Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Real Pirates
   
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Tags: mod, Campaign
File Size
Posted
Updated
450.437 KB
22 Oct, 2018 @ 3:47pm
24 Nov, 2018 @ 3:57pm
14 Change Notes ( view )

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Real Pirates

In 1 collection by Boicote
Boicote's Mods
18 items
Description
This mod will allow you to fight naval battles against pirates in the Grand Campaign, Augustus Campaign and Empire Divided and Wrath of Sparta campaign. Now you have a good reason to build a strong navy: if the pirates are left unchecked, they will raid your sea routes, sack your settlements and destroy your unprotected transport ships.

The mod also triggers two slave revolts that will appear somewhere in Magna Graecia at a random date. They aim to represent the historical rebellions of Spartacus, Eunus, Athenion and Tryphon.

Basic pirate mechanics (WARNING! It may contain spoilers):

Pirates will not appear in the first 20 turns (so you can have time to prepare yourself for the upcoming raiders).
Each pirate navy has between 13 and 19 units (including the general). The army composition is different according to the region where the pirate navy is created (for example, in the Red Sea, you will see Arabian units; in north Europe you will see Celtic units). The navy composition is randomly created by the AI based on a unit set, but they will never use elite units.
You will have to wait for another 20 turns to see another pirate navy being created in the same region (sometimes it will take longer, but never less than 20 turns).
Pirates tend to attack unfortified settlements. If they win the battle, they will sack it. They will never occupy it.
Each pirate navy cannot be replenished. So, even if you lose a battle against a pirate navy at least you know that they will be weaker next time you find them on the battlefield
.

COMPATIBILITY
Unfortunately, the mod is not compatible with Divide et Impera (It works in Empire Divided campaign but not in the Grande campaign nor in the Augustus Campaign). A DeI version is coming soon.
The mod should be compatible with almost every other mods.

The mod is not savegame compatible (it may cause CTD's if you load an old campaign). You should start a new campaign when playing with this mod.

KNOWN ISSUES
If you click on a pirate navy, the background behind the commander sometimes appears white. I will try to fix this.

FUTURE UPDATES
- I will try to make this compatible with DeI
- I will make the mod compatible wih Hannibal at the Gates campaigns
- For now, I will NOT add pirates into Ceaser in Gauls campaign. Why? Because I don’t own this DLC, so I cannot test the mod in this campaign.
99 Comments
Nomad416 6 Feb, 2024 @ 4:46pm 
Update please?
Śħăđőẃ39 22 Mar, 2023 @ 9:54pm 
I cannot confirm or deny, but maybe this mod is crashing my game at slaves turn. I think it may be this one as i seen other comments about it too. I have Radious mods.
Sparxacus 8 Aug, 2022 @ 4:36am 
Would this work with HATG Spartacus rises mod?
n.pedrazalis 18 Feb, 2022 @ 2:23pm 
dei version please
S•P•Q•R 14 Oct, 2021 @ 12:00pm 
Do these pirates attack the player purely?
Holy Order of PIZZASALAD 1 Sep, 2021 @ 7:56am 
does this mod make regular slave revolts more common ? Just played with this mod and got like 6 slave revolts back to back... never happened to me before and it was campaign ruining.
El muro supremo del trump 27 Jun, 2021 @ 11:03am 
any chance for a land based bandits mod too like rome 1 would spawn in?
DârkSlayèr 11 Apr, 2021 @ 3:07pm 
in HATG Macedonian reinforcments for carthage will be better and mor historical
ikuzmin007 12 Feb, 2021 @ 2:59pm 
I used PUR version of this mod P_U_R_SW_submod_pirates_mod.pack. It crushes DEI population system and needs translation of screens yet brings pirates in gameplay.
levoy1 12 Feb, 2021 @ 1:42am 
Has anybody got this mod to work with grand campaign on Augustus map? Had it activated from the start but never seen any pirates