Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Politics reforged - DEI SUBMOD
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19 Oct, 2022 @ 11:06am
17 Jan @ 12:12pm
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Politics reforged - DEI SUBMOD

Description
***Feel free to use my other DeI submods, especially Diplomacy reforged and Battle formations reforged. To make Diplomacy reforged and Politics reforged compatible with each other, use this mod.


I am pleased to present to you a submod for Divide et Impera, which completely changes the existing rules of the political system in the game. For the best experience I recommend 1 TPY submod.

What is the goal of this mod?
To make the political struggles between the political parties an interesting challenge for the player, having a significant impact on the course of the campaign, and not just a minor impediment that can just as well be ignored. In addition, the mod is intended to mimic the change in the center of gravity from fighting external enemies to fighting for internal influence, along with the growing empire. The changes does not apply to AI factions.

What are the basic features of the changed political system and by what means were they achieved?

The greater the level of your influence, the more disloyal your rivals become
The basic and at the same time fundamental change is the adoption of the solution that the greater the level of influence of a player, the greater the bonuses he gains from it (and vice versa) but at the same time this comes with additional penalties for the level of loyalty of the other parties, increasing the chances of civil war or secession.

Finally, you have a good reason to put generals from parties other than your own in command
At the same time, the player gets a new instrument to temporarily increase the loyalty of the other parties by significant amounts, which is the winning of battles by generals belonging to those parties. So, continuous waging of wars and winning battles will allow the player to offset additional penalties to the loyalty level due to high levels of influence.

A disloyal general is a real threat
However, the aforementioned solution comes at a price, as the player cannot replace generals as he wish, because the replacement option and the abillity to raise a new army were limited to the capital only. Thus, the risk of civil war is inherent in the risk of losing armies commanded by generals belonging to other parties. Moreover, units from an army commanded by a general belonging to disloyal parties cannot be disbanded, simulating the gradual loss of player control over an internally conflicted state.

Finally, you can effectively control the level of influence of each party
The unreadable and buggy system of gaining and losing influence has been brought under the player's control with two basic political actions:
  • reducing influence (a reworked purge function and made available to republics), which allows you to reduce the influence of selected parties (but, of course, at the expense of loyalty)
  • securing loyalty, which now costs the player a portion of his influence.

You may find that you spend more on conducting politics than on the army
Other political actions have also been slightly modified to make them more useful (an example is political marriage, which gives you an additional temporary bonus to the loyalty of your chosen party but at the expense of your influence), and their prices have been significantly modified. Moreover, the higher your influence and also imperium level, the more expensive it will be to take any political action.

Your current system of government has a real impact on the course of the campaign
The bonuses and penalties of the various systems of government have been redone according to the general principle that republics (politea) and electoral monarchies (oligarchies) provide bonuses primarily related to the functioning of the state but with a penalty to the loyalty of other parties (penalty in case of republics and no bonus in case of electoral monarchies), while hereditary monarchies and empires focus more on the military aspect with a bonus to the loyalty of other parties (although empires to some degree combine both aspects). To some extent, however, the bonuses are culturally differentiated, and so, for example, in the case of eastern factions, they receive additional bonuses for cavalry, and barbarian factions for infantry.
At the same time, the bonus for loyalty in the case of empires and hereditary monarchies is applied at the expense of a new mechanic defined as the struggle for succession. In the case of hereditary monarchies, the death of a faction leader, with negative loyalty of either party, results in temporary penalties to the loyalty of other parties and some others negative effects, designed to imitate the indicated succession dispute. In the case of empires, the succession struggle takes place each time the faction leader dies, due to the lack of clear rules for the succession of the position of emperor (a reference to the way how the principate worked). It should be noted that this mechanic works best with 1tpy.

Secession and civil war are definitely not the same thing, and you will have the opportunity to feel it
Both the outbreak of a civil war and secession will carry additional and different penalties for the player, which will make it more difficult to wage an effective war against the rebels and, in the case of secession, will greatly increase the chance of it turning into a civil war.

Winning a civil war, after all, is a big deal
Winning a civil war or secession will come with an increase in the influence of the player's party and additional temporary bonuses that will allow for an easier change the current government form, which imitates the temporary advantage of the player's party on the political scene, resulting from the crushing of political rivals.

A notification system to keep your finger on the pulse
Both significant changes in the influence held by the player and the potential threat of secession or civil war will be communicated to the player at the beginning of each turn through relevant notifications. Thus, the player is not forced to tediously monitor the current political situation every turn. In addition, the interface has been updated with relevant hints, explaining added or changed gameplay elements. So, if any function suddenly stopped working, the player will immediately find out why.



And about other important things:

Is the mod compatible with current game saves?
As a rule, yes, but most features will not start working until the next turn.

Can the mod be turned off in the course of the current campaign?
In most cases, there should be no problem with this, but I rather not recommend such a solution.

Is the mod compatible with other submods?
If other mods do not contain scripts and do not edit DB entries regarding to politics, then there should be no problem with this (so it is compatible with virtually all official submods).

Credits:
Many thanks to:
lequintal - who tested the mod's features described above on an ongoing basis, being the originator of some of them; without his involvement, the mod would certainly not have its current shape; moreover, the attached gameplay screenshots are also mostly of his contribution;
Jack Armitage - who pioneered the creation of mods about politics (PIGS), which was an inspiration for me; and also always provided invaluable advice on matters of scripting.

Have fun!

If anyone want to appreciate my work also in other way than giving a feedback here is the way[paypal.me].
65 Comments
K4mil  [author] 12 Jul @ 11:58am 
@Sacred Enjoyer Yes. It will work. Although, as it was indicated in the description, it was balanced around 1 tpy submod.
Sacred Enjoyer 6 Jul @ 8:37pm 
can this work with dei 12 year turn submod?
K4mil  [author] 9 Mar @ 10:04am 
@CalicoDJack - the idea is to make game harder, because of necessity to keep in check your loyalty level if you want to avoid secession/civil war. On the other hand, if you are able to do this, you're awarded with all that bonuses you've mentioned. You also should keep in mind, that the mod introduces a lot of additional limitations for the player which makes secession/civil war harder for the player. Ultimately, I've aimed to create a mod which would make political aspect of the game reallly impactful and not the thing that you can forget about.
CalicoDJack 9 Mar @ 7:32am 
there is a new mod that change imperium that propably will work with that mod "DEI Imperium Difficulty "
DoktorFar 9 Mar @ 7:21am 
@CalicoDJack yeah your emperium level will cause more disloyalty, it will become a really big problem at one point, especially if you expand too fast without making many necessary arrangements to boost loyalty. Of course this can also work in your favor if you want to get the civil wars over and done with for good. I personally like to try and keep the empire going without ever having a civil war, because the challenge becomes pretty big as your empire becomes large. And usually that's where the game becomes too easy because your defacto power in game will be unmatched. Increasing loyalty issues presents a fun challenge there imo.
CalicoDJack 9 Mar @ 7:13am 
In other worlds that mod make the game harder or easyier ( Or i feel that just beacuse i am small ) ?
CalicoDJack 9 Mar @ 7:12am 
question . I just start a campagin with this mod and i feell that the bonuis it gives when your influence 6 level or higher is too much , will in the future when i am bigger the civil wars and succesions will be that impactful that will balance that bonuses . I play as Pontus and have 2 cities
Totanakur 27 Feb @ 11:25pm 
For some reason this submod is now allowing me to edit certain Imperium level effects such as empire maintenance and unit upkeep cost. Despite loading my submod above this, it does not allow those changes to take effect. Seems odd, but I narrowed it down to this. Any ideas as to why?
Totanakur 25 Feb @ 5:57pm 
It must have just been coincidence then. What an improbability though.

On another note, do you know if there is any way to make it so that liberate makes a satrapy/vassal rather than just military ally? I was able to do this with Attila, but haven't figured it out with Rome 2.
K4mil  [author] 24 Feb @ 11:35am 
@Tot - secession is triggered by negative loyalty of one of the parties, so it is completely possible if this condition has been met. Other possibility is that in the vanilla there is some specific mechanic for Atropakatan in this regard, because it definitely was not caused by the struggle for succession mechanic implemented in the mod.