Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Radious Total War Mod - Anniversary Edition - Part 1
 This topic has been pinned, so it's probably important
Radious  [developer] Aug 8, 2018 @ 9:55am
Changelog:
Official TWC changelog with all our changes between years 2013-2015 - http://www.twcenter.net/forums/showthread.php?622431-Changelogs-(Updated-20-08-2015)

New Changes will be here:
< >
Showing 1-13 of 13 comments
Radious  [developer] Aug 8, 2018 @ 11:01am 

Hello Everyone!

This Update will be released for all our Patrons on 09.08.2018 via private beta access and for everyone by public Live release on 20.08.2018 - our Anniversary Day!

After four weeks of hard work, and exactly 3 years since our last Rome 2 update, it is finally the time to release our highly anticipated Radious Total War Mod - Anniversary Update!

Before we jump into the changelog however, here is a couple of words that we would like to say first. Firstly, we would like to thank all our Patrons ( https://www.patreon.com/Team_Radious ) from the bottoms of our hearts, after all, you were the ones who made this all possible! Only thanks to your support we found the motivation to complete and release this biggest Radious update to date, requiring a complete rework of the old mod and hundreds of hours of work sifting through databases.
Secondly, we would like to thank our great community, which is an integral part of our Team, for providing us with their ideas and feedback for other iterations of Radious mods, which formed the basis upon which this update was formed. We would not be here without you.
Thirdly, we hope that you enjoy the content that we worked so hard to prepare for you! Feel free to report any bugs or propose balance changes, and we will take it all into consideration.

Now, without any further ado, here is a changelog of the changes introduced in this newest iteration of our mod:

· Complete rebalance of Rome II: Empire Divided Campaign. We have ensured that all the new content is in line with our existing mod structures and offers a more rewarding and satisfying experience. We have also seamlessly integrated our custom units, and by doing so created more interesting rosters for both playable and non-playable factions. Furthermore, we changed vanilla Empire Divided unit cards to better suit our mod’s style, resulting in a much more consistent experience,
· Complete rework of Desert Kingdoms to put them in line with other Grand Campaign factions, and to ensure that they are balanced and fun to play. This includes a massive roster overhaul, with dozens of new and returning units,
· Complete rebalance of Rome II: Rise of the Republic Campaign. Similarly to Empire Divided, we have ensured that all the new content works perfectly fine with all of the existing elements of the mod, including our custom units,
· Complete rework of the garrison system in all DLC and base game campaigns, to transform them into a better and a more integral part of the game. The garrisons are now generally larger, better organised, and offer a greater challenge to any attacker trying to take over a settlement, as compared to vanilla’s pitifully small bands of Tier 1 and 2 units,
· Full support and adaptation of Power and Politics Update and Ancestral Update, resulting in a much more engaging experience,
· Custom unit recruitment added to Rome II Hannibal at the Gates, and other DLC campaigns,
· Overall, we added exactly 886 custom units with unique textures and visuals, covering the rosters of all major and minor factions across all campaigns, greatly increasing their diversity,
· Complete new unit balance system, combat is much more enjoyable, takes longer, unit combat is enjoyable to watch and there is enough time for flank manuevers and other strategic options,
· Complete rebalance of all the new units added by CA to work better alongside the above changes,
· Campaign and UI visual improvements, including unique UI for every playable faction across all campaigns, improved water (on top of the CA changes), new main menu, logo and loading screens,
· Grand Campaign is 4 turns per year now. This change includes seasons, technologies and buildings adjustments, to suit the new, slower pace system,
· Many changes to political and family systems, as well as several smaller tweaks to have far more interesting and enjoyable campaigns, using these new features extensively,
· Almost all character traits and skills rebalanced. Generals are now getting 2 points from levels 1-5 and 3 points from levels 6-10. Agents now receive 1 point from levels 1-5 and 2 points from levels 6-10. This allows you to further develop your favourite characters, and makes them feel more unique,
· Entire economy completely rebalanced – all effects like income, food, squalor, public order, military bonuses, and much much more completely edited to fit Radious mod standards,
· Upkeep of all units reduced by 40-50% to enable player and Ai to field more armies. Imperium levels altered to provide more slots for armies, navies and edicts; allowing for much larger scale wars and bigger armies under the players and Ai’s command,
· Complete morale, veterancy and fatigue systems rebalance. Veterans have higher impact on the battlefield; units get tired after longer periods of combat and replenish their stamina faster during battles,
· Almost all unit abilities rebalanced. This includes their time duration, effects and their assignments to all custom and vanilla units,
· Several extremely powerful agent skills nerfed, no longer 1 agent will be able to constantly destroy whole regions on the campaign map,
· Rebalanced unit speeds and masses to better reflect their role on the battlefield,
· All cavalry, dogs and small siege weapons got their size increased,
· Balanced heights of all units to avoid more height discrepancies,
· All melee and projectile weapons entirely rebalanced – different stats and bonuses for spears, axes, swords, bows, javelins, slings and much more,
· Massively improved campaign AI to be far more aggressive and active on the campaign map, recruit much stronger units and make better balanced armies,
· Rebalanced attrition effects, ambush mechanics, army stances, edict effects, faction traits,
· Unlocked many unique minor factions for custom battles. This allows you to enjoy our special roster updates for these factions in both single player and multiplayer battles,
· Improved Unit stats panel with more information like speed, shield, ammo, accuracy etc,
· Various faction and unit recolours,
· Massive changes to our mod structure. There will now be one Radious Overhaul, instead of several smaller parts, which is a merge of all previous mods and official submods, including several unit packs. This is to streamline the Radious Experience, and to ensure that all players can enjoy it to the fullest,
· All previous mods will be still be kept separate on TWC - http://www.twcenter.net/forums/forumdisplay.php?1531-Radious-Mods-Patch-17-Only-Versions and will work ONLY with Patch 17 installed!

On top of all these changes Anniversary Edition by default contains everything from our previously released mods, for your convenience and ease of use:

Radious Kaziels Romans - http://www.twcenter.net/forums/showthread.php?635808-Official-Submod-Radious-Kaziels-Romans
Radious TWH Unit Pack - http://www.twcenter.net/forums/showthread.php?654122-Official-Submod-Radious-TWH-Unit-Pack-%28Released-31-5-2014%29
Radious Pergamonium - http://www.twcenter.net/forums/showthread.php?642589-Official-Submod-Radious-Pergamonium-Knossos-Rhodos-%28Updated-16-5-2014%29
Ancient Splendour Unit Pack - http://www.twcenter.net/forums/showthread.php?668578-Official-Submod-Ancient-Splendour-Unit-Pack
Ancient Sea Empires Unit Pack - http://www.twcenter.net/forums/showthread.php?663679-Ancient-Sea-Empires-Unit-Pack-%28Released-24-8-2014%29&p=14045798#post14045798
Radious Campaign Features Mod - http://www.twcenter.net/forums/showthread.php?618525-Radious-Campaign-Features-Mod
Radious Battle Mod - http://www.twcenter.net/forums/showthread.php?618513-Radious-Battle-Mod
Radious Economy and Research Mod - http://www.twcenter.net/forums/showthread.php?618663-Radious-Buildings-Mod
Radious AI Mod - http://www.twcenter.net/forums/showthread.php?619396-Radious-AI-Mod&p=13221084#post13221084
Radious Unit Pack 1 - Barbarian Invasion - http://www.twcenter.net/forums/showthread.php?621645-Radious-Unit-Pack-1-Barbarian-Invasion-%28Released-19-9-2013%29
Radious Unit Pack 2 - Rise of an Empire - http://www.twcenter.net/forums/showthread.php?622535-Radious-Unit-Pack-2-Rise-of-an-Empire-%2823-9-2013-Released%29
Radious and Farsovereign Unit Pack 3 - Eastern Eclipse - http://www.twcenter.net/forums/showthread.php?625202-Radious-and-Farsovereign-Unit-Pack-3-Eastern-Eclipse-%28Released-12-10-2013%29
Sand Empires Unit Pack - http://www.twcenter.net/forums/showthread.php?660319-Sand-Empires-Unit-Pack-%28Released-26-7-2014%29

Multi-Language Support

Language Info: This mod only shows the names of all the Custom Units if played with the English version of the game (language can be switched on Steam).
Other languages will need the UPC Project to be installed in order to show the names of the Custom Units properly.
Details, download, and install instructions for Total War Rome 2 Unit Pack Compatibility Project (UPC)- http://www.twcenter.net/forums/showthread.php?621968-Unit-Pack-Compatibility-Languages-Project-Rome-(UPC-ROM)-Emperor-Edition-updated-16-7-2018

Suggested submod not integrated in the main mod:

Radious Graphics Mod - http://www.twcenter.net/forums/showthread.php?617884-Radious-Graphics-Mod

Changes:
Ugly dust/smoke effects removed when:
- Soldiers clash with each other,
- Pillum/Spears are actually thrown,
- Arrows and stones hit soldiers or ground,

Additional effects changes:
- Campaign map clouds removal - requested feature. These clouds can drop fps for some people, so now huge campaign map clouds should be removed. I kept snowing and raining clouds which appears only on short period of time. (not a fog of war removal!)
- Selecting generals and cities glow effect removed
- Glowing circle around armies/navies in forced march removed
- Additional small selecting and dust effects removed
- Rain drops on screen removed

Improved Blood Effects:

Requires Blood and Gore DLC

- Blood on the ground stays almost forever.
- Amount of blood pools on the ground increased.
- Blood pools now appearing from more weapon types.
- Slightly edited distance visibility of blood effects.
- Slightly darker blood.
- Blood on bodies improved, with kill moves more blood.


If you like our work, our mods and what we do, please consider supporting us via Patreon here - https://www.patreon.com/Team_Radious or via our Paypal acount https://www.paypal.me/TeamRadious
We have released mods for multiple TW games (Shogun 2, Rome 2, Attila, Warhammer 1, Warhammer 2 and Thrones of Britannia) and this requires us to sacrifice even more time and resources to make sure that we maintain our quality.

Social Media:
We are also very active on all our social media platforms. Feel free to engage with us, and leave feedback and suggestions
Discord- https://discordapp.com/invite/emQpcha
Steam Community- http://steamcommunity.com/groups/TeamRadious
Facebook- https://www.facebook.com/TeamRadious/
Twitter - https://twitter.com/TeamRadious
Team Radious subreddit- https://www.reddit.com/r/TeamRadious/
Youtube - https://www.youtube.com/channel/UCB1fknw1kKbdr1yuBuKcUkA

Special Thanks
· To Radious Total War Modding Team. This includes everyone who worked on this project in past years and has already retired - http://www.twcenter.net/forums/showthread.php?625357-Radious-Modding-Team
· To CA for Rome II Total War, to Valve for the Steam Workshop, and to the community for its help in our efforts to make this mod a reality,
· To Kaisa and Wolfman for great Promo videos,
· To Swiss Halberdier for yet another UPC language project and for being great friend for many years,
· To everyone who helped us, provided excellent textures and supported us in all these years,
· Also to other modders for their beautiful work and dedication, many great YouTubers, our Patrons, our team members, and all the people who offered us kind words that kept us going every day!


Have fun with our mods and creations! Thank you for supporting our work, none of this would be possible without you!
Once again, we would like to thank everybody for their support.

Yours, Team Radious
Radious and Synthetic Man
Radious  [developer] Aug 11, 2018 @ 2:18am 
Patron Beta Updated - 11.08.2018:

Changelog:

- Several unit balance changes.
- Various recruitment fixes.
- Various improvements to AI recruitment priorities.
- Added few Spartan fitting units to Taranto.
- Agents now have 2 skillpoints per level since Level 1.
- Generals now gain experience by governing a region.
- Removed Imperial Roman units from Rise of the Republic DLC campaign, added few more fitting Early units.
Radious  [developer] Aug 12, 2018 @ 6:59am 
Patron Beta Updated - 12.08.2018:

Changelog:

- Slightly increased naval replenishment.
- Small balance adjusments to various traits and skills.
- Small increase to political loayalty.
- Fixed few badly assigned/missing building effects.
- Various balance changes across many units.
- Unlocked Socii units for Rome in RotR campaign (their origin is 493 BC so fits the time period very well).
- More siege equipment for RotR campaign.
Radious  [developer] Aug 14, 2018 @ 7:37am 
Patron Beta Updated 14.08.2018:


Changelog:

- Small balance changes to various building effects.
- Additional unit balance changes.
- All dogs have now correctly increased number of animals to 120 from 80.
- Various recruitment changes.
- Additional improvements to AI recruitment priorities.
- Fixed vanilla DLC bug with missing T5 Mercenary building for Syracuse.
- AI agressivity on campaign map increased!
- Reduced AI building conversion cost so it faster transform regions to own culture properly.

Radious  [developer] Aug 16, 2018 @ 7:14am 
Patron Beta Updated - 16.08.2018:

Changelog:

- Full support of official hotfix from 15.08.2018.
- Budget allocations improvements for AI.
- Minor Army caps adjusments for various fame levels.
- Additional small bonuses for AI on Very Hard and Legendary difficulties.
- Several building cost and time balance changes.
- Added various custom units to several missing techs from RotR campaign.
- Several minor balance changes.
- Fixed few wrong food values from various buildings.
Last edited by Radious; Aug 18, 2018 @ 4:46am
Radious  [developer] Aug 18, 2018 @ 4:50am 
Updated - 20.08.2018: Radious Total War Mod - Rome 2 Anniversary Update is now Live!

Hello Everyone!

After six weeks of hard work, and exactly 3 years since our last Rome 2 update, it is finally the time to release our highly anticipated Radious Total War Mod - Anniversary Update!

The Most subscribed mod for Total War: Rome 2 is back in its full glory!

Before we jump into the changelog however, here is a couple of words that we would like to say first. Firstly, we would like to thank all our Patrons ( https://www.patreon.com/Team_Radious ) from the bottoms of our hearts, after all, you were the ones who made this all possible! Only thanks to your support we found the motivation to complete and release this biggest Radious update to date, requiring a complete rework of the old mod and hundreds of hours of work sifting through databases.

Secondly, we would like to thank our great community, which is an integral part of our Team, for providing us with their ideas and feedback for other iterations of Radious mods, which formed the basis upon which this update was formed. We would not be here without you.
Thirdly, we hope that you enjoy the content that we worked so hard to prepare for you! Feel free to report any bugs or propose balance changes, and we will take it all into consideration.
Now, without any further ado, here is a changelog of the changes introduced in this newest iteration of our mod:

• Complete rebalance of Rome II: Empire Divided Campaign. We have ensured that all the new content is in line with our existing mod structures and offers a more rewarding and satisfying experience. We have also seamlessly integrated our custom units, and by doing so created more interesting rosters for both playable and non-playable factions. Furthermore, we changed vanilla Empire Divided unit cards to better suit our mod’s style, resulting in a much more consistent experience,
• Complete rework of Desert Kingdoms to put them in line with other Grand Campaign factions, and to ensure that they are balanced and fun to play. This includes a massive roster overhaul, with dozens of new and returning units,
• Complete rebalance of Rome II: Rise of the Republic Campaign. Similarly to Empire Divided, we have ensured that all the new content works perfectly fine with all of the existing elements of the mod, including our custom units,
• Complete rework of the garrison system in all DLC and base game campaigns, to transform them into a better and a more integral part of the game. The garrisons are now generally larger, better organised, and offer a greater challenge to any attacker trying to take over a settlement, as compared to vanilla’s pitifully small bands of Tier 1 and 2 units,
• Full support and adaptation of Power and Politics Update and Ancestral Update, resulting in a much more engaging experience,
• Custom unit recruitment added to Rome II Hannibal at the Gates, and other DLC campaigns,
• Overall, we added exactly 886 custom units with unique textures and visuals, covering the rosters of all major and minor factions across all campaigns, greatly increasing their diversity,
• Complete new unit balance system, combat is much more enjoyable, takes longer, unit combat is enjoyable to watch and there is enough time for flank manuevers and other strategic options,
• Complete rebalance of all the new units added by CA to work better alongside the above changes,
• Campaign and UI visual improvements, including unique UI for every playable faction across all campaigns, improved water (on top of the CA changes), new main menu, logo and loading screens,
• Grand Campaign is 4 turns per year now. This change includes seasons, technologies and buildings adjustments, to suit the new, slower pace system,
• Many changes to political and family systems, as well as several smaller tweaks to have far more interesting and enjoyable campaigns, using these new features extensively,
• Almost all character traits and skills rebalanced. Generals are now getting 2 points from levels 1-5 and 3 points from levels 6-10. Agents now receive 1 point from levels 1-5 and 2 points from levels 6-10. This allows you to further develop your favourite characters, and makes them feel more unique,
• Entire economy completely rebalanced – all effects like income, food, squalor, public order, military bonuses, and much much more completely edited to fit Radious mod standards,
• Upkeep of all units reduced by 40-50% to enable player and Ai to field more armies. Imperium levels altered to provide more slots for armies, navies and edicts; allowing for much larger scale wars and bigger armies under the players and Ai’s command,
• Complete morale, veterancy and fatigue systems rebalance. Veterans have higher impact on the battlefield; units get tired after longer periods of combat and replenish their stamina faster during battles,
• Almost all unit abilities rebalanced. This includes their time duration, effects and their assignments to all custom and vanilla units,
• Several extremely powerful agent skills nerfed, no longer 1 agent will be able to constantly destroy whole regions on the campaign map,
• Rebalanced unit speeds and masses to better reflect their role on the battlefield,
• All cavalry, dogs and small siege weapons got their size increased,
• Balanced heights of all units to avoid more height discrepancies,
• All melee and projectile weapons entirely rebalanced – different stats and bonuses for spears, axes, swords, bows, javelins, slings and much more,
• Massively improved campaign AI to be far more aggressive and active on the campaign map, recruit much stronger units and make better balanced armies,
• Rebalanced attrition effects, ambush mechanics, army stances, edict effects, faction traits,
• Unlocked many unique minor factions for custom battles. This allows you to enjoy our special roster updates for these factions in both single player and multiplayer battles,
• Improved Unit stats panel with more information like speed, shield, ammo, accuracy etc,
• Various faction/unit recolours and reskins,
• Forced March Stance remove again since AI simply cant handle this stance at all, default navy stance improved by 50%, default army stance can be further increased by general, army and agent skills + several technologies. Various terrains cost less movement points now,
• Massive changes to our mod structure. There will now be one Radious Overhaul, instead of several smaller parts, which is a merge of all previous mods and official submods, including several unit packs. This is to streamline the Radious Experience, and to ensure that all players can enjoy it to the fullest,
• All previous mods will be still be kept separate on TWC - http://www.twcenter.net/forums/forumdisplay.php?1531-Radious-Mods-Patch-17-Only-Versions and will work ONLY with Patch 17 installed!

On top of all these changes Anniversary Edition by default contains everything from our previously released mods, for your convenience and ease of use:

Radious Kaziels Romans - http://www.twcenter.net/forums/showthread.php?635808-Official-Submod-Radious-Kaziels-Romans
Radious TWH Unit Pack - http://www.twcenter.net/forums/showthread.php?654122-Official-Submod-Radious-TWH-Unit-Pack-%28Released-31-5-2014%29
Radious Pergamonium - http://www.twcenter.net/forums/showthread.php?642589-Official-Submod-Radious-Pergamonium-Knossos-Rhodos-%28Updated-16-5-2014%29
Ancient Splendour Unit Pack - http://www.twcenter.net/forums/showthread.php?668578-Official-Submod-Ancient-Splendour-Unit-Pack
Ancient Sea Empires Unit Pack - http://www.twcenter.net/forums/showthread.php?663679-Ancient-Sea-Empires-Unit-Pack-%28Released-24-8-2014%29&p=14045798#post14045798
Radious Campaign Features Mod - http://www.twcenter.net/forums/showthread.php?618525-Radious-Campaign-Features-Mod
Radious Battle Mod - http://www.twcenter.net/forums/showthread.php?618513-Radious-Battle-Mod
Radious Economy and Research Mod - http://www.twcenter.net/forums/showthread.php?618663-Radious-Buildings-Mod
Radious AI Mod - http://www.twcenter.net/forums/showthread.php?619396-Radious-AI-Mod&p=13221084#post13221084
Radious Unit Pack 1 - Barbarian Invasion - http://www.twcenter.net/forums/showthread.php?621645-Radious-Unit-Pack-1-Barbarian-Invasion-%28Released-19-9-2013%29
Radious Unit Pack 2 - Rise of an Empire - http://www.twcenter.net/forums/showthread.php?622535-Radious-Unit-Pack-2-Rise-of-an-Empire-%2823-9-2013-Released%29
Radious and Farsovereign Unit Pack 3 - Eastern Eclipse - http://www.twcenter.net/forums/showthread.php?625202-Radious-and-Farsovereign-Unit-Pack-3-Eastern-Eclipse-%28Released-12-10-2013%29
Sand Empires Unit Pack - http://www.twcenter.net/forums/showthread.php?660319-Sand-Empires-Unit-Pack-%28Released-26-7-2014%29

Additional Updates made during beta stage from 09.08.2018-19.08.2018:

- Several unit balance changes.
- Various recruitment fixes.
- Various improvements to AI recruitment priorities.
- Added few Spartan fitting units to Taranto.
- Agents now have 2 skillpoints per level since Level 1.
- Generals now gain experience by governing a region.
- Removed Imperial Roman units from Rise of the Republic DLC campaign, added few more fitting Early units.
- Slightly increased naval replenishment.
- Small balance adjusments to various traits and skills.
- Small increase to political loayalty.
- Fixed few badly assigned/missing building effects.
- Various balance changes across many units.
- Unlocked Socii units for Rome in RotR campaign (their origin is 493 BC so fits the time period very well).
- More siege equipment for RotR campaign.
- Small balance changes to various building effects.
- Additional unit balance changes.
- All dogs have now correctly increased number of animals to 120 from 80.
- Various recruitment changes.
- Additional improvements to AI recruitment priorities.
- Fixed vannila DLC bug with missing T5 Mercenary building for Syracuse.
- AI agressivity on campaign map increased!
- Reduced AI building conversion cost so it faster transform regions to own culture properly.
- Full support of official hotfix from 15.08.2018.
- Budget allocations improvements for AI.
- Minor Army caps adjusments for various fame levels.
- Additional small bonuses for AI on Very Hard and Legendary difficulties.
- Several building cost and time balance changes.
- Added various custom units to several missing techs from RotR campaign.
- Fixed few wrong food values from various buildings.


Multi-Language Support

Language Info: This mod only shows the names of all the Custom Units if played with the English version of the game (language can be switched on Steam).
Other languages will need the UPC Project to be installed in order to show the names of the Custom Units properly.
Details, download, and install instructions for Total War Rome 2 Unit Pack Compatibility Project (UPC) - http://www.twcenter.net/forums/showthread.php?621968-Unit-Pack-Compatibility-Languages-Project-Rome-(UPC-ROM)-Emperor-Edition-updated-16-7-2018

Suggested submod not integrated in the main mod:

Radious Graphics Mod - http://www.twcenter.net/forums/showthread.php?617884-Radious-Graphics-Mod

Changes:
Ugly dust/smoke effects removed when:
- Soldiers clash with each other,
- Pillum/Spears are actually thrown,
- Arrows and stones hit soldiers or ground,

Additional effects changes:
- Campaign map clouds removal - requested feature. These clouds can drop fps for some people, so now huge campaign map clouds should be removed. I kept snowing and raining clouds which appears only on short period of time. (not a fog of war removal!)
- Selecting generals and cities glow effect removed
- Glowing circle around armies/navies in forced march removed
- Additional small selecting and dust effects removed
- Rain drops on screen removed

Improved Blood Effects:

Requires Blood and Gore DLC

- Blood on the ground stays almost forever.
- Amount of blood pools on the ground increased.
- Blood pools now appearing from more weapon types.
- Slightly edited distance visibility of blood effects.
- Slightly darker blood.
- Blood on bodies improved, with kill moves more blood.


Supporting Team Radious:

If you like our work, our mods and what we do, please consider supporting us via Patreon here - https://www.patreon.com/Team_Radious or via our Paypal acount https://www.paypal.me/TeamRadious

We have released mods for multiple TW games (Shogun 2, Rome 2, Attila, Warhammer 1, Warhammer 2 and Thrones of Britannia) and this requires us to sacrifice even more time and resources to make sure that we maintain our quality.

Social Media:

We are also very active on all our social media platforms. Feel free to engage with us, and leave feedback and suggestions

Discord- https://discordapp.com/invite/emQpcha
Steam Community- http://steamcommunity.com/groups/TeamRadious
Facebook- https://www.facebook.com/TeamRadious/
Twitter - https://twitter.com/TeamRadious
Team Radious subreddit- https://www.reddit.com/r/TeamRadious/
Youtube - https://www.youtube.com/channel/UCB1fknw1kKbdr1yuBuKcUkA

Special Thanks
• To Radious Total War Modding Team. This includes everyone who worked on this project in past years and has already retired - http://www.twcenter.net/forums/showthread.php?625357-Radious-Modding-Team
• To CA for Rome II Total War, to Valve for the Steam Workshop, and to the community for its help in our efforts to make this mod a reality,
• To Kaisa and Wolfman for great Promo videos,
• To Swiss Halberdier for yet another UPC language project and for being great friend for many years,
• To everyone who helped us, provided excellent textures and supported us in all these years,
• Also to other modders for their beautiful work and dedication, many great YouTubers, our Patrons, our team members, and all the people who offered us kind words that kept us going every day!

Have fun with our mods and creations! Thank you for supporting our work, none of this would be possible without you!

Once again, we would like to thank everybody for their support.

Yours, Team Radious

Radious and Synthetic Man
Radious  [developer] Aug 21, 2018 @ 7:36am 
Updated - 21.08.2018:

Today we have for you first update with several bug fixes and additional balance changes to our recently released Anniversary Edition of our Rome 2 work!

Release post: https://www.patreon.com/posts/20856860

Changelog:

- Fixed several wrong shield values.
- Fixed few wrong unit cards.
- Fixed several missing Steppe units in campaign.
- Fixed several wrong food consumption values.
- Minor recruitment changes.
- Small balance changes.
- Upkeep increased for all units by 10-15%.
Radious  [developer] Aug 24, 2018 @ 7:08am 
Updated - 24.8.2018:

Changelog:

- Generals from level 3 require 20% more exp to rank up. (Leveling was too fast due to getting exp as governors when staying in towns).
- Fixed several missing building effects for Hannibal campaign.
- Forced March removed properly from Hannibal campaign aswell.
- Fixed missing banditry bar and sanitation icons for Empire Divided campaign.
- Lowered % chance for field battles when attacking minor settlements from 50% to 15%.
- Several building effects balance changes.
- Minor AI recruitment improvements.
- Several unit balance changes.
Radious  [developer] Sep 11, 2018 @ 8:07am 
Updated - 11.09.2018:

Changelog:

- Full support of latest official Balance Update.
- Complete garrison rework for Wrath of Sparta, no longer tiny super small garrisons.
- Several balance changes.
- Additional minor increase to general exp requirements from level 5+.
- Minor changes to several unit abilities.
- Additional improvements to AI recruitment logic.
- Several building effects rebalanced.
- Several bug fixes.
Radious  [developer] Sep 21, 2018 @ 7:58am 
Updated - 21.09.2018:

Changelog:


- Full support of new official launcher update.
- Several unit balance changes.
- Sanitation buildings (not temples) have now province wide effect in ED campaign.
- Several minor unit visuals bug fixes.
- Small improvements to AI army composition.
- Many Elite custom units are now available as commander units for almost all factions across all campaigns (Empire Divided excluded, has own special units for that).
Radious  [developer] Oct 24, 2021 @ 1:05am 
Updated - 20.06.2020:

Changelog:

- Both Overhauls and their constituent parts have been fully updated and re-uplaoded to Steam Workshop,

- Dozens of smaller visual fixes, unit fixes and a couple of other clipping issue fixes,

- Dozens of various balance changes across many factions and campaigns,

- Several campaign economy changes,

- Additional AI improvements, aggressiveness tweaks, recruitment improvements,

- Additional polish and bug fixing to enjoy best possible gameplay experience.
Radious  [developer] Oct 24, 2021 @ 1:05am 
Updated - 24.10.2021:

Changelog:

- Various balance changes across many units.
- Several unit visual, clipping and wrong textures issues fixed.
- Improved AI recruitment of more advanced unit types.
- Reduced AI food bonuses on all difficulties - larger buffs now remain only on VH+.
- Small 5% upkeep increase for player on Hard+ difficulties on all units.
- Rebalanced AI campaign buffs and bonuses. Most of them are now active on VH/Legendary difficulties. On Hard there are small ones, on Normal mostly none and on Easy small debuffs. This way you can easily choose what experience and how difficult you want your campaign to be.
- Thracian Chosen Infantry, Thracian Elite Infantry, Tarabostes Cavalry now correctly using falx weapons instead of swords.
- Reduced size of unit selector icons by 50%.
- Improved many UI icons, colour changes and tweaks - plenty used from Attila.
- Many colour UI changes from Deus_0101 for much better visibility. You can check his Building Icons mod which should be fully compatible - https://steamcommunity.com/sharedfiles/filedetails/?id=335368121
- Several bug fixes.
Radious  [developer] Jan 20, 2024 @ 1:09am 
Updated - 20.01.2024:

Changelog:

- Balance tweaks and fine tuning of campaign economy,
- Minor unit balance changes,
- Improved AI recruitment priorities,
- Fixed incorrect increase in upkeep when reaching Imperium rank 6.
- Several small visual fixes for various custom units (mostly few clipping parts),
- Few small garrison fixes,
- Improved campaign map interface performance (method found by Spartan VI and HuntingDog),
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