Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

37 ratings
Vanilla Plus - Unit Size, Map, Research, and Construction
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Tags: mod, Maps
File Size
Posted
Updated
22.555 MB
21 Sep, 2022 @ 12:44pm
1 Oct, 2022 @ 2:47pm
33 Change Notes ( view )

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Vanilla Plus - Unit Size, Map, Research, and Construction

Description
Vanilla Plus - Looking to make TWR2 more enjoyable within a Vanilla framework!

For my mod which keeps the unit size at Vanilla levels, please check here: https://steamproxy.net/sharedfiles/filedetails/?id=2872268619

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This is my first attempt at modding a file for TWR2.

For the empire divided map I have used the mod originally created by Novaspook - https://steamproxy.net/sharedfiles/filedetails/?id=2096448001

Dresden's City Sack and Liberate - https://steamproxy.net/sharedfiles/filedetails/?id=186925601

As well as Season effects originally created by Dresden - https://steamproxy.net/sharedfiles/filedetails/?id=205975174

Additions on top of this mod are as follows:

- Increased Research time x2 vs. Vanilla. I have done this as I always felt the usual times were 'too fast' in a 4TPY scenario but the alternatives of x4 length took away from the gameplay. As time goes on and I get more confident with modding I will look to layer the length ranging from x1.5 upwards to better balance the gameplay. (Only for Grand Campaign)
- Increased Construction time x2 vs. Vanilla. I have done this as I always felt the usual times were 'too fast' in a 4TPY scenario but the alternatives of x4 length took away from the gameplay. As time goes on and I get more confident with modding I will look to layer the length ranging from x1.5 upwards to better balance the gameplay (Only for Grand Campaign)
- Updated the first layer of missions for Rome in the Grand Campaign to better reflect the adjusted campaign map. The initial focus will be for Rome however if anyone has any feedback I will be more than happy to look into other factions.
- Adjusted the unit size x1.5 vs Vanilla. For me ancient warfare has always been about scale so I wanted to increase this to add the extra layer of authenticity.
- Update faction starting rosters to reflect unit size increases (117 updated [this covers all playable factions] - Grand Campaign)

This is not to be an overhaul mod but rather keep much of the Vanilla experience with tweaks to improve the gameplay experience. Any feedback is welcome.

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For the Future!
- Amending DLC starting rosters to reflect increased unit sizes.

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NOTES:

I have removed Plagues & Banditry from Empire Divided from the main campaign as I felt that this was not adding to the Vanilla experience. The normal plague mechanic will still be active.

Save games will still load but require the specific buildings to be demolished and replaced.

Alternatively, use Dresden's original mod which will allow you to continue as normal: https://steamproxy.net/sharedfiles/filedetails/?id=1214366088

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Thank you all for your support!
30 Comments
-CR- Brookenator  [author] 7 Oct, 2022 @ 4:27am 
For all those who have been enjoying the mod, it would be greatly appreciated if we could get some more ratings on here just to get a bit more visibility across the wider TWR2 community.

I will be working on the remaining DLCs over the weekend and will then start looking at balancing some of the building and technology tree's rather than their rough form of a blanket increase for all.

Again, thank you all for your support so far.
Kitiguya 2 Oct, 2022 @ 1:29am 
@-CR- Brookenator its all good, and that descroption is a million times better :steamthumbsup: :shkgold:
-CR- Brookenator  [author] 2 Oct, 2022 @ 1:10am 
@For The Emporer We Crusade I've updated the description to hopefully make it clearer? And no definitely my bad for not being clearer in my wording
Kitiguya 2 Oct, 2022 @ 12:40am 
@-CR- Brookenator : oh, no thats my bad then. i read through the notes where it says :

"NOTES:

I have removed Plagues and Banditry from the campaign as I felt that this was not adding to the Vanilla experience."

I was mistaken, and thought that meant you fully removed them, not replaced them. i guess it was acting as normal then.
-CR- Brookenator  [author] 1 Oct, 2022 @ 2:20pm 
@For The Emporer We Crusade it’s very hard to recreate the conditions that would have existed in that exact instance. My gut is either a) as you say it’s the game compensating for something that’s no longer there or b) the plague function in Vanilla.
Plagues do still exist in the mod as they did in the normal Vanilla campaign, I’ve just reverted on an earlier addition which was the Plagues & Banditry feature from the Empire Divided DLC being present in the grand campaign.

The only changes to vanilla gameplay in theory should be the map, unit size, adjusted diplomacy (to make trade deals more likely), adjusted technology and construction speeds. Everything else should be as it was from Vanilla experience… any bugs or anything that seems out of that please flag and I will go through and attempt to fix.

Thank you for the support on the mod! Please share with friends etc so more can experience it :)
Kitiguya 1 Oct, 2022 @ 1:53pm 
Thank you for your very kind words around the mod, @ -CR- Brookenator : don't worry about it my dude, your mod deserves recognition. if anything, id give you more awards for it if i could.
Kitiguya 1 Oct, 2022 @ 1:51pm 
@-CR- Brookenator yeah, they have been always present, although im wondering if it was just the campaign trying to "fix itself" in a sense, even though plagues aren't supposed to exist with this mod. I am playing in the grand campaign tho. (i do have most of the dlcs, but i don't play them), apparently plagues only exist for a short while, destroy armies, and then disappear like it never happened.
only really seem to happen against the enemies of Rome for whatever reason.
tried playing as the dacians in a legendary run, and everything was fine.
-CR- Brookenator  [author] 1 Oct, 2022 @ 12:53pm 
@For The Emperor We Crusade very strange with that example, plagues have always been present in the base game but not really a fleshed out feature which may be what occurred here. I've looked through the mod itself and can't seem to find a reference to the plague mechanic from Empire Divided but I will go through again (I'm currently working through the factions starting unit increases).

Thank you for your very kind words around the mod, the main thing for me was aiming for the "historical authenticity" they kept saying in the early promotional material and actually bring it to life, whilst keeping it as much a Vanilla experience as possible.
Kitiguya 1 Oct, 2022 @ 11:52am 
After being given this mod as a recommendation, and giving it a try through the Rome campaign quickly to see what changed, I Love IT!!.
deserves every award i can throw at it here on steam.
there is a bug id like to point out though. : plagues are still in the game, but they don't seem to be able to spread anywhere. E.X= a plague starts in Etruscan territory, their army raids my lands and takes a small village while under the plague. the plague doesn't spread at all anywhere, and kills their army before i get to it with my legion.( not sure if it's intentional, or a glitch).
-CR- Brookenator  [author] 1 Oct, 2022 @ 9:58am 
For all those enjoying this mod, please share with others :steamthis:

This has primarily been for my own enjoyment of the game but seeing the early popularity, I would like to get as many people using this as possible. I know a lot of people that use the big overhaul mods to get the increased unit size/better map but would much prefer the vanilla gameplay.

All you support for these few weeks has been greatly appreciated!