Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Unofficial DeI 12tpy Recruitment (Realism Version)
   
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17. juli 2019 kl. 22:05
14. feb. 2020 kl. 22:12
5 ændringsbemærkninger ( vis )

Abonner for at downloade
Unofficial DeI 12tpy Recruitment (Realism Version)

I 1 samling af TrippinDaJive
TrippinDaJive's Rome II Mods
4 genstande
Beskrivelse
**IMPORTANT: THE AI BEHAVES UNPREDICTABLY WITH THESE TYPES OF MODS AND THERE ISN'T ANYTHING THAT MODDERS CAN DO ABOUT IT AT THIS TIME. THERE HAVE BEEN MIXED REPORTS THAT THE AI BEHAVES PROPERLY, AND YET WITH OTHERS NOT SO MUCH. IT HAD WORKED FOR ME IN THE PAST BUT YOUR MILEAGE WILL VARY. THEREFORE, THIS MOD WILL NOT BE UPDATED FOR THE FORESEEABLE FUTURE.**

Hello everyone,

Are you using a 12tpy submod with Divide Et Impera? You may want to check this submod out because it extends the recruitment times for all units for both the player and the AI which makes for an even more tactical and realistic campaign experience! You could use this mod for the regular tpy too if you wanted. In essence, this is what the submod does:

Light Units = 1 turn
Medium/Heavy Units = 2 turns
Very Heavy Units = 3 turns
Super Heavy Units = 4 turns
Light Siege = 4 turns
Medium Siege = 8 turns
Heavy Siege = 12 turns
Light Ships = 4 turns
Medium Ships = 8 turns
Heavy Ships = 10 turns
*Levy units take 1 turn and Barbarians take longer to build siege*

Another reason why I made this submod was because I hated how the AI was able to repeatedly field multiple, powerful armies in less time than it took for me to fully replenish just one army. This makes it reduce that likelihood and it also makes you more attentive to how you choose to create your armies. Quickly field cheap, weaker armies to protect garrisons or finish off a routing enemy? Or carefully produce a powerful army that actually requires time and money to make?

Balanced for Vanilla DeI 12tpy. Credits go to Dresden, Kam, and their team for all I did was change the values for some tables they had already made. Thank you guys for making Rome 2 the game it should've been!

**If you'd like to play the Alexander campaign, you must also subscribe to my other submod which is available in my collection.**
48 kommentarer
nwise2446 15. nov. 2024 kl. 5:50 
It works on my recruitment times, but I'm unsure that it effects the AI. Anyone else find that?
Augustus II 8. juni 2023 kl. 19:30 
It changes recruitment times, I use it. Just put it at the top of the load order
DeathNote 22. dec. 2021 kl. 17:37 
I don't think the mod you linked changes actual recruitment times. It's just other stuff.
TrippinDaJive  [ophavsmand] 17. maj 2021 kl. 17:27 
I know you guys have been wanting an update on this mod, but there is another mod author who made an identical mod as this one and it seems more ambitious, too. Here's a link to the page, it looks promising! https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2486145654&tscn=1621284956
TrippinDaJive  [ophavsmand] 6. mar. 2020 kl. 13:01 
@TacticalCouch it was updated as of Feb 20
TacticalCouch 5. mar. 2020 kl. 1:41 
Is there an update in the works for this excellent mod?
KsH 20. feb. 2020 kl. 21:36 
For sure, still playable. Just a few factions effected it seems.
TrippinDaJive  [ophavsmand] 20. feb. 2020 kl. 15:19 
Yeah I don't know what to tell you. Before the update it worked fine for my case. And I haven't played realism since then so I don't know if something has changed. I hadn't tested it out with this new update at all; I just assumed it would.
KsH 20. feb. 2020 kl. 12:15 
I did. For at least 30 turns Macedon was stuck on 8 units constantly in recruitment stance.
TrippinDaJive  [ophavsmand] 19. feb. 2020 kl. 16:51 
Hmm I'm presupposing you started a new game with it? I don't know if the update broke my mod. I would encourage you to play a bit longer and see what happens.