Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Imperium Nativitas.pack
   
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Tags: mod, Overhaul
File Size
Posted
Updated
19.792 MB
18 Oct, 2023 @ 6:51pm
29 Apr @ 1:33pm
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Imperium Nativitas.pack

Description
This mod is designed to show how warriors really fight with their weapons during the time period of TW: Rome 2 grand campaign. Enables you to try historical battle strategics.

Infantry categories and descriptions:

Light Spearman: Spear and shield-equipped infantry are good at holding the line especially against deadly cavalry charges. But using spear in one hand without a proper secondary weapon means most of them are not good at hand to hand combat against enemy infantry. Most spearmen are cheap units, but still there are deadly and battle hardened veterans.

Hoplite: Hellenic style infantry with good discipline and melee skill, usually well equipped. They have a Kopis, Gladius, or other secondary weapons, so they are not fragile in melee against swordsmen. While forming hoplite phalanx, they lock their left arm together with their big shields to make an unbreakable shield wall. However, while doing this they can not do anything more effective than stabbing with their spear in one hand behind the shield wall, so in this formation they cannot rapidly finish off even weak opponents.

Phalangite: Macedonian Phalangites pose a powerful front with their Sarissas, but are vulnerable against flanking attacks, and not effective against ranged units.

Melee infantry: Including swordsmen and axemen. Some of them use Javelins to weaken their enemies before charging. They are good against infantry but vulnerable against cavalry charge.

Legionary: Roman legionaries are elite swordmen, they are well disciplined and able to form a spear wall using their Pilums as short spears. This makes them one of the most adaptive infantries together with Hoplites.

Archers: Archers are not defenceless in melee. Although most of them are not protected by shields, they are not weaker in melee skills. However, it is not easy to deploy huge numbers of well-trained archers, that is why number of men in a unit is decreased. The same change also happens in horse archers.

Javelin Throwers: It is not possible for anybody to carry more than 5 javelins to the battlefield and move swiftly as skirmishers at the same time, so Javelin throwers have very limited ammo in this mod. But like archers, they are not useless in melee, thus in this mod they are categorized as melee infantry. It is a good idea to use them as light swordmen to flank the enemy after their ammo run out.

Slingers: Different ways to use the sling can verify their range and damage. so 3 kinds of attacks are provided for slingers.
Heavy shots: the most common, very powerful, rapidly fire, short ranged.
Light shots: long range, ineffective against armored targets.
Lead shots: can only be used by elite slingers, long ranged and deadly.

Cavalry categories and descriptions:

Shock cavalry: We all know Lancers are deadly in charging the enemy. But different from vanilla game, their melee defence is much higher while melee attack significantly lower. So when locked in melee, they are powerless but not fragile. They will be locked in melee doing little help, but will buy more time before you pull them out and regroup. As for Cataphracts, they are now almost immune to missile shots thanks to their heavy armor.

Melee cavalry: Cavalry with short spears are good for counter-cavalry or cutting down light infantry, some of them use javelins to weaken their enemies before charging. Remember, some of them are far more better fighters when dismounted - Equites and citizen cavalry for example.

Mounted javelin thrower: Mounted javelin throwers can carry more ammo. Some well armed javelin cavalry, Numidian nobles for example, are extremely hard to deal thanks to their swiftness, ranged attack and melee skill.

Mounted archer: Training a horse archer is not simply a combination of riding and archery, so number of riders in a unit is limited. But they are still swift, deadly and have more arrows than foot archers.

Artillery:
While bolt throwers, onagers, scorpions etc. exist, keep in mind they are NOT artillery in TW Empire. They are almost incapable to change the tide of open battles. Bring them along in sieges and use them to demolish enemy wooden forts.

Naval warfare:
Warships
Ships reset
Hemiolia: Smallest warships for coastal patrols.
Dieres: Small coastal warships, slow but able to carry more fighters
Trieres: Very fast warships specialized for ramming. Their center of gravity are too high to carry enough fighters for boarding warfare.
Trihemiolia: Refitted or improved Trieres to carry more fighters, but slower.
Tetreres: Standard middle class warship.
Penteres: Faster and larger than Tetreres.
Hexeres: Large and Powerful capital ships. Usually guarded by elite troops. Thanks to more power from more oars, larger ships are usually not slower in oars naval warfare.
Hepteres & Octeres: Gigantic warships bulit by Diadochi, floating fortress demonstrating national strength.

Transport ships
Of course you cannot just put an army on transport ships and crush a well-trained fleet. That is just NOT going to happen.
Hence, transport ships are terribly slow due to lack of oar power compared to warships and heavily loaded.
If your enemy is so arrogant that they let their army set sail without any escort, engage them with even a significantly outnumbered fleet of proper warships, and you can just slaughter them all.
And remember, NEVER assault enemy port with your army loaded in transport ships. Land them first or there will be a disaster.

本MOD steam 版不支持任何中文,请移步帝国诞生MOD中文交流开发QQ群:607545196,群内有汉化补丁免费供大家使用
5 Comments
waffentier  [author] 20 Jul @ 8:39pm 
@所有中文玩家:本MOD steam 版不支持任何中文,请移步帝国诞生MOD中文交流开发QQ群:607545196,群内有汉化补丁免费供大家使用
waffentier  [author] 20 Jul @ 8:37pm 
@ShennSaw It is not a BUG, it is 4 turns per year now and, it is not a good idea to cross the Alps too easy right?@Hannibal Barca
For navy, you know before the railway invented, ships always outmaneuver army.

Hope that explain finds you well and Pls Enjoy my mod
ShennSaw 25 Feb @ 11:09am 
BUG: army movement decreased
waffentier  [author] 26 Oct, 2023 @ 7:41pm 
The old MOD is also made by me. In this update I'm Trying to make every faction in Grand Campaign worth playing.

For other campaigns not recommended, especially Rise of Republic, please dont play that under this MOD
Crimson Sky Dux 20 Oct, 2023 @ 11:13am 
Very interesting. It's a remake of an old mod, right? By the way, it's also compatible with all other campaigns of the game? Thanks.