Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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1Alternate (Bigger) Unit Sizes Submod for Divide et Impera
   
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Tags: mod, Units
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1.953 MB
26 Oct, 2015 @ 4:05pm
16 May, 2023 @ 5:22pm
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1Alternate (Bigger) Unit Sizes Submod for Divide et Impera

Description
NEW! Important note: The startpos is gone again. I can't keep it updated, so we're back to having the wrong starting unit sizes, but ones you recruit should be fine after that.

Am I the only one who misses the ability (from pre 1.0 DeI versions) to make Roman armies with semi-historically accurate numbers? Well, I've (sort-of) brought that back. I've adjusted most unit sizes to be slightly bigger (Details below). Roman triarii are still 240, because they historically used half-size maniples which is hard to do unless I actually cut unit sizes in half. So your armies will have slightly more triarii than real Roman armies. Of course, cohorts are still actually just maniples. To do accurate cohorts, I'd have to double the unit sizes, so I've compromised for playability. The battle maps are too small for really accurate numbers anyway.

This submod also increases the sizes of some of the weaker levy and garrison units. This is to make them a bit more attractive as a recruitment choice, and more dangerous in AI hands. The only real issue is again - maps are too small to really do much with it. City and fortification maps are the worst of course.

This should go without saying, but also avoid coastal landing battles with transports (actually, this may be fixed in the latest version of the game since transports can leave after disembarking troops now, but I haven't tested it yet). I've adjusted the number of transports for most units, but that comes with its own issues. It seems that the maximum number of men per transport is 164. Anything above that requires an additional ship or else you'll end up with some part of the unit stuck under the middle of the map.

The population system will think the units are the normal size when you recruit them, but replenishment should work with the new numbers.

I should also mention that these changes are not balanced. I've spent relatively little time balancing this, so let me know if anything is just stupidly OP.

List of unit size changes (on ultra settings):

War dogs, artillery, and naval unit sizes have not been changed.

Melee Infantry
-Professional - 240
-Hoplites - 300
-Roman double strength units - 400 (unchanged)
-Barbarian/Some levy units - 360
-Weakest Levy units - 480
-Pikemen - 256 (unchanged)
-Levy Pikemen - 512

Missile Infantry
-Regular - 200
-Roman double strength units - 320 (unchanged)

Cavalry
-Heavy/Western - 120
-Light/Eastern - 150
-Heavy Nomadic/Parthian Light - 175
-Light Nomadic - 200

Elephants
-African (no platform) - 22
-African War Elephants, Indian, Syrian - 44
-Unique Taksashila Indian Elephants - 60

Chariots
-Scythed - 44
-African, Noble British and Celtic - 60
-British, Celtic, Sabaean, Indian - 72

Also check out the thread on TWC: http://www.twcenter.net/forums/showthread.php?678624-Submod-Alternate-%28Bigger%29-Unit-Sizes
211 Comments
Sacred Enjoyer 6 Jul @ 6:14pm 
does this still work???????????????????
MissAlice 13 Jun @ 6:20am 
Please Update :(
Swagdalf The Cray 21 May @ 3:51am 
Tried messing with the load order, using on existing campaigns and still no dice. Any chance of an update please? 😊
Swagdalf The Cray 15 May @ 12:53am 
Agreed with the earlier comments. This mod appears to be crashing any new campaign I attempt to start :(
MissAlice 13 May @ 7:29pm 
Your mod's crashing when I start a new Grand Campaign yo
dhagstro 6 Apr @ 11:37pm 
it doesnt crash the game it just takes a long time to load
Mae_Sophia 6 Mar @ 11:13am 
Works for me in custom battles but crashes game when loading campaign.
K-Bar 16 7 Feb @ 1:13pm 
crashing for me, can you update?
Panzerjadger 14 Jan @ 4:47am 
it isn´t dificult, only you need time for doing
Panzerjadger 14 Jan @ 4:46am 
you can mod the size od unit with PFM