Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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C&D's GREEKS: roster expansions and megapack
   
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6 Aug, 2014 @ 3:38am
9 Aug, 2018 @ 10:13am
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C&D's GREEKS: roster expansions and megapack

Description
== Updated for RoR patch ==

Warning: I haven't played R2 for years, can't check full functionality in campaign.
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Greeks going "Yarr!"! Other Greeks possibly going "Yo!"! Greeks with moustaches! More Greeks that are probably doing stuff but we're not sure what, like excessive gymnasium fun times or possibly building triumphant bronze statues that will collapse after a meager half of a century.
Yeah.
Anyway, you thought that this wasn't possible (I reckon you're especially surprised by the 'staches, aren't ya), but here we are.

This time the unlucky ones to get through our greasly hands have been, respectively: Knossos, Cyrene, Massalia or Massilia or Josephine or whatever takes your fancy to call 'em, Athens and Rhodes. Cyprus insisted about jumping on the bandwagon and there's something for them as well.

As part of the deal you also get our Pergamon, Sardes, Syracuse, the Greek Marines and the Spartan Perioikoi Swordsmen. Which is why the guy on the cover doesn't say "you know, those minor greek factions on the mediterrean costs...".

These factions could be expanded mostly through guesswork, not through accurate reflection of detailed historical accounts, because at least within my admittedly limited knowledge, there are none. Of course, everybody knows the Cretan archers, but what about the rest of the armed citizenry? Cyrene was known for being rich, but the most accurate and historical army for the Pentapolis would be composed by the basic greek hoplitery (?), two (2) triremes and a bunch of pissed-off herbalists. And I'm not sure you want to play that faction for more time than that required for a laughter.
So here we are, filling the gaps with units that might not be 100% historical to the purists but should at least be feasible.
All in all we are adding 33+ new land and sea units, with shiny technological reforms and such.
Cheer. It's quite an order.

Single factions that received new units can be read about in the discussions and screenshots because of the characters limit. Note that on top of what we are discussing below, almost all factions were given stuff like light and thureos hoplites, picked hoplites and hippeus lancers.

Minor modifications:
ATHENS:
Her land army was, to us, all in all satisfactory (if boring). What was still able and possibly growing was the fleet. Even in grim times Athens decided to build 200 tetreres, which were really heavy ships despite the amount of hexaremes the game can flood us with.
We have for now expanded on the previous addition of the Greek Marines we have done before, by giving Athens access to triremes and penteres crewed by mercenary scythian archers and admiral hexeres ships crewed by Picked Hoplites.

RHODES:
Like Athens, Rhodes was a naval power, whose strength relied on smaller ships (the trihemiolias) and allegedly the best sailors in the Mediterrean Sea. Of course, they also had numbers of the best slingers of the known world. And, according to roman and late hellenic accounts, they were incredibly arrogant. But that hardly makes for a roster expansion. We cannot assume that their land might was different from that of another big greek poleis, therefore it's mainly been their fleet to be expanded, on top of the previous addition of Greek Marines. Like Athens they received sparkly hexeres manned by their best hoplites (admiral only), supported by ships and land units of rhodian slingers. The latter also in thureos flavour now.

Cyprus also received a basic roster expansion without new units, just because.
Oh, and Bactria had its scale thoraxes recruitable from BarracksIII because seriously; just as Levy Thureos are now Muster Field stuff.
As a special guest, ALL HELLENIC FACTIONS who had access to Thorax Swordsmen (except for Bactria because they were too busy being all swag with their horsemen) will now be able to reform them into Hellenic Legionaries who are slightly stronger, way cooler and able to discuss matters with the roman cohorts. The evolution of the hellenic swordsmen is mostly confirmed to be a parallel one, triggered by the celtic invasion more than from contact with italic warfare. As hellenes, they probably would had spent more time striving to be fabulous than doing testudo practice or camping.
This will happen with the BarracksIV tech.

This pack is also a collection, and includes our previous works on other greek factions. (absolutely crash-free even if you forget to disable the stand-alones, which is however suggested)
Included in this pack:
Pergamon&Sardes roster expansions
Syracusan cavalry - and friends
Perioikoi Swordsmen
Greek Marines
Updates will be prioritized for this pack so weird stuff might happen if you don't disable the older and smaller mods.

Also, this pack-collection-mod-Josephine is a living mod. We will continue updating it until we are satisfied, even by adding whole new faction expansions to it without doing more standalones.

COMING SOON:
- Bithynia! (nope, it's here)
- I promised Moeshin I would have thought about something for Bactria. (also here now)
- ???
- Profit!
- Josephine.

TECH INFO AND DISCLAIMERS:

FACTION UNLOCK:
An unlock is necessary for most of them to be played in campaign and custom battle. I personally use this but you may browse for more as you see fit.
I won't be touching the Startpos (A.K.A. GIM, the Giant Incompatibility Maelstrom) so please don't ask me to personally unlock factions for the grand campaign.

CORINTHIAN HELMETS:
Nope. Nope. Nope.

POSSIBLE ISSUES:
Any bug report will be useful, the more info the better.
I haven't done tests with the big overhauls out there. Radious' should work but balance will be off. Mods about Knossos will work on a fifty-fifty basis depending on which permission has been given (PFM-ese: exclusive permission will work, military grouping won't).

"GAME IS NOT STARTING"
Please disable other mods or groups of them and check again. Conflicts are hopefully unlikely.

"ERMAHGERD THIS IS AHISTORICAL"
Look, each one would make a different mod, de gustibus etc etc. As said, minor factions are based on guesswork and guesswork is highly subjective. Constructive criticism and historical sources are most welcome (really!) but plain "I am right and you are bad" douchebaggery is not.



Anyways, have fun! And "don't forget to bring a towel!"

Also, feel free to join our What-If historical discussion group if you like that sort of thing!

OFF-Steam downloads.[drive.google.com]
Whatever you do, remember to thumbs up or down or sideways or whatever fancies you! Everytime you don't give feedback, Josephine grows a moustache. You don't wanna that to happen.
Popular Discussions View All (3)
3
4 Sep, 2014 @ 3:59am
KNOSSOS
Cataph
1
27 Jan, 2016 @ 5:00pm
CYRENAICA
Cataph
0
6 Aug, 2014 @ 4:44am
MASSILIA/MASSALIA (JOSEPHINE)
Cataph
140 Comments
Calguiri 31 Oct, 2018 @ 2:45pm 
Haven't played for ages either - was relieved that your mods are up-to-date. I tested it out a few times just now before I start a Massilia campaign and yeah, fairly close but the praetorians win every time with about 20-45 troops remaining, so yes seems it still holds. Nice work bud, cheers again.
Cataph  [author] 31 Oct, 2018 @ 2:08pm 
Yeah, been a while, but spear infantry stats tend to be misleading when you end up against elite swords. My old tests should still hold, in theory (for vanilla).
Calguiri 31 Oct, 2018 @ 1:54pm 
My apologies then - didn't test, only looked at stats. I take it back. Also kudos on the extremely rapid response for a game you don't even play yourself anymore. Thanks very much for updating these mods of yours dude - best ones out there by far.
Cataph  [author] 31 Oct, 2018 @ 1:51pm 
Not a single one of these units were a match for the pret guard in a 1v1, I took some pain at the time to get even the best swords, pergamon's, to lose.
Calguiri 31 Oct, 2018 @ 1:50pm 
Love your mods - but can't help but feel that some of the elite units are a little overpowered. For example the massilian honour guard is about 5-10 points better overall than Rome's elitest melee unit (Praetorian Guard).

All for balance but don't think anyone should have a stronger melee unit than Rome (except maybe Sparta).
mister.monroeville 24 Jul, 2018 @ 9:21am 
Thanks for making time to work on this despite not playing anymore. Really appreciate the mod and the dedication.
Cataph  [author] 31 Mar, 2018 @ 5:31am 
== Updated for Desert patch ==

Warning: I haven't played R2 for years, can't check full functionality in campaign.
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Cataph  [author] 17 Dec, 2017 @ 2:19pm 
Updated against the first CTD, but I don't have time to check full functionality.
MRFlackAttack 17 Dec, 2017 @ 12:35am 
I hate to say it, but I think your unit mods, which I love, are conflicting with the latest update. At least I've narrowed it down to your unit mods for my game so far. I don't know which one specifically, I'm still narrowing it down. I just saw your patreon post, so I'm even more hopeful of you fixing the problem, just letting you know there's a problem.
Blade 9 Nov, 2017 @ 10:10am 
I just saw the latest DLC coming. Honestly I can't believe it, after almost two years of doing nothing, they are still going to release a new DLC and new patch to support the game. It is good, but I could only say, you people let us wait too long.
But, that also mean a lot of authors need to update their mods again....