Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Better Sieges
   
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Tags: mod, Overhaul
File Size
Posted
Updated
19.259 KB
16 Dec, 2014 @ 11:32am
18 Dec, 2014 @ 10:05am
7 Change Notes ( view )

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Better Sieges

Description
This mod tweaks siege warfare, pretty limited at this point but that may change. My focus was on the Augustus campaign; being 200 years after the grand campaign, it makes sense there should be access to better siege equipment and tactics. Is compatible with all campaigns.
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CHANGES INCLUDED THUS FAR

---------------------Deployable Siege Equipment---------------------
•Starting ladders have been replaced with Light Siege Towers (3)
•Ladders and Light Towers buildable from 1st turn
•Medium Battering Ram buildable from 1st turn for AI
•Siege equipment increases: Medium/Large Siege towers (4), Ladders (6)
•Battering Rams reduced to (1); AI can’t use two very well, last I tested
•Restricted gallery (0); AI can’t use, gives player too much advantage

-------------------------------Technology-------------------------------
•Researching 'Battering Ram' unlocks Medium Ram for player
•Researching 'Siege Tower' unlocks Medium Tower for player

-------------------------------Campaign-------------------------------
•Besieging attrition removed for Rome (across all campaigns)
•Besieging increases upkeep for the army (currently +40%)


Compatible with all campaigns, and there shouldn't be conflict with other mods. Even overhauls unless they introduce similar mechanics, affecting same entries. Will work with DEI until 1.0 is released.

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Just testing possibilities. Unfortunately the method to change the free ladders to siege towers affects all factions. Wanted to affect "civilized" factions, but can only restrict the building/progression. Recommended for IA, but basic siege towers are plausible regardless of faction/time.

-------------------------------Near Future-------------------------------
•Restrict building/progression of siege towers, rams, etc. for certain factions
•Tweak upkeep/attrition/equipment; open to suggestions on numbers/other factions
•Deeper look at siege module of tech tree
•Heavy Battering Ram, Medium Siege Tower available 1st turn in IA
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Per request to replace ladders with towers, I'll post a version containing that and a few minor, necessary changes. Please try this version first; it's part of a (somewhat) bigger project and appreciate feedback, especially in regards to the IA campaign.

Open to all suggestions and constructive criticism!
28 Comments
Yews 26 Dec, 2023 @ 2:47am 
Also the last picture on this page, with the two onagers and legend ‘onager’ next to one and ‘catapult’ next to the other, is incorrect because a ‘catapult’ was what the game calls a ‘polybolos’ as far as Ancient Romans were concerned.
Hori 26 Dec, 2023 @ 2:46am 
What’s really irritating about this game is that in this game onagers are pretty much the standard siege weapon that’s even shown on the campaign map regardless if the besieging army actually has them, whereas in real life they are not even attested in the entire timespan of all the time the game covers – their first ever appearance in real life is in the 4th century AD. When they became a thing, they still couldn’t move like in the game. Their very presence in Rome II is a gargantuan historicity issue.

What’s also unfortunate is the fact that every army apparently keeps giant ladders somewhere at any given moment and deploys them whenever there’s a city to be captured. They shouldn’t be a thing. I wonder if it’s possible to get rid of the out-of-thin-air ladders somehow.
Yews 26 Dec, 2023 @ 2:42am 
It’s not 200 years after Grand Campaign though. Just like Caesar in Gaul and Hannibal at the Gates, Imperator Augustus is more of a sub-chapter of Grand Campaign. Grand Campaign starts in the 3rd century BC and has faction tech and unit progression roughly until the 2nd century AD, whereas Imperator Augustus is limited to about a third of the first century BC. It starts way after Grand Campaign does but it also ends way before Grand Campaign does; it’s more or less the central episode of all the history Grand Campaign covers.
skilur 17 Apr, 2021 @ 2:26am 
Hello. Can you make sure that if I attack an enemy army that is in the camp and I have siege engines, the enemy army tries to defend the camp, and does not run out (even in a smaller number than my army) from the camp trying to attack me?
Ryan_Kerensky 17 Aug, 2020 @ 6:46am 
Would love to see this updated. This is the perfect mod for siege warfare.
Byzantine 31 May, 2019 @ 11:05pm 
can you please make a mod that removes the starting ladders and make you make them after waiting 1 turn like in rome 1 that would be awesome thanks
Hannibal911 28 Mar, 2019 @ 12:34am 
adding defensive deployebles to both the attacker and defender would be nice, also ajust the deployment zone to give a abit more room to the defender just outside the city,
EagleEye1313 2 Sep, 2018 @ 8:12pm 
update please
brmstk 28 Dec, 2017 @ 11:17pm 
will it only work for romans? i tried another campain and it wasnt working. wasnt sure if its just broken or what. please help
=V= Alexander 24 Apr, 2017 @ 4:08am 
Any chance you could make it so after you unlock medium siege towers, and batteringrams you automatically start with it?
Maybe make it so the last siege research gives you multiple siege towers, and if the army has the ability to make heavy siege they start with that instead?

The siege weapons are useless atm, no point to them since you have to wait to build them, makes sense since they do take time, but depending on who is sieging, it takes no more than a few weeks / months, not a year or two.
(know the issue is not with your mod, just requesting that someone makes a fix for this, and your mod already changes things with siege..)
Anyone know a mod that does anything like what I wrote, please respond, I have been unable to find any.