Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Historical Grand Campaign
   
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Tags: mod, Campaign
File Size
Posted
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19.356 MB
1 Jun, 2022 @ 11:11am
4 Sep, 2023 @ 10:54am
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Historical Grand Campaign

In 1 collection by stauffi
Historical Grand Campaign
3 items
Description
This mod is supposed to bring you a less arcadey experience of the vanilla gameplay - without new mechanics or increased unit sizes or changing economy or unit balance. Think of this as a "DeI Vanilla" or something like that. I started this mod a while ago for myself because I liked the patched vanilla game a lot, but didn't like some "rushed" aspects of the campaign, like short build times, quick growth and research etc. compared to the previous TW games. But some mods take it to extremes that sometimes aren't fun to play anymore. So I made something that suited my tastes, incorporated the work of other modders and decided to publish it.

The mod should be compatible with all visual mods, unit packs, battle system mods, and basically all mods that don't add completely new factions or touch the startpos (campaign map). I recommend that you pair this mod with visual mods only because it already changes and adds a lot of other smaller mods. You can combine it with some mods that ADD extra things to the game, like "more diplomatic outcomes" and such, but they shouldn't touch the campaign map or factions at all. And make sure to load this mod above them.

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Main objectives:
1. Balance the Grand Campaign for 4TPY, without making it slow and boring and without touching the battle system or "vanilla" core gameplay
2. Make factions grow into their historically accurate locations and sizes (featuring a heavily modified Rhetor's Realistic Expansion script)
3. Add a select few "emerging factions" that keep the game fresh and interesting, showing a progression through the ages - including THE SASSANIDS as major late game challenge for Rome (if they spawn out of Persepolis - it's not scripted)

#1: Some aspects of the game were rebalanced to make it feel more organic, but the economy, units and combat are completely untouched. Only stuff like region growth, build time, gravitas etc. were adjusted, and never to the extent of becoming a grind where you end turn all the time without doing anything.

#2: This has scripting that guarantees historical expansion of all factions. The effect is that the factions can only conquer the territories that they historically held at their greatest extent. Basically you will never see Sparta conquering Germania. The above image shows you what a game can look like after 200 turns. You can see that the distribution is correct by faction but there are still many shifts of ownership compared to the start. Who wins and loses is still up to the game dynamics - it is NOT scripted. The major factions are allowed to grow as you grow, so that your rivals are as large or larger than you. Also note how Carthage, Seleucia and Egypt survived long into the game, and Parthia has considerable power in the east.

#3: Extra factions are taken from other Rome II campaigns and not touched at all, they are pure vanilla just placed in the GC as emergent faction. Includes Sassanids, Thrace, Dacia, Judea, Palmyra and a couple others. Now with the Sassanids as an emergent faction, you can really be Rome and fight your enemies through the centuries!

Also, it contains some smaller mods that fix problems or unlock features, that were created by other modders:
- Enabled banditry and plagues for GC
- Dresden's Sack and Liberation Mod
- Sea Sickness Mod
- Benjin's faction party colors
- Immersive character names by Bill

Thanks to all Rome II modders.
60 Comments
FELDRIC 19 Mar @ 4:45pm 
version 12 TPY please
oujosh29 31 Dec, 2023 @ 11:12pm 
How do you edit a strapos mod? I've been able to make a strapos mod but I can't figure out how to edit it later.
stauffi  [author] 4 Sep, 2023 @ 3:08am 
New emergent faction: The Sassanids (non playable).
stauffi  [author] 30 Aug, 2023 @ 11:20am 
Map changes: Carthage gets a buff, more starting armies with units. The whole world gangs up on them (Iberia, Africa and Rome), even the script can't make them keep all territory. In my games they keep Africa and sometimes regain a place in Iberia, but they usually just lose a lot. Hopefully now the AI can fight back early on.
stauffi  [author] 29 Aug, 2023 @ 1:52pm 
I checked the script again. Basically Pergamon is allowed to conquer Anatolia but whether they do is RNG then. This adds the randomness and dynamics to the campaign. So there could be one strong power in Anatolia, possibly Pergamon but I've seen Pontus be super strong there too. I could constrain them a little more though, I will try to give Pergamon a slight nerf.
stauffi  [author] 29 Aug, 2023 @ 1:46pm 
Yeah, Pergamon was historically quite a strong nation, they are allowed to wipe out Galatia occasionally. Yes the script will stop them from winning the farther they get from their home region. It's basically whatever is considered their home region and then it depends on how far away they are, they start getting nerfs to stop them conquering Asia.

Fair enough on your startpos changes, I mean do whatever makes you happy with it. I designed it to be vanilla style with many minor factions there.
jwoods3054 29 Aug, 2023 @ 12:44pm 
I've tried a couple of test campaigns with your lua script to turn 20 and see
Pergamon taking Taurus, Massilia taking Liguria? What happens say if Pergammon wipes out Galatia, which they did, does the script take into account battles farther away?

BTW I edited the startpos, to my taste, nerfing the Eastern/Arabian and African factions. I wanted an eastern block of only Bactria, Parthia, Seleucid and Egypt in that area. Maybe Armenia. Took away starting money and replaced all unit recruitment buildings with agriculture and shrines.. Did leave the resources alone. They get no income from GDP or hidden capitals. Basically it seems to work they are all broke with no units at tuen 20 so only a matter of time before gone.

Except for Masaesyli which has a full stack and a half. Can't figure out that one. They have a shrine only and no money. Unless a trade agreement possibly.

Regards
stauffi  [author] 26 Aug, 2023 @ 8:52am 
If anyone has found any bugs, like incorrect buildings/chains in regions, or anything else, let me know, I can make some fixes.
stauffi  [author] 20 Aug, 2023 @ 1:28am 
Yes! That's right. Just delete the script and it will work without it.
jwoods3054 19 Aug, 2023 @ 4:55pm 
HI, If I don't want the historical expansion do I just delete the lua script? Thanks for the mod