survive and expand to become a regional power.

- The Seleucid Empire is highly likely to remain a large empire, and focus on Mesopotamia and the Levant rather than get lost in the far East.

- The Ptolemaic Empire is more likely to remain in control of their Egyptian heartlands.

- Armenia is more likely to survive, but not grow, to keep them from being defeated early by the Seleucids every campaign.

- Parthia is more likely to grow into an empire over time.

NOTE: EXCEPT FOR ROME PREVAILING, NONE OF THESE OUTCOMES ARE GUARANTEED.

- This submod is "light touch" so that each campaign will generate a different campaign map. Parthia might be defeated on turn 5 in one campaign if RNG conspires against them, and they might dominate the East on turn 100 in the next campaign.

- I've used these changes over the last few years, and I occasionally revisit old campaigns with a Reveal Map cheat to see what the AI was up to, and I have seen very different campaign maps.

- This submod uses a modified version of the autoresolve script in Age of Hellenism. Shoutout to ~Seleukos.I.Nikator~ for granting me permission to use it for this submod. Link to AoH below!

https://steamcommunity.com/workshop/filedetails/?id=2029709144
8 Comments
Andreas Valerii Dec 26, 2024 @ 9:06am 
Thanks Cemn for your discord answer, and this mod. I was really thinking of this idea! Cheers!
Drax70 Oct 1, 2024 @ 3:44am 
Hello @CEMN!

Is it save game compatible and DeI as well?

Thanks!
Sir Cumsicion Aug 31, 2024 @ 3:05am 
Yea that's probably the case then, guess its back to testing lol. Excited to see how campaigns with this mod turn out anyways it's what Ive been looking for for awhile
CEMN  [author] Aug 31, 2024 @ 2:04am 
This mod is simple as can be and does not cause crashes. Perhaps it's incompatible with whatever other submods you are running, but that's impossible to troubleshoot without knowing what those are.
Sir Cumsicion Aug 30, 2024 @ 11:26pm 
This still work? Started a campaign as rome last night and got a CTD within 10 turns, I am running 40 unit armies plus a fair few submods but was able to figure out it was this mod causing it
Brado Apr 4, 2024 @ 7:49pm 
Does this require a new campaign?
CEMN  [author] Feb 3, 2024 @ 4:23am 
I haven't tested, and it's impossible to foresee how such a change would affect the outcome. As stated in the description, the submod only affects *probabilities*, since in the end AI vs AI is influenced by RNG with multiple moving parts.
GriffMeister Feb 2, 2024 @ 1:55pm 
Does this play out as advertised with 40 unit armies?