Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Nordo's Improved Edicts (Submod)
   
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Etiquetas: mod, Campaign
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17 MAR 2018 a las 9:55 a. m.
27 ABR 2024 a las 2:10 a. m.
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Nordo's Improved Edicts (Submod)

En 2 colecciones creadas por Nor Dogroth
NordoGerman: Liste deutscher Übersetzungen
119 artículos
Better Rome II Compilation: Mod List
37 artículos
Descripción
This mod is a submod of my new Effect Overhaul
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This mod is based on Sarge's New Edicts Mod but rebalanced, updated for patch 20 and with own icons for new edicts. Credit goes to the author Sarge.

What will this mod do?
  • It adds some new edicts with their own icons and reworks existing edcits so that every edict gives positive and (less) negative effects. Every edict can be usefull. Furthermore it increases the limit of edicts. Now you can issue edicts in all your complete provinces until you are a huge empire.
  • Additional changes for imperium levels in army and agent limits

Compatibility
High compaitbility, can be used with most other mods and save games too.
You can use this mod for patch 20 only. Older patch versions are no longer supported due to the new subcultures that came with the new patches.
Note: This mod is made for the Grand Campaign and Imperator Augustus. Other campaigns should work as well but might not get the same effects concerning fame levels.

This standalone mod was part of my Better Rome II Compilation for patch 20. It is now included in my new Effect Overhaul.

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37 comentarios
古代 31 JUL a las 12:40 p. m. 
or on forced labour, you could add a 20% industry bonus, or both (40% construction & 20 industry) :steamthumbsup::lunar2020halodragon:
古代 31 JUL a las 8:11 a. m. 
my feedback: great mod. small suggestions below:

Tax Harvest* -2 unrest would suffice.
Bread & Circus* -2 politics would suffice.
Noble Philanthropy* feels worse than vanilla. should give +2 happy.
Forced labour* needs a -40% constrctn cost. as is: Noble phil is just better for building.
Military conscription* this is amazing. too good. i think it needs -5 growth.
Military Subjugation* its good, but it shouldnt affect tax. should be -2 growth only

I hope the helps, i used to make these kinds of mods for rome 1 and i know balance is always a concern. just focus on making everything better than vanilla, and you are golden.
Nor Dogroth  [autor] 27 ABR 2024 a las 2:14 a. m. 
@iuser2011 thank you very much for your feedback, I have taken it into account in an update to the mod.
@st_magus you can become op by combining the effects optimally, although the main mod "Nordo's Effect Overhaul" is even better suited for this.
st_magus 29 ENE 2024 a las 4:52 a. m. 
I like everything but the negative effects. I might still use it when I build troops. That edict is pretty good, & hopefully I've already made buildings before that. I agree with the previous comment about Bread&Games, but I dislike adding bad things where there were none before, as if making something better demands also making it worse somehow. Balance shmalance; real life has enough negative things without intentionally adding them to things designed to make fun stuff more fun. But, to be fair, I'm a lazy cheater, so I prefer being OP.(hence the heavy mod use)
Peace be upon thee.
iuser2011 10 ABR 2022 a las 11:14 p. m. 
2. New edicts: stats seem very interesting. All but Bread&Games edict. Tax penalty 5% is bad idea. It's absolutely wrong for this edict, because many buildings linked with this edict for *income* boost, not for those food and public boost.

One of the examples. Armenia best economy edict&building thing: temple with 100/200/400 culture income + temple with culture income % bonus + Bread&Games edict which gives bonuses to both commerce and culture income. Plus if we have Larissa(settlement with World Wonder,) it gives us additional 25% culture income bonus.

So, Bread&Games actually is an *economy* boost edict(not for early game of course, but for later). Economy boost edict can't have tax penalty, it's nonsense.
iuser2011 10 ABR 2022 a las 11:13 p. m. 
to author:
To test this mod I started the game for Seleucids, because of their highest Imperium level V at the beginning.

1. So, new number of edicts are here - 11. Dignitaries are also increased - 4 from vanilla 3. But Champions still 3, while Spies...decreased to 2 from 3. Is it right, is it intended? If so, then I don't understand the purpose of this. I thought you were going to *increase* amount for all agents, no? Can you, please, list how many agents we can have with this mod for all Imperium levels?
Nor Dogroth  [autor] 11 MAR 2021 a las 2:48 a. m. 
No problem, I can add you as co-author and you can put a link to this mod in your description, if you want.
Sarge  [autor] 10 MAR 2021 a las 5:18 p. m. 
Thank for Updating my mod for the modern game I changed jobs and no longer have the time to mess with modding.
tailorm 14 ENE 2021 a las 7:45 a. m. 
Does you imperium level effect this mod?
Mceffe 22 AGO 2019 a las 9:37 a. m. 
Could you please put the improved edicts and other campaign mods into the Effect pack? Would be highly apriciated