Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Historical Development sub-mod for Divide et Impera COLLECTION
   
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Description
NOTE: WITH DEI .8 YOU MUST USE THE UNOFFICIAL MOD MANAGER TO LOAD THIS ABOVE DEI OR IT WON'T WORK. See http://www.twcenter.net/forums/showthread.php?618536-Mod-Manager-Updated-23-12-13 and http://www.twcenter.net/forums/showthread.php?634502-REL-Historically-plausible-development-minimod-compatible-with-8-BUT-SEE-NOTE-re-mod-manager/page17 for more information.

This is a sub-mod for Divide it Impera. It may or may not work without DeI or with other mods like radious. Even if it does work with other mods, the balance will be off and it won't function nearly as well.


This collection will include all the versions of Historical Devlopment: the generic version, and specific faction versions for Rome, Carthage, Athens, Sparta, Macedon, the Seleucids and Parthia, Armenia, Epirus, ***GALATIA***(NEW) & ***NOMADS*** (NEW).

All versions are save game compatible, but as always with anything that effects AI behavior, you will get the best results by starting a new campaign and allowing the AI to make use of the bonuses from the start of the game.

***USE ONLY ONE VERSION OF THIS MOD AT A TIME - PICK THE VERSION CORRESPONDING TO THE FACTION YOU ARE GOING TO PLAY AND ENABLE ONLY THAT VERSION USING THE MOD MANAGER. IF YOU WANT TO START A NEW CAMPAIGN WITH A DIFFERENT FACTION, QUIT ROME 2 AND RESTART, ENABLING THE APPROPRIATE VERSION.***

1/22/2014 update:

Updated to incorporate changes from 0.7 version of DeI. Should be fully compatible now, please report any issues if you find them, although there shouldn't be any.

1/2/2014 update:

Couple of tweaks to diplomacy system should hopefully make the AI a bit more willing to offer you peace without making it also agree to your peace requests no matter what.

Tweaks to recruitment system: 1 bonus recruitment slot added to capital of each faction. This gets the early game going a little quicker and makes single-region factions slightly more capable of holding their own.

Increased cash supply of minor factions as well, again to make them a little more capable of fielding decent-sized armies.

Tweaked building system: The AI is much more likely to create military buildings now and much less likely to create provinces full of nothing but temples. To make this work, I had to change the way main barracks buildings work for non-barbarian factions. Now, instead of costing public order, they cost food instead. In return, they give modest BONUSES to public order and cultural conversion, to simulate the cultural assimilation and public order provided by having a military training center in a given region. After all, the army was probably Rome's single greatest cultural assimilator. These bonuses are small, and don't radically change the way the player plays the game, but they do cause the AI to build these buildings instead of only building temples.



MOD DESCRIPTION:

This mod significantly improves major faction behavior, resulting in much more historically plausible empire development. No more seleucids getting wiped out within 8 years; no more Garamantia taking over Carthage; no more Parthia getting wiped out in 9 out of 10 games. Major factions will actually fight back and recapture lands they lose, rather than rolling over and giving up as soon as someone captures one of their regions.

The screenshot is of a typical game using this minimod in 252BC, 80 turns into the game. It gives you some idea what to expect. Note that Carthage and Masayaeli are military allies, meaning that Carthage is actually better off than when the game starts, not worse off.

Besides a lot of under the hood changes, the most noticable change this mod makes is to the recruitment system. Instead of having 3 recruitment slots per province no matter what, recruitment slots are now tied to how many regions you own. In general, you get 1 recruitment slot per region (2 for roman major cities, and the Suebi get one extra slot in their home province). For example, if you are playing as Rome, you will start with 3 slots in Italia (2 from Rome, 1 from Neapolis) and 3 in Magna Graecia (2 from Brundisium, 1 from Contentia). If you play as Athens or Sparta or most minor factions, you will get only one recruitment slot until you capture more regions in the province. This helps the larger AI factions maintain a recruitment advantage over smaller factions.


KNOWN ISSUES, ETC:

More info/ impressions thread/etc: http://www.twcenter.net/forums/showthread.php?634502-REL-Historically-plausible-development-minimod-updated-12-13-2013-with-modified-peace-settings

Disclaimer:

This minimod is still in an evolving state. Your impressions are welcome, and will effect future changes. Right now it does a pretty good job of producing historically plausible results, but depending on the faction you play as, the changes necessary to accomplish that may or may not produce the most satisfying gameplay experience. At this stage, tweaks will be less to change the way history unfolds and more to try to find ways to preserve the same historically accurate outcomes while providing a better and better experience for the player.

Known issues:

Balance of the major factions in Hellas (Macedon, Epirus, Athens, Sparta) still needs refining.

Balance on peace parameters may still be off.

Troubleshooting:

To work properly, this mod needs to load HIGHER in the priority chain than the main Divide et Impera mod. This should happen automatically, because all the mods in this colletion have the prefix "A_" in front of them, which means they will load at the top of the priority list using the normal mod manager. The official mod manager loads mods is alphabetical order, meaning that any mod with "a_" in front should load above any other mod that doesn't have that prefix.

If for whatever reason your mod won't load above the main DeI mod, you can use the unofficial mod manager availabe at: http://www.twcenter.net/forums/showthread.php?618536-Mod-Manager-(Updated-08-11-13) instead, which allows you to manually move mods up and down the priority list.
Items (11)
CARTHAGE VERSION: Historical Development sub-mod for Divide et Impera
Created by yukishiro1
*****THIS IS THE CARTHAGE VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS CARTHAGE. If you DON'T use this version when playing as CARTHAGE you will get the AI handicap bonuses, which will make your game too easy. Also, if you DO use th...
GENERIC VERSION: Historical Development submod for Divide et Impera
Created by yukishiro1
*****THIS IS THE GENERIC VERSION OF THE MOD. Use this version when playing as any faction _EXCEPT_ Rome, Carthage, Athens, Sparta, Macedon, Seleucids, and Parthia, Armenia, and Epirus. If you want to play one of those factions, use the appropriate version ...
ROME VERSION: Historical Development Sub-mod for Divide et Impera
Created by yukishiro1
*****THIS IS THE ROME VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS ROME. If you DON'T use this version when playing as ROME you will get the AI handicap bonuses, which will make your game too easy. Also, if you DO use this version g...
ATHENS VERSION: Historical Development sub-mod for Divide et Impera
Created by yukishiro1
*****THIS IS THE ATHENS VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS ATHENS. If you DON'T use this version when playing as ATHENS you will get a 60% upkeep penalty for all your units, which will make your game very difficult. Also, ...
SPARTA VERISON: Historical Development sub-mod for Divide et Impera
Created by yukishiro1
*****THIS IS THE SPARTA VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS SPARTA. If you DON'T use this version when playing as SPARTA you will get a 60% upkeep penalty for all your units, which will make your game very difficult. Also, ...
SELEUCID VERSION: Historical Development sub-mod for Divide et Impera
Created by yukishiro1
*****THIS IS THE SELEUCID VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS the SELEUCIDS. If you DON'T use this version when playing as the SELEUCIDS you will receive the AI handicap bonuses, which will make your game too easy. Also, if...
MACEDON VERSION: Historical Development sub-mod for Divide et Impera
Created by yukishiro1
*****THIS IS THE MACEDON VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS MACEDON. If you DON'T use this version when playing as MACEDON you will receive the AI handicap bonuses, which will make your game too easy. Also, if you DO use t...
PARTHIA VERSION: Historical Development sub-mod for Divide et Impera
Created by yukishiro1
*****THIS IS THE SELEUCID VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS PARTHIA. If you DON'T use this version when playing as PARTHIA you will receive the AI handicap bonuses, which will make your game too easy. Also, if you DO use ...
ARMENIA VERSION: Historical Development Sub-mod for Divine et Impera
Created by yukishiro1
*****THIS IS THE ARMENIA VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS ARMENIA. If you DON'T use this version when playing as ARMENIA you will get a 30% upkeep penalty for all your units, which will make your game difficult. Also, if...
EPIRUS VERSION: Historical Development sub-mod for Divine et Impera
Created by yukishiro1
*****THIS IS THE ERIRUS VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS EPIRUS. If you DON'T use this version when playing as EPIRUS Rome will be so powerful that it will be very hard for you to survive, which isn't much fun. Also, if ...
GALATIA VERSION: Historical Development sub-mod for Divide et Impera
Created by yukishiro1
*****THIS IS THE Galatia VERSION OF THIS SUB-MOD. USE THIS VERSION OF THE MOD WHEN PLAYING AS GALATIA. If you DON'T use this version when playing as GALATIA you will get a 40% upkeep penalty for all your units, which will make your game difficult. Also, if...