Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Total Garrison Overhaul
53 Yorum
FELDRIC 30 Eyl @ 3:59 
Please version lite, only for militias and levies per city.
1 elite unit per military building
sana[PP] 4 Ağu @ 11:57 
too big
lwhのsama 24 Tem @ 0:34 
工作:steamthumbsup::steamthumbsup:
Amidamaru 6 Mar @ 7:19 
Is it working?
cstannar 11 Kas 2024 @ 5:56 
Will this mod work with all the campaigns; Rise of the Republic, Emperitor Augustus, Empire Divided etc.? How can you tell?
Ivac 22 Şub 2024 @ 1:20 
playing with talis city tier 4 has 12 elite units, 4 range and 8 strong units
Hey Ho 25 Oca 2024 @ 17:22 
Playing with Carthage,after I research Sidonian Rites which replaces Carthaginian hoplites to late hoplites, my garrison in cities drops to vanilla amount , from a 19 stack garrison with 8 carthaginian and 4 lybian hoplites to just 1-1 soni have 6 units in a level 2 city ,really sucks especially since it's just for me, all the other factions have the overhauled number
Journeyman 1 Kas 2023 @ 9:32 
With Pergamon, it's not working btw
Fèru Or 25 Eyl 2023 @ 18:27 
I'm getting errors with DEI. The garrison in some of my provinces have early and late units together and a small undeveloped farm has 12 elite heavy units....for instance...
jasonlbc23 13 Eyl 2023 @ 3:21 
Enjoying your set of mods. Will they work for empire divided and augustus too or just grand campaign?
chocokaran67 28 Ağu 2023 @ 9:22 
Hi, what should the load order be for this mod? Does it go at the very top or the very bottom or somewhere in the middle? Also there is a mod called correction recruitment that adds a few vanilla units to the different factions and i think that it is clashing with your mod as it is reverting the changes you have made with your mod and reducing the garrison size to vanilla while keeping the new units you have set in the garrison.
Ruitor3486 17 Kas 2022 @ 1:44 
oh wait do i need the other 6 mods to play with this?
Ruitor3486 17 Kas 2022 @ 1:43 
interesting... does it work with DEI?
Hecleas  [yaratıcı] 30 Eki 2022 @ 5:17 
Check your other mods
土豆我是地瓜 30 Eki 2022 @ 1:54 
Playing Rome, the garrison has not changed, there are still civilians and no elite troops
Hecleas  [yaratıcı] 17 Tem 2022 @ 17:52 
@JudoPoptart & @Antidote Glad you like it man! And thank you for the compliment

@CaosI could but it would take way too long and right now I'm on other projects (Age Of Mythology on TW Troy and LOTR mod on TW Troy)
JudoPoptart 17 Tem 2022 @ 17:44 
Very impressive work! have some awards bruh
patrickt 24 Haz 2022 @ 14:27 
This is cool as fuck, thank you for the work!
Caos 4 Haz 2022 @ 1:12 
@Hecleas Hi and thanks for your mod. Do you plan to make it compatible with DeI ?
Hecleas  [yaratıcı] 1 Haz 2022 @ 14:20 
@Doodle

The problem is solved
Casual_Forklift 28 May 2022 @ 19:10 
Hi there, loving the mod so far however I've run into an issue and am unsure if its a problem on my end or an unintended side effect but when upgrading the Carthage hoplites, from regular to late versions, it seems to break the garrisons and reduces the number of Libyan and Carthage hoplites to 1 for every level of settlements.
hpgkdqx 25 May 2022 @ 21:31 
Wouldn't it be better to keep plebs while having massive garrison?
Waxlar 24 May 2022 @ 11:04 
Hi i have one problem..... in 260s bc Romans city have Legionares :))) But i love this mod...
Ratnips 23 May 2022 @ 18:52 
@Gelukkig very pawg :D
Gelukkig 23 May 2022 @ 11:30 
@Thicc Ice Kang same taste in good mods
Ratnips 22 May 2022 @ 9:05 
very cool beans
ostrogothica 19 May 2022 @ 12:58 
On turn 30 something happened in consentia I had only a civil colonia and a level II auxilliary garrison and appeared for 1 turn a super strong garrison of top notch roman units that were not still available ingame.
Hecleas  [yaratıcı] 18 May 2022 @ 11:18 
It's nice to point it out. Your feedback is important the day I update this mod, at the moment I'm very busy for a huge project for TW Troy. :/
Remi 18 May 2022 @ 7:02 
Hey i love your mod, it's a must have for me. I might have stumbled upon a unintended scenario in either my own files or the mod itself. The AI controlled cities of the faction Cimmeria does not seem to benefit from the increase in garrison, sporting only 2-4 units like vanlilla gameplay. I am 85% sure it is a issue on my end but i thought i would mention it.
Warriordude 15 May 2022 @ 23:39 
I kind of wish someone would make a mod to do away with garrisons in minor settlements myself. just leave them in Capitals. In that way you would be forced to leave an army or two to protect your minor settlements. I also wish some modder was able to make a forts mod to be able to build permanent Forts near minor settlements, think that would be close to reality than having garrisons in every town, my opinion?
Kagarino Kirie 9 May 2022 @ 9:23 
is this mod work with Empire Divided campaign?
hardrada 21 Nis 2022 @ 5:52 
garrisons are disappeared after lybian and carthage hoplites changed into late hoplites unit
hardrada 21 Nis 2022 @ 5:50 
Seemes like it has bug in carthage after sidonian rites reform,
Kuronoshi209 27 Şub 2022 @ 17:28 
I've seen good garrison mods... but this great! :steamhappy:
Hecleas  [yaratıcı] 21 Şub 2022 @ 18:25 
I really like your suggestions! The ideas are very good and enjoyable.
Afterwards it would have to be to everyone's taste, some people would be disappointed to have this slight change, it's difficult to satisfy everyone.
For the changes themselves, it's possible but it takes a lot of time, because the garrison system is a nightmare to modify haha
Aurani 21 Şub 2022 @ 13:58 
Part 2:
The capital Garrison City upgrade line available to more civilised factions is very pitiful in vanilla and should get bigger bonuses so they can actually do their intended role.
Lvl 2: Add +2 melee units, upgrade all units to at least medium-tier.
Lvl 3: Upgrade ranged units to elite-tier.
Lvl 4: Add +2 melee units, upgrade all units to elite-tier.

This way you have a clear choice, you stay civil and get bigger growth/eco, or you sacrifice most of it to have a 'safe' capital while everything can still have additional garrison units added via other building chains.
Aurani 21 Şub 2022 @ 13:58 
Comment was too long so this is part 1 of my thoughts/suggestions
While I do agree with your vision of making cities harder to conquer, I have a few issues with it.
1) Doesn't appear to be compatible with Athanasios' Ultimate Fixes (Dupe unit bug, I'm not even sure why this happens as it doesn't seem to directly alter garrisons).
2) To my knowledge this mod roughly doubles the capital (walled) city garrison sizes from ~8 to ~16, pretty darn OP.
3) It renders the Garrison City upgrade line completely redundant.

My suggestion:
All capitals and settlements should get +2 medium-tier melee units on level 1 as default and receive upgrades accordingly:
Lvl 2: Upgrade ranged units to medium-tier.
Lvl 3: Upgrade all units to medium-tier.
Lvl 4: Upgrade ranged to elite-tier.
Rommelthedesertfox 15 Şub 2022 @ 4:39 
Nice mod. I would like to see a version where settlements gain more units than this. Not as much as cities and certainly no siege equipment but just 1 more low tier/ranged and maybe 1 more strong unit. Perhaps something this....

Settlement level 1:
-6 x medium melee unit
-2 x strong melee unit
-3 x ranged unit

Settlement level 2:
-5 x medium melee unit
-3 x strong melee unit
-3 x ranged unit

Settlement level 3:
-4 x medium melee unit
-4 x strong melee unit
-3 x ranged unit

Settlement level 4:
-3 x medium melee unit
-5 x strong melee unit
-3 x ranged unit

Such a change would actually make me want to play most settlement battles rather than auto-resolve them. @Hecleas Do you think you could make such a version? It would be greatly appreciated.
Ragnar 12 Şub 2022 @ 19:46 
Would love to see a DEI version if possible.
33'_Division_Charlemagne 12 Şub 2022 @ 9:04 
Correct man, i improved too with submods chosen from best-off .. great work again!
Hecleas  [yaratıcı] 11 Şub 2022 @ 20:34 
Yes, this is the desired effect and logic.
The problem is that with a larger garrison the AI ​​is even more hesitant to attack. That's why my main mods are mods where I improve AI intelligence
33'_Division_Charlemagne 11 Şub 2022 @ 17:30 
I tried for about 50 hours .. this makes the battle for capitals but also minor region not just a rush on walls or without:) Now you have to think about your strategy , calibrate your ammo of artillery .. ecc .. the Submod is perfect when flanked with a battlemod to get AI smarter .. then prepare for 45 min sieges battles .. also!! For me it's great!
Alexander The Greek 11 Şub 2022 @ 17:21 
I can't say that it isn't realistic although some pikemen would be good to defend a city.
Hecleas  [yaratıcı] 11 Şub 2022 @ 11:14 
@Alexander The Greek

As for pikemen units replace.
It is to balance the game, because a player plays 10 units of pikemen to defend a city. Even if the AI ​​attacks with 10000 men, the AI ​​is so stupid in battle that it will come out the same door and you just need to put a unit of pikemen to let them rush on your units. I made sure to think of everyone to avoid this frustration. It is also important for those who want to do a multiplayer campaign. Anyone who wants to attack the player's city with 10 pike units will be illegitimate.

The pikemen have been replaced by Thorax Swordsmen, Spartan Hoplites, Thureos Spears, Libyan Infantry etc it all depends, the faction roster
Hecleas  [yaratıcı] 11 Şub 2022 @ 11:14 
@Alexander The Greek

The problem with garrisons made by CA or other garrison mods is that often units are duplicated.
The system was badly set up.
For example, if in the tables of the mod a faction can benefit from pikemen but also from Thorax Swordsmen. They will have both and next to that, another Hellenic faction like Knossos only has access to pikemen. Result, Athens will have more garrison than Knossos, because the system is badly calibrated.
So on this mod I made sure to delete some lines, add special units so that in the end, each faction, even the minors, end up with the same number of units and with their special units if possible.
Even the factions completely forgotten with almost 0 garrisons because with very few units in their roster, I made sure that they have the few units they have for their garrison, even if they will not be as good as a major faction with a bigger roster.
Alexander The Greek 11 Şub 2022 @ 8:20 
It sounds nice mod. Although, I didn't understand very well what did you mean about pikemen and the dupplicte units.
KingRybolt 11 Şub 2022 @ 5:45 
it makes cities op
Hecleas  [yaratıcı] 9 Şub 2022 @ 8:47 
Enjoy!
33'_Division_Charlemagne 9 Şub 2022 @ 8:45 
I will try this and report you while am just playing grand campaign with 36 Submods with yours!:)
Hecleas  [yaratıcı] 7 Şub 2022 @ 15:52 
You can try, but I only worked on the main_rome main campaign.

it takes a lot of time to do a total overhaul, maybe in the near future I will do the same for the other campaigns