Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

229 BC: Paced campaign (DEI)
Показані результати 21–30 із 318
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Оновлено: 6 квіт. о 6:32
автор: ERT

Оновлено: 8 берез. о 12:41
автор: ERT

Оновлено: 2 берез. о 8:03
автор: ERT

Оновлено: 25 лют. о 8:29
автор: ERT

Imported Seleucid rebel script and Auto resolve bonus script from AoH (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2029709144) many thanks to Seleukos.I.Nikator for permission.

The Seleucid rebel script ensures satrapies of AI controlled Seleucid are less likely to rebel.
The auto resolve script has been heavily modified and is now alot different from both vanilla DEI and AoH.
A new game is recommended.

Auto resolve bonus changes:

- All attack/defence/loss bonus and penalties have been adjusted. The result of this is that major attacking/defending AI factions will loose more, despite of them having major faction bonuses. This will make the campaign more dynamic and mitigate longstanding ai unit upgrade issues, such as full stacks of Roman Camillian units still being used by the ai in the late game.

- Fine tuned distribution of attacking bonuses for factions. Specifically factions have been divided and assigned into each of the 3 "attacker_is_major blocks". The result is more of an hierarchically odds structure between the major factions, where block 1 factions (Parthia and Selucids) overwrite/beats block 2 factions (Rome and Carthage) which overwrite block 3 (Macedon, Egypt, Pergamon, Galatia, Armenia, Pontus, Arverni, Suebi) which beat everyone else (with worse odds than block 1+2).

- More CAI_STRATEGIC_STANCE relations between various factions to ensure "some predictability" in the campaign. Focus have been on promoting or preventing wars between certain factions across different geographic regions. Examples of affected cultures is Parthian/persian, Roman/gallic, Greek/eastern factions etc.

Campaign start changes:

- More developed starting buildings for most factions at campaign start.
- Special faction capitals have more elite garrison units.
- Large empires and strong factions start with 40k to 25k, Epirus start with 10k.
- Roman polybian reforms fire at turn 2.
- Carthage, Eqypt and Rome start with naval manoeuvres tech researched.
- Carthage gains 15k at turn 20 if controlled by the ai.
- Seleucid gains 30k at turn 20 if controlled by the ai.
- Macedon gains 15k at turn 40 if controlled by the ai.
- Rome gains 30k at turn 40 if controlled by the ai.
- Pontus gains 15k at turn 60 if controlled by the ai.
- Parthia gains 30k at turn 60 if controlled by the ai.
- Arverni start with advanced saddle tech researched (enables tier 2 stable and barracks)
- Carthage start with military settlements tech researched (enables tier 2 main barracks)
- Parthia start with logistics tech researched (enables tier 2 levy barracks)
- Carthage, Eqypt and Rome start with naval manoeuvres tech researched.
- Eqypt and Selucids and other greek factions start with engineering tech researched (enables tier 1 siege equipment)

Balance changes:

- Balanced all units cost/upkeep and recruitment times.
- Decreased range mercenary upkeep cost by 20-40%.
- Decreased other mercenary upkeep cost by 15%.
- Increased mercenary recruitment cost by 10-50%
- Fixed various unit variantmeshdefinitions.
- Imported new AOR, Nabatea and Kartli units from patch 1.3.4 and balanced cost/upkeep cost
- Cleaned up land unit tables, now they only affect missile and garrison units.
- All sling and bow units ammo increased by 10-30%.
- All garrison missile units ammo increased by 40%
- All garrison units have +2 morale.
- All garrison units have +2 or +1 def dependent on unit type.
- Removed player and ai levy upkeep handicap bonus.
- Removed player and ai levy recruitment cost handicap bonus.
- Decreased ai recruitment cost handicap bonus to -15%.
- Decreased ai upkeep handicap bonus to -5%.

- Balanced food, movement and upkeep effects for all faction supply systems
- Civilised factions incurs less penalties with short vs more penalties with long supply lines.
- Implemented army unit upkeep bonus for tier 5-8 promoted characters.
- Navy unit upkeep bonus for Athenian, Carthaginian and Egyptian promoted characters.
- Balanced all imperium bonus/penalties effects.
- Increased rewards from from all successful siege options.
- Decreased max possible amount gained from trade deals.
- Increased tax rate by 5%.
- Increased banditry and public order tied to minimum to normal tax rate.
- Decreased banditry and public order tied to high and extortionate tax rate.
- Balanced diplomatic bonus/penalties for influence and government types.
- Medium and small public order bonus for imperium level 1 and 2.
- Balanced character effects related to upkeep, recruitment, replenishment and movement points.
- Slightly lowered upkeep bonus for fortification stance.
- Fortification stance now provide a small bonus against agent actions.
- Raiding stance now incur a penalty against agent actions.
- Recruiting siege equipment is now dependent on siege building tier.
- Decreased building maintenance for military buildings by 50%.
- Decreased flat income from tier 4/3/2 city buildings by 15/10/5%.
- Decreased all wealth increase % from main city chains.
- Decreased resource production of capital chains by 60%
- Decreased resource production of special capital chains by 30%
- Decreased resource production of resource building chains by 20% (best trade value)
- Increased flat income of spice city chains for eastern factions by 25%
- Increased flat income of spice city chains for all other factions by 20%
- Increased flat income of silk town chains for eastern factions by 30%
- Increased flat income of silk town chains for all other factions by 25%
- Increased unit upkeep cost bonus for military and main chain city buildings.
- Decreased building maintenance cost from all military buildings.
- Increased tax and banditry bonus/penalties for provincial public order.
- Increased banditry bonus/penalties for farm buildings.
- Increased squalor penalties for cattle farms.
- Balanced upkeep, squalor, PO, banditry and more for all public buildings.
- Balanced overall campaign banditry thresholds+penalties.
- Decreased local traditions cultural conversion by 10% for all regions.
- Increased cultural conversion of temples by 10%.
- Increased foreign cultural conversion for foreign quarters.
- Eastern town chains now incur bonus against foreign culture in penalties in local regions.
- Tier 3 and 4 trade ports now incur various foreign cultures influence.
- Gladiator school to Colosseum/circus (tier 3-5) now incur various foreign cultures influence.
- Tax collection edict now incur penalties for foreign cultures, but lower banditry and PO penalty.
- Tribute collection edict now incur banditry, public order and corruption penalty for barbarian factions.

Many other minor adjustments.

Оновлено: 18 лют. о 6:53
автор: ERT

Оновлено: 16 лют. о 0:19
автор: ERT

Оновлено: 15 лют. о 23:54
автор: ERT

Оновлено: 15 лют. о 21:33
автор: ERT

Оновлено: 15 лют. о 18:53
автор: ERT

Оновлено: 14 лют. о 17:46
автор: ERT