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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Tags: mod, Campaign
File Size
Posted
Updated
900.527 KB
17 Mar, 2018 @ 9:55am
27 Apr @ 2:10am
9 Change Notes ( view )

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Nordo's Improved Edicts (Submod)

In 2 collections by Nor Dogroth
NordoGerman: Liste deutscher Übersetzungen
119 items
Better Rome II Compilation: Mod List
37 items
Description
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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Common links
35 Comments
Nor Dogroth  [author] 27 Apr @ 2:14am 
@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 Jan @ 4:52am 
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 Apr, 2022 @ 11:14pm 
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 Apr, 2022 @ 11:13pm 
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  [author] 11 Mar, 2021 @ 2:48am 
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 10 Mar, 2021 @ 5:18pm 
Thank for Updating my mod for the modern game I changed jobs and no longer have the time to mess with modding.
tailorm 14 Jan, 2021 @ 7:45am 
Does you imperium level effect this mod?
Mceffe 22 Aug, 2019 @ 9:37am 
Could you please put the improved edicts and other campaign mods into the Effect pack? Would be highly apriciated
Nor Dogroth  [author] 21 Mar, 2019 @ 6:52am 
Okay, good to heard that and thank you for your report!
The Kingmaker 20 Mar, 2019 @ 7:28pm 
The issue has been resolved - fortunately my Imperium was working, it just wasn't displaying the different levels and therefore appeared to be set at base. Took another few cities and it increased.

While this mod wasn't made for HatG it works well - like many of your other mods. Thank you for all of them.