Imperator: Rome

Imperator: Rome

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Units Expanded (Invictus)
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Dec 7, 2024 @ 1:58pm
Aug 3 @ 1:08pm
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Units Expanded (Invictus)

Description
Submod for Imperator Rome Invictus mod

Thanks to the Invictus mod for creating a great base to build this mod on. Thanks to the Gladio et Sale team for borrowing assets for slingers and javelins (that was not used, but useful in development), and thanks to the Europa Barbarorum 2 and Divede et Impera mods for Total War for unit name inspirations.


DISCLAIMER: The mod should be in a working state as is, but I would appreciate feedback on unit stats, levy distributions etc, both in regards to balancing, and on if a given unit works as expected.

This is a submod for the Invictus mod for Imperator: Rome. The goal of this mod is to add new unit types to the game, and enrich the gameplay by making armies different across the map depending on cultures and terrain. Being able to better rpresent hellenistic phalanx armies is also a goal

Overall, the mod aims to move towards units having fewer explicit counters, and instead rely more on the damage taken/inflicted modifiers. Also, all units have terrain modifiers, changing what kind of units are preferred in different environments.

Unit types in the mod can roughly be divided into three categories

1) Skirmishers / Missile units
Represents foot units that are lightly armored, and utilises missile weapons. Should be able to simulate hit and run tactics, or softening up enemies before the frontline infantry clashes. Take and deal less damage, slowing down combat and allowing for reinforcements. Gets bonuses in difficult terrain, such as forests, marshes, hills and mountains. These also have high movement speed. Can not assault forts.

2) Frontline Infantry
Represents foot units with more staying power than skirmishers, that can make up the bulk of an army. Four different units seperated by light/heavy and offensive/defensive: Light units are cheaper and logisitcally simpler. Works better in rugged terrain. Heavy units are better, but gets maluses in rugged terrain, and are more expensive.

3) Cavalry
The mod does not introduce new cavalry units, but changes the stats. In general they get bonuses on plains and steppes, and maluses on rugged terrain. Maneuver has also been increased for most units enabling more flanking. Manpower cost has also been increased to simulate horses needing more manpower to feed and maintain. Cannot assault.

All units:

Archers
Generalist missile unit. Slightly more chunky than javelins and slingers. Gets more bonuses in marshy terrains. Counters javelins and horse archers

Slingers (new)
Gets more bonuses in hills and mountains. No bonus in woods. Counters javelins, archers and horse archers because of longer range

Javelins (new)
Gets more bonuses in forests and jungles. Better manouver than other skirmishers. Counters heavy infantry, heavy spearmen and war elephants.

Light Infantry
Represents light infantry found in for example Iberia and Anatolia. Offensive unit. Receives more morale damage. Counters skirmishers. Bonuses in rugged terrains, especially forests and hills. High movement speed and maneuver.

Light Spearmen (renamed)
The new default infantry for tribes. Represents lightly armed infantry with spears and shields. Mainstay of germanic and celtic armies, but common all over. Represents Thureoporoi in greece. Defensive unit. Receives less morale and strength damage. Deals no bonus damage and counters no-one. Bonuses in rugged terrains, especially forests, as well as hills.

Heavy Infantry
Represents heavily armed infantry with large shields and short swords, that fight in more open order or as individual champions. Found in the western mediterranean as for example Roman legionnaires and among celtic and germanic elites. Requires iron. Offensive unit. Counters Heavy Spearmen, and deals less damage against horse archers. Maluses in some rugged terrains, especially marshes.

Heavy Spearmen (new)
Represents heavily armed infantry with shields and long spears fighting in thight formations. Represents both traditional greek hoplites, as well as the more modern macedonian phalanx. Also Roman Triarii and the Carthaginian Sacred Band. Defensive unit. Has the best damage resistance of all units. Counters war elephants, and deals less damage against horse archers. Has no maneuver, so can only attack units directly in front. Also slow on map. Strong maluses in most rugged terrains. Try to keep these units on flat terrain.

Light Cavalry
Not as hampered by rugged terrain, but still better in plains. Deals more morale damage and less strength damage. Takes more morale damage and less strength damage to simulate routing if the charge fails. Bnous vs light infantry, javelins and horse archers. Deals less damage agains light and heavy spearmen.

Heavy Cavalry
Deals a lot of damage, both strength and morale. Great bonuses on plains and farmland, but very hampered by rugged terrain. Takes a bit more morale damage and less strength damage to simulate routing if the charge fails. Bnous vs light infantry. deals less damage agains light and heavy spearmen.

Horse Archers
Deals less damage against slingers. Takes very little damage, as they can keep a distance. Bonus on steppe.

Camels
Pretty similar to light cavalry, but gets large bonuses in desert terrain and large maluses in unfamiliar terrain. Also bonuses versus other cavalry. Also uses less food. Deals less damage agains light and heavy spearmen.

Chariots
Somwhere between heavy and light infantry, but gets even greater maluses in rugged terrain. Takes less morale damage to simulate the chariot getting stuck in and staying in the fight. Takes a bit more strength damage. Deals less damage agains light and heavy spearmen.

War Elephants
Behemots, like in vanilla. Deals a lot of damage, and resistant to strength damage. Takes more morale damage.

Ballista (new)
Represents several types of field artillery. Kind of a "super skirmisher" that also provides siege bonus. Slow and costly to operate.
Popular Discussions View All (3)
2
Aug 4 @ 12:14pm
Should I make heavy spearmen and pikemen separate units?
Toorstain
4
Jul 26 @ 9:49am
Historical Imperator Pack - Invictus compatible?
Riekopo
0
Jan 2 @ 12:22am
Discussion
Riekopo
107 Comments
Codename Murphy Aug 6 @ 8:51am 
@Toorstain Hi, im running this last in my load order and still getting a regular crashes
Codename Murphy Aug 5 @ 1:54pm 
Cheers mate
Iaume Aug 5 @ 12:59pm 
Hey Toostain, do you think it could be possible to make a version of this mod for Terra Indomita like you did for Reanimata ? Your mod is genius !
Toorstain  [author] Aug 5 @ 12:00pm 
@Lotussy are you certain that Steam has downloaded the latest version of the mod. Becuase that was the behavior I hade before making the update
Toorstain  [author] Aug 5 @ 11:52am 
@Codename Murphy I put this mod last in my load order. At least after larger mods such as FMO or extended timeline.
Lotussy Aug 5 @ 11:34am 
Love the mod, but enabling now gets me stuck in the loading screen after "New Game"
Codename Murphy Aug 4 @ 1:08pm 
any recommended load order ?


Thank you for updating :)
Codename Murphy Aug 4 @ 1:07pm 
Thank You !!!!!!!!!!
Toorstain  [author] Aug 4 @ 11:57am 
Hey everyone! I have finally had time to update the mod. I saw there were compatibility issues in the culture files as far back as 1.9, but this has been fixed. The mod should run fine now, but I can't promise there are no other bugs, so please let me know.

@Riekopo there is a separate version of the mod for Reanimata, that I have also updated.
BoCHe Aug 4 @ 7:36am 
One question if possible, do you need to start a new campaign for this to work?