Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera Part 1
 This topic has been pinned, so it's probably important
Dresden  [developer] Dec 25, 2014 @ 4:34pm
Mod Features and Overview
https://www.youtube.com/watch?v=vDhIG2UHFsw Republic of Play Review and Overview

Introduction and General Goals
Welcome to the Divide et Impera forums. For various links, faction previews and general information, please see our Forum Map.
Some of our overall goals and general vision include:
- Increased difficulty and complexity for the player. We want to provide a real challenge while maintaining fun gameplay.
- Added mechanics and content to make the experience more immersive and realistic for the player.
- Overhauled faction rosters and units for historical authenticity and stunning quality in battles.
- Battle mechanics that are a more accurate representation of ancient warfare.

Mod Information
Due to the size and scope of the mod, it is difficult to list every single change that is made. The two primary areas we have focused on are (obviously) campaign and battle systems. Our goal for the campaign is to provide unique, immersive, interesting mechanics that add to the overall realism and fun. In battles, we have focused on redoing every unit with amazing, new textures and models that represent historical sources while overhauling the battle mechanics to represent ancient warfare.

Here is a very general overview of some of the more major changes and custom content:

Campaign Content
Custom Population system that divides unit recruitment into 4 regional population classes, slowing down expansion.
Custom Supply system that tracks an army's and region's local supply status over time.
Custom Reforms system independent of the technology tree. Most factions will gain new units based on imperium level and turn number.
New playable factions with overhauled rosters and historical settings.
Cultural Recruitment system based on local and core factional troops. Your cultural control matters in what troops you can recruit.
Custom Season effects that really impact gameplay on a meaningful level. These vary based on location.
Custom Character and Army system:
- Custom skills and traits that allow immersion and roleplaying with characters.
- Custom army traditions based on culture.
- Dignitaries are now Governors who help oversee provinces. Other agents have been limited in their effectiveness compared with vanilla.
- Armies now have food and public order impact. Garrisoning troops has new effects and penalties.
- Custom army and navy stances based on culture. All new stance - Patrol Region.
- Custom Cultures for various factions, including new temples.
- Custom defense scripts for Rome and Carthage
- Various script and other custom content to add to immersion.

Building and Resource System Overhaul
- All new resources that have a major impact on gameplay and building requirements.
- Many new custom buildings that allow for many more options and use of the new resources.

Units, Textures and Models
- Over 2000 units that have been fully customized with all new textures and models to match historical references for each faction. The amount of detail and research is something we pride ourselves on.
- Fully developed Area of Recruitment system that allows for regional recruitment of units historically from a given region. Any faction can recruit these local units if they own that region.
- Overhauled Roman auxiliary system with local, specialized troops from regions across the map depending on reform period.
- Custom, all new mercenary units for every province.
- Many, many new weapons, armors, and other models/textures. To list our texture/model work would be a thread in itself.

Battle System Overhaul
- More realistic battle pace that places importance on morale, fatigue and tactics.
- Completely reworked unit armors, weapons, stats and mechanics.
- New animations and formations that the AI will use in combat.
- Overhauled Siege warfare, the AI will build and use engines.
- Defensive deployables available in siege battles.
- Unit costs and upkeep reflect unit stats and serve to make elite units matter
Last edited by Dresden; Mar 3, 2021 @ 12:30pm
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Showing 1-15 of 78 comments
Hue Mungy Dec 28, 2014 @ 3:07pm 
Something I noticed is that, the helenic factions thorax troops, many have roman style lorica hamata (at least, that is how it appears in game, just going through custom battles). Is this correct? Is this something you will phase out? Is it historically accurate? I am very ignorant on this, so please excuse me if this seems a stupid question.
Dresden  [developer] Dec 28, 2014 @ 3:52pm 
Custom battles is not the way to judge this mod. The Thorax units are a reform unit from late in the campaign.
K-Jay Dec 31, 2014 @ 6:20am 
How many turns until the mod's end? Is it about 300 like the vanilla?
Dresden  [developer] Dec 31, 2014 @ 1:16pm 
There is no max turn limit but most campaigns last around that.
RogueGuyRy Dec 31, 2014 @ 1:55pm 
do any of the new units show up in custom battle? i dont see any.
Dresden  [developer] Dec 31, 2014 @ 3:57pm 
Custom battle rosters are core units only. Many of the campaign units won't be found there.
RogueGuyRy Jan 1, 2015 @ 10:38am 
alright and one more question. Will any of the units be seen in early game because im 15 turns in and yet to see any. Including some of the other features like the new stances.
Superviviente03 Jan 1, 2015 @ 11:46am 
Fritz have to implement reforms. Patience.
Dresden, Have we thought to change or improve trading system? New maintenance system reflects realism but the trading system is very poor.
Dresden  [developer] Jan 1, 2015 @ 1:55pm 
If you don't see new stances then there is a problem, should see them from turn 1.
UtherDoul Jan 2, 2015 @ 3:28am 
Hello Dresden. Respect for your mode ! It is brilliant, but you probably know this :).
I have one question. Can you make a submod, a quick change to some unit stats? Are you familiar with the Warcry battle mod from Gerula (the x2 one). He changes the wep damage in that mode and doubles the units and makes the battles very spectacular and dynamic.
I am sure many of the players enjoy a slower paced battle but this modification would be awesome too if possible. Maybe just create a folder or something we can subscribe to? Or try and adapt Gerulas mode?
UtherDoul Jan 2, 2015 @ 3:35am 
I am sorry if this is the wrong section for such a topic.
Danja Jan 8, 2015 @ 3:06am 
Hi Dresden, I am playing as bactria on very hard. I have besieged a couple of enemy cities and they had a hold out time of 8 turns. Now the Saka are besieging one of those same cities that now belongs to me and my garrison has only 1 turn hold out time. Is this a bug?
Dresden  [developer] Jan 8, 2015 @ 11:59am 
There are various skills and techs that reduce holdout time, they could have those. If no, then yes it is a bug.
Danja Jan 8, 2015 @ 12:24pm 
Thanks for the reply, I'm aware of the siege tech tree and the benefits but I was only about 20 turns into a new game, quite a big difference between 8 turns hold out for the AI and 1 turn for the player. May well be a bug then. I will keep playing and report it persists.

Aside from the odd bug this is the best version of RTW and DEI yet, its the first time I have found the game a challenge and the changes to battles and sieges really make a difference. Its turning into the game it should have been thanks to you guys.
UtherDoul Jan 9, 2015 @ 7:55am 
Dreseden you think you can fix the axe animations. There are still stabing animations.
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