Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Unofficial DeI 12tpy Recruitment (Realism Version)
   
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Tags: mod, Campaign
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785.965 KB
17 Jul, 2019 @ 10:05pm
14 Feb, 2020 @ 10:12pm
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Unofficial DeI 12tpy Recruitment (Realism Version)

In 1 collection by TrippinDaJive
TrippinDaJive's Rome II Mods
4 items
Description
**IMPORTANT: THE AI BEHAVES UNPREDICTABLY WITH THESE TYPES OF MODS AND THERE ISN'T ANYTHING THAT MODDERS CAN DO ABOUT IT AT THIS TIME. THERE HAVE BEEN MIXED REPORTS THAT THE AI BEHAVES PROPERLY, AND YET WITH OTHERS NOT SO MUCH. IT HAD WORKED FOR ME IN THE PAST BUT YOUR MILEAGE WILL VARY. THEREFORE, THIS MOD WILL NOT BE UPDATED FOR THE FORESEEABLE FUTURE.**

Hello everyone,

Are you using a 12tpy submod with Divide Et Impera? You may want to check this submod out because it extends the recruitment times for all units for both the player and the AI which makes for an even more tactical and realistic campaign experience! You could use this mod for the regular tpy too if you wanted. In essence, this is what the submod does:

Light Units = 1 turn
Medium/Heavy Units = 2 turns
Very Heavy Units = 3 turns
Super Heavy Units = 4 turns
Light Siege = 4 turns
Medium Siege = 8 turns
Heavy Siege = 12 turns
Light Ships = 4 turns
Medium Ships = 8 turns
Heavy Ships = 10 turns
*Levy units take 1 turn and Barbarians take longer to build siege*

Another reason why I made this submod was because I hated how the AI was able to repeatedly field multiple, powerful armies in less time than it took for me to fully replenish just one army. This makes it reduce that likelihood and it also makes you more attentive to how you choose to create your armies. Quickly field cheap, weaker armies to protect garrisons or finish off a routing enemy? Or carefully produce a powerful army that actually requires time and money to make?

Balanced for Vanilla DeI 12tpy. Credits go to Dresden, Kam, and their team for all I did was change the values for some tables they had already made. Thank you guys for making Rome 2 the game it should've been!

**If you'd like to play the Alexander campaign, you must also subscribe to my other submod which is available in my collection.**
47 Comments
Augustus II 8 Jun, 2023 @ 7:30pm 
It changes recruitment times, I use it. Just put it at the top of the load order
Sylph 22 Dec, 2021 @ 5:37pm 
I don't think the mod you linked changes actual recruitment times. It's just other stuff.
TrippinDaJive  [author] 17 May, 2021 @ 5:27pm 
I know you guys have been wanting an update on this mod, but there is another mod author who made an identical mod as this one and it seems more ambitious, too. Here's a link to the page, it looks promising! https://steamproxy.net/sharedfiles/filedetails/?id=2486145654&tscn=1621284956
TrippinDaJive  [author] 6 Mar, 2020 @ 1:01pm 
@TacticalCouch it was updated as of Feb 20
TacticalCouch 5 Mar, 2020 @ 1:41am 
Is there an update in the works for this excellent mod?
KsH 20 Feb, 2020 @ 9:36pm 
For sure, still playable. Just a few factions effected it seems.
TrippinDaJive  [author] 20 Feb, 2020 @ 3:19pm 
Yeah I don't know what to tell you. Before the update it worked fine for my case. And I haven't played realism since then so I don't know if something has changed. I hadn't tested it out with this new update at all; I just assumed it would.
KsH 20 Feb, 2020 @ 12:15pm 
I did. For at least 30 turns Macedon was stuck on 8 units constantly in recruitment stance.
TrippinDaJive  [author] 19 Feb, 2020 @ 4:51pm 
Hmm I'm presupposing you started a new game with it? I don't know if the update broke my mod. I would encourage you to play a bit longer and see what happens.
KsH 19 Feb, 2020 @ 10:11am 
its possible there were recruiting siege weapons, but I dont think I saw the buildings they needed in which to recruit said units.