Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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229 BC: Paced campaign (DEI)
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标签: mod, Overhaul
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15.206 MB
2022 年 3 月 15 日 上午 6:39
11 月 7 日 下午 1:51
318 项改动说明 ( 查看 )

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229 BC: Paced campaign (DEI)

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This mod pace campaign difficulty to better suit early, mid and late game, as-well as introducing more strategic campaign aspects to the game. Overall, it is harder than vanilla DEI and should provide a more challenging campaign experience.

Features:

Start date is 229 BC.

The campaign is set during the first Illyrian and Cleomenean war and shortly before the Gallic and 2 Punic war breaks out.

- Rome has secured the Italian peninsular and established a foothold on Sardinia and Sicily.
- Rome have negotiated trade with Pergamon and non aggression pacts with Massilia and Veniti
- Ardiaei, now led by queen Teuta is at war with Rome and have forced Epirus into allegiance.
- Carthage, now led by Hannibal Barca and his brothers have been focused on consolidating their gains and influence on the Iberian peninsula and are are moving north.
- Macedon have expanded and are at war with the Aetolian league who is allied with Sparta.
- The Seleucid Empire have seized Syria, but has lost influence in Anatolia.
- Relations between Pergamon and Galatia have deteriorated which has led to war.
- The Boii tribe have migrated southwards and secured relations with the the Raeti, Insurbres and Liguria and are mustering somewhere in Cisalpine Gaul.
- Baktria and Parthia have expanded and consolidated their possessions in the far east.
- Many major and strong/connector factions start with more developed armies, capitals, economy and technologies

Reforms occur later, closer to their historical precedent.

Roman Polybian reforms will occur at turn 2 (228 BC), Marian reforms at turn 400 (128 BC) and Imperium level 6, Imperial reforms at turn 800 (28 BC) and Imperium level 8. Cleomenean/Greek thureos reforms occur at turn 20 (225 BC), Greek thorax reforms occur at turn 220 (174 BC). Global thureos reforms occur at turn 40, while global thorax reforms occur at turn 240. All other faction reforms have been adjusted accordingly. Everything can be viewed in-game in the technology tab for each faction.

Building/Tech cost and time have been altered so starting building and techs will be quicker to finish while later buildings and techs will take longer to finish.

- Consistent economy with dynamic campaign challenges

Building effects have been revised, less focus on public order penalties, more focus on squalor, banditry and building upkeep. Many additional effects/modifiers have also been introduced.
As an example, food buildings will no longer cripple provincial public order, but can incur banditry and squalor penalties that will have to be mitigated. In general it should be more possible to compliment various building types with each other. Growth and replenishment are now more tied to seasons/PO/buildings/stances and more.

The initial empire maintenance debuff is less significant, instead corruption gets more impactful with expansion.

Low, minimal and normal tax rate will have less PO penalties, high tax rate will suffer more penalties, and extortionate tax very hard to maintain without having local armies present with investments towards PO.
Banditry have also been directly tied to tax rate which means that maintaining high taxes for long periods increase the chance that taxes and food will be stolen at provincial levels.

- Army, governance, seasonal and provincial public order effects

There are more penalties and benefits associated with seasonal and provincial PO effects, e.g. now winter and harsh seasonal condition will have a bigger impact on replenishment, growth and public order, food among other things, while PO in provinces affect banditry, tax, upkeep and more to a higher degree.

Imperium and government effect have been redone with emphasis on a balancing corruption with unit upkeep. Imperium effects from 1-5 are less harsh. At imperium level 5 negative effect will start to become considerable more impactful. As a faction grows it will become harder to avoid secession or all out civil war, increasing the incentive to change governance later in the campaign. In this regard, there are more choice/benefits for government types to suit militarist, tradecentric or expansionist governance styles.

Logistics and Army stances now have a bigger impact on army upkeep among other things. Armies encamped in friendly territory will be cheaper to maintain and feed than armies on enemy territory with unsecured supply lines. This effectively means that campaigning is much more expensive now.

During the roman era, rapid fort construction were a vital part of Roman warfare.

To mimic this, the fortifications and the fortify stance in particular is now more useful, both in defensive and offensive actions. This include significant upkeep/logistics benefits in fortify stance as-well as placeable fortification being made available in most other stances. Army stance effects are also more varied across cultures. Additionally, deployable fortification walls have been made impervious to fire which result in less fps drops.

- Turn based recruitment

Units will take between 1-4 turn to be recruited depending on type and occupation, levy and peasant units will take 1 turn to recruit, dedicated warrior units 2 turns, elite units 3 turns and royal/top tier units 4 turns. There are a number of exceptions to this logic however.
For example auxiliary and and area of recruitment elite units will generally be faster to recruit than dedicated factions elite units. Also certain units like volunteer legionaries will be faster to recruit.

Unit upkeep and recruitment cost have been adjusted overall. Elite and general units are now much more expensive to employ and maintain compared to levy troops. Mercenaries are cheaper to employ but more expensive to maintain. Additionally, AOR and AUX troops will be cheaper to employ and maintain compared to faction troops

Units will become more capable as they earn chevrons, however, promotions will be gradually slower as units earn more chevrons. Additionally replenishment is slower and tied to provincial, seasonal and other effects as-well. This means loosing a substantial amount of highly experience units will have a greater influence on the effectiveness of that unit both short and long term.

Additional changes

- Remade auto Resolve script modified from AoH review changelogs details.
- Roman/Greek world equipment influence: Most Roman+aux/aor and Greek units include varied Roman/Greek equipment.
- Unit revisions: Roman marian/imperial military units have slightly better morale, gladiators are few in number but lethal shock troops.
- First cohorts and praetorian are much more expensive (twice the men/greedy bodyguards) but are also more capable compared to regular legionaries.
- Hastati now upgrade into volunteer legionaries while rorarii upgrades into vigiles.
- Better garrison units: Garrisons units are larger and have more morale and defence.
- New specialised garrison units: New Specialised garrisons units for a various building types.
- Ammo and damage changes: Javalin units have less ammo (good short term shock damage) bow/slinger units have more ammo (more dangerous attrition units). Projectile damage changes are included in this mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3601306729

- Many other balance, qol changes

Complimentary mods:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3349117467 (Better combat)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2629312123 (Better general recruitment)

Credits:

Seleukos.I.Nikator for the Seleucid Rebel Script and Auto-Resolve Bonus Script.
Profundis mod for inspiration and some revised tables used in this mod.
DEI Mod team especially Dresden and Jake Armitage for their campaign creation tutorials and general expertise.
热门讨论 查看全部(1)
4
6 月 13 日 上午 8:12
Any chance 229 can be optiomized for multiplayer?
Ghost Augustus
120 条留言
karabin91 11 月 4 日 上午 11:22 
i actualy found these mod by my self shortly, but thx for the try
ERT  [作者] 11 月 4 日 上午 10:58 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3349117467

I use this instead, with increased HP of all units by 20%, works really well imo.
karabin91 11 月 4 日 上午 1:36 
Could you perhaps reduce ranged damage a little? It makes absolutely no sense that you can so easily mow down elite units with cheap javelins. Especially when you have to spend three turns and a ton of money on them. DEI's battle balance is actually quite good already. I don't understand why you had to change anything there? Otherwise, great mod. thx for ya work.
Lickher_ish 11 月 1 日 上午 1:34 
uhhh actually i dont think its compatible with 1.34 i crash startiing a new campaign
Lickher_ish 10 月 31 日 下午 2:17 
so basically the new update made it compatible with the beta?
Lickher_ish 10 月 29 日 上午 8:34 
Any chance you can undergo the feat of making a startpos mod for tiny cities? Lol
Temp 10 月 28 日 下午 2:54 
is 12 turns per year compatable?
ivan.alencastre 10 月 20 日 上午 11:17 
I could change the names of the factions leaders using DEI's tables, to make more historical accurate (change Antigonos Soter to Antigonos III Dobson for example). If you Want, I can give you the startpos file
Switching Doom 10 月 19 日 下午 1:21 
Switching Doom 10 月 10 日 上午 6:51