Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Balance Through Realism
   
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Nov 14, 2015 @ 7:12pm
Mar 18, 2018 @ 12:24pm
22 Change Notes ( view )

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Balance Through Realism

In 1 collection by Bruce_R
BruceR's current TW:R2 mod set
10 items
Description
Compatible with Empire Divided and Desert Kingdoms DLC. Compilation of a series of minor mods to improve both game realism and balance. Individual mods also available on the same workshop if you want to pick and choose. Should work with and be overwritten by all other mods (loads at the top of the order, right after the Patch 17 Data Typos mod). All changes listed:

--200 man pikes: goes back to larger pike units as per the original Rome: Total War to increase their cost effectiveness.
--Pike tweakup: slightly increases pike maneuverability and frontal defence values to match Attila's.
--Precursor javelin tweakdown: reduces precursor javelin stats so they are not more effective than Roman pila anymore (-3 AP damage, -5 to the vs cavalry bonus).
--Cav wedge revamp and Diamond wedge restore: brings Attila Total War bonuses for cavalry formations into game to make them not totally useless anymore.
--Multiplayer mob units: adds citizen units to multiplayer, including Steppe tribesmen to the horse factions, and Arab and African merc units to Seleucids, Egypt, and Carthage.
--Chariot turn nerf: reduces chariot maneuverability slightly so they are not easier to turn than horses.
--Barbarian spacing fix: Increases other barbarian melee infantry to the same spacing as falx- and rhomphaia arriers for consistency and to make barbarian units look slightly less disciplined. May make them slightly less effective on the charge.
--Dacian spacing upgrade: slightly decreases spacing of Dacian spear unit formations to keep their effectiveness from being impacted by the above (setting them aside more as spear specialists to offset slightly their lack of precursor javs). Also adds Cavalry Countertactics to Dacian Spears and Spear Warriors, same as Dacian Tribesmen.
--Thracian shield bonus: adds a small (10%) missile block chance to Thracian shields.
--Iceni ammo reload: increases ammo and reload speed a bit for Iceni chariots, so they are slightly less useless.
--Cav charge reflect discount: reduces cost of elite cavalry with the broken charge-reflect ability by 50 points to reflect that it doesn't work.
--Vigiles upkeep: slight upkeep cost changes to make the Roman campaign upgrade from Rorarii to Vigiles worthwhile.
--Morale-fear tweak: restores Shogun 2 morale penalties for heavy recent casualties, increases fear effect slightly.
--Sling velocity tweakdown: reduces sling initial velocity from 60 to 50, to match historical measurements.
--Better First Cohorts: Fixes First Cohorts to bring their stats up to other cheaper legionary units, slightly increasing size on Eagle (Imperial) cohorts.
--Proven AI tweaks: Tweaks up CAI and BAI slightly by increasing the amount the AI can spend per turn on armies, and increasing the tactical sighting distance by 25%.
--No large onagers. All large onager units, an unrealistic, ahistorical unit with a negative effect on AI army builds, removed in campaign. All other siege equipment unaffected.

Net effect should be a slight nerf in some barbarian factions, Rome staying about the same, slight increase in effectiveness for some Hellenic factions.

Mods from this same workshop that this merges together:
Barb Spacing Tweakdown
Cavalry Wedge Revamp
Charge Reflect Discount
Chariot Tweakdown
Morale Fear Tweak
Multiplayer Mobs
Precursor Jav Tweakdown
Thracian Shield Bonus
200 Man Pikes
Better First Cohorts
Proven AI Tweaks
No Large Onagers

Discussion and more in-depth details on changes in the change notes, and can also be found here: http://forums.totalwar.com/showthread.php/165178-Balance-Thru-Realism-mod-an-inoffensive-collection-of-quick-fixes

My thanks to the creators of Packfile Manager for creating the editing tools used, and honga.net for supporting Total War game stats research.



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