Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Magna Germania
   
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Tags: mod, Overhaul
File Size
Posted
Updated
78.451 MB
5 May, 2023 @ 1:40pm
16 May, 2023 @ 4:09pm
2 Change Notes ( view )

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Magna Germania

Description
Magna Germania is an overhaul for the Grand Campaign that focuses primarily on the Germanic factions. There are 6 new playable factions with expanded unit rosters, new campaign/battle mechanics, revamped UI visuals, and much more — all while striving for historical accuracy and a vanilla feel overall!

IMPORTANT -
Considering the context of the overhaul, If you want to play as a non-Germanic faction I'd recommend turning off this mod in the mod manager.

Playable Factions

Kimbroz (Cimbri)
Heruskoz (Cherusci)
Frisiz (Frisii)
Gutaniz (Gutones)
Rugoz (Rugii)
Sweboz (Suebi)

Campaign

- 4 TPY
- Starting situations for some of the factions have been tweaked to create more of a unique challenge.
- New political parties for all Germanic factions. The generic anthropological party names have been replaced with the names of local tribes, so as to imply a federation of sorts (with the ruling party as the hegemonic leader).
- Event messages and their cover art have been restyled to have a more Celto-Germanic feel.
- The Sweboz missions/objectives have also been revamped for a more personalized experience. The minor Germanic factions do not have objectives at the moment, this may change in the future.
- Germanic factions can now loot settlements, and their sack/loot bonuses have been boosted to incentivize their use.
- Raiding a faction’s territory brings in more gold now, also penalizes the affected faction’s public order slightly more than the base game.
- Some of the campaign mission rewards have been altered to fit the scale of their objective. The vanilla incentives are pretty atrocious lol
- Unfortunately you cannot autosave when playing as one of the minor factions (if anyone knows how to fix this I would forever be in your debt)

Units/Generals

- Around 25 new Germanic units, some of which are faction specific. A couple of the vanilla units were taken out of the game to create a slightly more realistic recruiting situation.
- Most of the vanilla Germanic units have been reskinned
- All these units/factions are playable in custom battles
- About 15 new male generals and half a dozen new female generals.
- 12 new officer skins
- Includes 72 new shield designs created by AveMetal (see screenshots)
- The entire Grand Campaign roster stats have been adjusted to better reflect ancient warfare (largely influenced from Para Bellum combat), e.g. low-tier barbarian units have more men per unit (x2) and shields/armor types now have more consistency. All Germanic units (aside from heavy projectiles) can now form loose spacing to help minimalize casualties too.
- Germanic melee infantry units have the special ability 'Tactical Retreat', which allows them to disengage from combat without taking a high amount of casualties (thank you AveMetal for this!)

Local

- Used reconstructed Proto-Germanic for the names of the factions, characters, forces, and units for the mod. My intent was to give it a slightly more authentic playthrough experience (instead of seeing modern/medieval Germanic names). The terms are academically attested for the most part.
- Names/descriptions of most military chain buildings, settlement buildings, and religious buildings have been altered.
- Barbarian dilemmas/incidents are now more personalized to the Germanic factions.

Credits

The Gutaniz flagset was created by Ryouji. Dude’s also a skilled cosplayer y’all should check out his insta page! - Ryouji's Insta[www.instagram.com]
The Germanic culture icon symbol and the 'Tactical Retreat' ability are from AveMetal's legendary Para Bellum mod
The Sweboz flagset comes from Nordo’s Suebi Emblem mod, found here - Suebi Emblem

Special thanks to the legends M.I.B., Wolf of Iberia, and AveMetal for answering the mountain of questions I had about modding and helping with suggestions. Definitely the most hospitable community I’ve ever been part of!
37 Comments
Pontifexum  [author] 20 Nov, 2023 @ 4:02pm 
@KaiserHabooka Just tested it out, looks like you're right it works but only if you want to play the Germanic factions. If you wanna play another faction (outside of the Germanic ones) I'd just turn off Magna Germania in the mod manager. But everything from the UI, mechanics, units, etc looks like it's compatible with the mod for the most part
KaiserHabooka 19 Nov, 2023 @ 6:58am 
does it work for war of the gods because when i go to play campaign theres is no factions just the regular factions from vanilla and your factions.
Pontifexum  [author] 11 Oct, 2023 @ 3:13pm 
@Jake-The-Hat Very much appreciate that man
Jake-The-Hat 7 Oct, 2023 @ 6:21pm 
I have really enjoyed playing a campaign with this mod. It makes playing as the Germanic tribes as interesting as a faction such as Rome or Carthage.
Pontifexum  [author] 10 Aug, 2023 @ 12:48pm 
@BattleCattle Just tested it out, only difference I spotted was the UI theme for the Germanic factions is the default one. Other than that it's virtually 100% compatible! Just make sure Magna Germania is placed *before* Radius in the mod manager
BattleCattle 10 Aug, 2023 @ 11:52am 
Is it compatible with Radius?
Pontifexum  [author] 22 May, 2023 @ 10:17pm 
@N7 Hmmm that's weird, are you using other mods maybe? If so then make sure this above the others
N7 Shepard 22 May, 2023 @ 10:06pm 
Tried starting a grand campaign and only Sweboz shows as playable.

Is there something I'm missing here or a requirement I've missed?
Warriordude 16 May, 2023 @ 7:16pm 
I did put PB above your mod, they seem to work now by putting your mod above Para Bellum:steamthumbsup:
Pontifexum  [author] 16 May, 2023 @ 6:58pm 
@Warriordude thanks man. The shield designs show up fine for me on the PB units. Did you place Magna Germania above PB? It should work if you do that