Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Sebidee's All Factions Auxilia
   
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Tags: mod, Units
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636.839 KB
1 Feb, 2015 @ 6:01pm
14 Aug, 2019 @ 4:04pm
11 Change Notes ( view )

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Sebidee's All Factions Auxilia

Description
Sebidee's All Factions Auxilia
- Updated 14.08.2019



If you would like a mod that adds tons of new units to the auxiliary system them please subscribe to Job 4 a Cowboy's mod :) Job 4 a Cowboys Expanded Auxiliaries


This simple mod adds the auxiliary system to all other factions. It's been done before but this one is a little different.

How is this mod different?

NEW AUXILIARY BUILDING CHAIN
- This mod adds a new building chain from which the auxiliaries are recruited. It comes with it's own icon and technological requirement. By adding a new chain rather than putting the auxiliaries in an existing building you stop that building from becoming overpowered as well as giving you more choice in your province layouts.

BARBARIAN HANDICAP
- It is more difficult to use the auxiliary system while playing as the barbarians. Barbarians may only build the auxilia chain in province capitals. I think barbarians would need the extra organisation of a large city and auxiliaries would only be willing to fight for them if they were dominant in the province. The new building is part of the military buff chain.

FACTIONS DO NOT GET THEIR OWN AUXILIARIES
- Simple, factions are not able to recruit auxilliaries if they already have that unit in their own roster. So, Athens can't recruit Auxiliary Hoplites and the Arverni can't recruit Auxiliary Celtic Warriors. This stops duplicate units turning up in your recruitment menu and also means that you will still be required to build your regular military buildings too.

This will be included in the final overhaul. Thank you and I hope you enjoy the mod :)

Sebidee
190 Comments
Tweetus 20 Jan @ 8:59pm 
This doesn't work for the nomads or African/Arabian kingdoms.
Alexander The Greek 15 Nov, 2021 @ 4:06am 
The new auxliary camp building is invisible. Please, fix it.
tonetone 2 Sep, 2021 @ 6:41pm 
I checked back in the comments and missed if this was asked. Will the AI build this new auxiliary building and recruit units from it? Guess I have to find out when I play.
Chr!s 12 Aug, 2021 @ 1:19pm 
Does this work in Empire Divided?
Sebidee  [author] 4 Jun, 2021 @ 6:02am 
No
Fallen Angel 28 May, 2021 @ 12:45pm 
does this collect the sebidee roster expansions in this mod?
Penrice 10 Mar, 2021 @ 9:44pm 
Hey Sibidee, could you make a version of this mod that works with the Grand Campaign on Empire Divided Map Overhaul? Found here >

https://steamproxy.net/sharedfiles/filedetails/?id=2096448001

This mod still kind of works, but the unit placement for the regions is a bit off because of the territory changes.
Jar Jar Jonks 20 Nov, 2020 @ 9:58am 
Does this work for the desert factions? Great mod btw
Machtige Maarten 17 Nov, 2020 @ 5:16am 
The Romans already have auxiliaries. The auxiliaries you can recruit change depending on the province you've built an auxiliary barracks in. For example, you can recruit Celtic Warriors in Gaul, and Balearic slingers in Iberia. This mod adds the same function to non-Roman factions.
Stauff 30 Oct, 2020 @ 4:46am 
I started a new campaign as Makedonia. Now its working, having the building at least being offered for construction , showing the units that it can recruit at each region, what technologies it is needing to upgrade. Haven't construct any such building yet, but i have the option. All my previous attempts were as Roman.