Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Unofficial DeI 12tpy Recruitment (Vanilla DeI)
   
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Tags: mod, Campaign
File Size
Posted
Updated
785.286 KB
17 Jul, 2019 @ 7:57pm
11 Aug, 2019 @ 10:31am
3 Change Notes ( view )

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Unofficial DeI 12tpy Recruitment (Vanilla DeI)

In 1 collection by TrippinDaJive
TrippinDaJive's Rome II Mods
4 items
Description
**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.**
33 Comments
Paulusderbear 8 Sep, 2023 @ 3:40am 
It works with the newest DEI version but it has to be at the very end of the load order, new units will be unaffected and some units will have the old values like size etc
Caos 13 Feb, 2022 @ 6:46am 
Does this mod still work with dei 1.2.8 and futur 1.3 ?
Leondas 22 Jul, 2021 @ 10:09am 
Update maybe ? 11 Aug, 2019 @ 8:31pm
jjpunk 7 May, 2021 @ 12:01pm 
Tip for people: The realism mod version of this works, even without realism that it says it needs.
Or at least this great mod works for me :) !
jjpunk 7 May, 2021 @ 11:54am 
Ah it seems to not be working properly (rome in imperial reform age), this is the best mod and I will play the hell out of it if updated.
jjpunk 29 Apr, 2021 @ 7:40am 
This mod seems to work but principes and hastati are only 1 turns. Is this mod updated and functional with the 1.2.7 update? :) I have of course tested all combinations, load orders, with without other mods etc.
雲雲 21 Apr, 2021 @ 11:35pm 
update pls
goddamnithasan 21 Apr, 2021 @ 9:08pm 
Ah, thanks a lot!
damianvincent 21 Apr, 2021 @ 8:23pm 
seconded using reshade over GEM
TrippinDaJive  [author] 21 Apr, 2021 @ 6:55pm 
@Spear Centurion At the time, I was using GEM. These days, you should use ReShade. Here's a steam link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2132538529