Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Tags: mod, Units
File Size
Posted
Updated
6.438 MB
Jan 30, 2016 @ 1:06pm
Apr 27, 2016 @ 6:33am
3 Change Notes ( view )

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ave_mercennarii.pack

In 1 collection by REGNATOR
A REAL ROMAN LEGION
28 items
Description
MERCENARIES

THIS MOD IS PATCH-17 COMPATIBLE ONLY
To switch to 'Patch-17': Go to your Steam page and then select LIBRARY. Right click on your game 'ROME II' on the left. Go to properties. Select BETAS in the pop-up screen. In here you can select 'patch_17'.

This mod gives you extra mercenaries with a complete new recruitment system. Whenever you conquer a rival city or town you will be able to recruit these mercenaries in the unit recruitment slots (not mercenary slots).
I created this mod so you will have at least some units you can recruit besides the other mercenaries. A daring oversea adventure is therefore more survivable.
The mercenaries are all limited to be realistic. You can chose from the several sub-mods wich number of units and wich number of men per unit suits you most for your campaign.

YOU MUST DOWNLOAD ONE OF THE SUB-MODS, OTHERWISE THIS MOD WILL NOT WORK
--> AVE_MERCENARIES_100_20_UNITS: 2 sword inf., 1 spear inf., 1 cavalry
--> AVE_MERCENARIES_100_41_UNITS: 4 sword inf., 2 spear inf., 2 cavalry (half upkeep costs)
--> AVE_MERCENARIES_125_20_UNITS: 2 sword inf., 1 spear inf., 1 cavalry
--> AVE_MERCENARIES_125_41_UNITS: 4 sword inf., 2 spear inf., 2 cavalry (half upkeep costs)
--> AVE_MERCENARIES_150_20_UNITS: 2 sword inf., 1 spear inf., 1 cavalry
--> AVE_MERCENARIES_150_41_UNITS: 4 sword inf., 2 spear inf., 2 cavalry (half upkeep costs)

The first number gives you the factor for men/unit: 100 means 100% (160 men/unit infantry, 80 men/unit cavalry); 125 gives you 200 men/unit infantry, 100 men/unit cavalry; 150 gives you 240 men/unit infantry and 120 men/unit cavalry.
The numbers before the unit category is the maximum number of mercenaries you can recruit from a certain region (be aware that the region of Assyria is quite vast: from Bithynia to Armenia). When you go to another region you can again recruit others. Once a unit is dismissed it becomes again available for recruiting.

The mercenaries are all culture related: language and skin are all related to their native ground.

The units differ weather you play with Rome or not: the Romans give their mercenaries some old stock weapons and armour and they guide them with a centurion and a secundant. Also their mercenary forces evolve with the military upgrades you make: other officers, better armour and shields. For the other factions this is not the case.

When you choose the roman side you can only recruit mercenaries in cities and towns that are not yet romanised. Rebuilding the city to roman will make you loose the new mercenary recruitment. All other factions will always keep that recruitment system except for rebuilding roman cities.

There is also a hughe difference when you attack the Romans on their ground. When you conquer a roman city or town you will be able to recruit 'Roman Defectors'. These are legionairs who rather fight for the opposite side than to face a certain death. The unit categories are however the same (sword, spear, cavalry)

IMPORTANT NOTE: all the unist I' ve created are balanced regarding upkeep costs. This means that all my mods are not compatible with mods that change upkeep costs (let's get real, you cannot keep up an army with change).

NOTE: the roman officers shown in pictures are not in this mod, they come from my mod 'AVE_ROMAN_UNITS_125_150'. I have set the definition of them to vanilla, so they will look like your other officers (will have the look of reskin mods). The secundant is a battle personality I have created for this mod.
Some late shield types (for Rome) are also only available in the 'AVE_ROMAN_UNITS'-mods.


HAVE FUN COMMANDERS !
27 Comments
CarolCarrot Apr 16, 2018 @ 11:13am 
No really you don't have to finish it or something since this is all really a hobby
CarolCarrot Apr 16, 2018 @ 11:12am 
Take your time its not like i paid for it.
REGNATOR  [author] Apr 16, 2018 @ 10:41am 
I am working as hard as I can. It could be that the mod is not compatible with the latest patch. If not, then I will make a new one that is.(see my comment below)
CarolCarrot Apr 13, 2018 @ 4:55am 
Makes my game freeze with the newest patch.
juroanetkazoja Dec 4, 2017 @ 12:15am 
thank you
REGNATOR  [author] Dec 3, 2017 @ 6:12pm 
The newest upgrade of Creative Assembly is rather drastic. This is why all around the community modders are working very hard to keep their mods working as they did before. Many tables have been changed. The changes, made by Creative Assembly, forces modders around the world to alter their mods, which in some cases could take some time. I can only hope for you, subscribers, to have a little patience. I'm working very hard to get my mods to be compatible with the newest 'patch/DLC'. The upgrades should be launched by 16th of DECEMBER.
juroanetkazoja Dec 1, 2017 @ 2:57pm 
can update it. please?
8-The-General-8 Apr 20, 2017 @ 2:35pm 
Links to the submods?

Thanks
REGNATOR  [author] Sep 16, 2016 @ 12:02pm 
You probably didn't download the sub-mod which contains the numbers per unit. You can choose from several sub-mods. Pick the one that suits best for your campaign.
TommyTheTerrible Sep 15, 2016 @ 1:58pm 
this mod keeps making the game freeze on loading screen