Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Divide et Impera 1.3.4 Public Beta
120 Comments
kam2150 16 Oct @ 1:25pm 
Glad you like it buddy! We had a help from reenactment group that was involved with "Armies of the Thracians and Dacians 500 BC to AD 476 - History, Organization and Equipment" by Gabrielle Esposito. There are few minor bugs we need to tweak but that should be done soon :)
Andrew Fish 16 Oct @ 11:29am 
Hey Kam ! Man...from my understanding you done the Getae Roster and i rly want to congratulate you for that, all my respect(^^) One of the best and in the same time historically authentic Roster looking in DEI, just my personal opinion here being a DEI Veteran counts keep this in mind ^^(Dacian Myself) The Details to unit Variation and accuracy to historical DACIA is mind Blowing to me and i appreciate a lot because i know some one was very deep into historical research ^^ and it did justice tnx ! NOW i just want to start a camp and make some ROMANS lose some limbs.
bradhunter 11 Oct @ 9:25am 
BTAxis:

It's a Vanilla feature - for whatever reason, the influence that the other families lose, is dumped into Papira
BTAxis 7 Oct @ 3:51am 
I'm playing the grand campaign and I'm seeing Gens Papiria gaining in influence with every political action I take, even with actions that don't involve them. They're at 45% in the senate despite having almost no gravitas, while other parties have loads of gravitas yet no influence. Has anyone seen this before? Is it some kind of bug?
kam2150 6 Oct @ 12:21pm 
We actually already shortened them a lot few patches ago but there are not plans at the moment to make them even shorter. Probably best hope in submods.
Baggio 6 Oct @ 3:53am 
Hey, any chance to shorten victory conditions? I feel that for most factions are too much, making campaign into a bit of slog.
kam2150 4 Oct @ 12:29am 
Do you have thorax reform?
noblamed 3 Oct @ 3:36pm 
I still cant recruit Indian Archer as Baktria, eventhought I have the right building, and the correct type of population and the amount for it.
Very dank, thank you so much bro
kam2150 1 Oct @ 4:45am 
Andrew Fish, this Beta went extra long but we had a bit of RL events (both good and bad) that delayed things a bit.
Hope you will like new Dacians, we had some people help us with the equipment to and unit tweaks.
kam2150 1 Oct @ 4:43am 
DeI has official All Factions Playable submods on our website and Steam.
Yoooo. Bastarnoz minor faction has some awesome units.... but how can I play as this tribe?? None of the faction unlocking mods are compatible with DEI :(

Love the work you guys are doing!!
Andrew Fish 30 Sep @ 8:59am 
October a? ^^ nice communication form DEI team duing this BETA specialy Kam like always.
I'm rly curious about how Getae Roster will look like after this update my FAV civ in the game ^^ coz im form DACIA myself :P Nice work til far guys DEI still THE GOT !
kam2150 30 Sep @ 3:16am 
Plan is to have it out in October. We are finishing final changes to Dacians, which will be last addition to the Beta.
Devel 30 Sep @ 1:24am 
Ty kam Will give Them a go after rome.

Any ides egen The beta is out :)?
kam2150 29 Sep @ 12:44pm 
Having SSD and running mods from them on the website will help, but fun fact, having a smaller family tree is also one of the biggest turn-time boosts you can have. The game calculates gravitas for every family character you have during AI turn, so more characters = longer turn. This is partially why we have high child mortality, to decrease amount of characters.
kam2150 29 Sep @ 12:44pm 
Hi buddy, that is unavoidable. We already made AI very unfriendly towards the player (as you can see by the many hate comments about AI aggression on the main mod page), but there isn't much more that can be done without messing other stuff.
As for end turns, downloading mods from the website won't help much, it impacts load times (like from battle back to campaign) and FPS for some people. Having said that, IF you run the mod from our website BUT you have Beta enabled, it won't change much for you as scripts (the main reason for slowness) are in beta anyway. The only way for us to lower turn times would be to remove supply and population from the mod, which we won't do.
For me, turns are around 30 seconds at the start and 45 seconds in the late game, but I have a good PC.
kuonenjerome 26 Sep @ 11:59pm 
Hello Kam/Dresden, i got 2 big problems in the middlegame. 1: Because i got bigger and richer, the AI spams me with non agression pacts and stupid offers at the end turn, so it takes minutes to finish it and 2: the end turn takes many minutes (i tried to download the files directly from your DEI website and played it with this files, was a little bit faster but still very long). Is there a possibliity to chance/optimize this problems? thanks a lot for all your amazing work an please let me know :-)
kam2150 26 Sep @ 3:07pm 
Yes, custom battles show only small part of Roman units (so not to clutter the whole screen), while for other factions it does have all their core units.

And as I said, on actual campaign, every area on the map comes with own regional units, that also slightly change over time as world goes through global military reforms.

Outside of Romans, Carthage, Egypt and Seleucids have pretty large selection of units.
Devel 26 Sep @ 2:30am 
SICK! i haved gotten that fare yet in rome! What kind of roster you think has the most units ? else then rome ? i love roster :D so no need to look into costume battles :D that is not showing it at all lol. Man so many factions i need to try sick!
kam2150 25 Sep @ 3:39pm 
You would need to be more specific, each factions is heavily expanded with units split into reform tiers, so once you reach new reform, you unlock/replace a lot of units, depending on a faction.

On top of that you have regional units, specific to every area, like capturing Sparta will allow you to recruit few units of Spartan hoplites. Rome on top gets own unique and reform unlocked auxilaries, total amount of units available to Rome in grand campaign is around 650.
Devel 25 Sep @ 1:50am 
I love the mod just wondering how the recruitment worked for the roster :)
Devel 25 Sep @ 1:45am 
I meant to offence just my confusion… so it I more each region as some special units not the faction or how should I understand it not like normal total war ? Or do you still use the barracks ?
kam2150 24 Sep @ 1:31pm 
There are 2500+ units in DeI so not sure to what you mean by that.
Devel 24 Sep @ 10:29am 
Is the roster not quite small ? even after the last tier ?
kam2150 22 Sep @ 1:21pm 
pabloes333, change game language to English.
Askar 22 Sep @ 3:11am 
i wish one day to play carthage in Rise of The Republic with Dei.
I can´t play rome 2 without DEI. Also hope macedon gets stronger in main campaign so i dont get to see fucking athens or sparta to conquer all greece every time.
pabloes333 22 Sep @ 2:33am 
I dont have the names of factions in the game, how can i fix it ?
anthonyl 8 Sep @ 1:37pm 
Ok, fair enough. Thanks for the reply
kam2150 7 Sep @ 2:07am 
We never planned to overhaul it and we probably never will.
anthonyl 7 Sep @ 1:25am 
Hi @kam2150: Haven't played DeI since 2022, what's the state of the Empire Divided campaign? Is it overhauled now? Last time I played it a few years back, it still had the vanilla rosters and such.
joselillodecornella68 6 Sep @ 6:41am 
Thank you very much Kam2150!!!!!
joselillodecornella68 6 Sep @ 6:20am 
Would you be so kind as to tell me the name of that Submod so I can put it in my game???
Thank you very much!!
kam2150 6 Sep @ 2:33am 
Lastly, of course amount of scripts we have makes turns slower. Out of the two, supply and population, I would say population is more crucial to gameplay and balancing so if you have really bad turn times, try disabling supplies with our official no supply submod.
kam2150 6 Sep @ 2:33am 
WAKE, slower turns are unavoidable if you want to add new things into the game.
That being said, my turns are around 30 seconds in early game and 45 at around turn 200.

There are few things to note tho.
Try using manual install of DeI, it overall makes loading times 2-3 times faster than Steam version (due to how poorly Steam stores the files). If you use Beta, manual wont change much as scripts are in the Beta, but this will soon be in the base mod too, as we are near finished with the testing.

Try to keep your family tree small. One of the reasons for high child mortality in DeI is to not reflect "history" but to curb down turn time. Basically, when turn is passing, game also tries to calcuate gravitas for all characters in your family and for some reason it really SLOWS down everything. Less characters = faster turns.
kam2150 6 Sep @ 2:29am 
John_Wayne00, change game language into English, they will show up.
Egyptians go brrbrr 6 Sep @ 2:07am 
hey guys. I have the problem that some of the descriptions (mainly for units) are missing. It happens for the buildings too, like I can see that they have attributes but the detailed description is missing, so I don't know if they are any good or nah. anyone could help?
CENTURION 5 Sep @ 3:14pm 
@WAKE I use a submod that removes the supply system that speeds up the turn times massively
WAKE 5 Sep @ 8:49am 
@xcairnsx5 the basegame has issues already, but is like 10x faster then the mod...
xcairnsx5 4 Sep @ 8:09am 
@WAKE how long does it take when you end turn? Mine its pretty quick, could be your pc specs or a submod causing the slower turns
WAKE 2 Sep @ 3:32pm 
will there ever be some kind of fix to the long turn timers?
mono 31 Aug @ 4:16pm 
i cant see population and supply numbers on cities help
Mattia23 30 Aug @ 1:47am 
Love the changes made Nabatea. Fyi, the horse breeding food chain has the same name and description for each level. Also, shouldn't they (and eastern factions in general) have some form of cattle farming, as they are nomadic / semi-nomadic?
g1ft 28 Aug @ 11:58pm 
I know that, and im talking about something other. This issue pop up during online campaigns after 10-20-40 turn (randomly). Mainly in grand campaign. Anyway, thanks for your answer!
kam2150 28 Aug @ 12:04pm 
It was never an issue.
It only happens if both players don't have exact same mods in exact same order.
So if one player had DeI 1, 2, 3 and other had DeI 1, 3, 2, then it would already make it incompatible.
g1ft 28 Aug @ 2:46am 
HI! The syncronising issue in multiplayer has been resolved? I havent played vanilla since DEI, but if i remember right, there was a syncronise button in H2H campaigns. Of course, i can imagine its more complicated...
StrategyG 24 Aug @ 2:36pm 
What does it do? Makes it into the most amazing game ever.
Sacred Enjoyer 21 Aug @ 7:49pm 
what does this do?
XangryXskullX 21 Aug @ 4:29am 
GLORY TO DEI!