Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Realistic Roman Economy
   
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Tags: mod, Campaign
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24 Feb, 2014 @ 8:09pm
12 Aug, 2018 @ 8:32pm
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Realistic Roman Economy

In 1 collection by abel1717
For a realistic Ancient Roman reenactment using Rome II engine.
8 items
Description
Real Slave Economical system
+slave trade (boosts industry and agriculture) see 2nd screenshot, part of the bonus % comes from slaves.

This mod represents the impact of slaves in the Ancient Roman economy. You need to have slave trade building to unlock the manpower. As you get slaves they will boost your economy in the industry as well as agriculture. (per province).

Buildings make sense now.
1) Slaves really boot the Roman economy, so build slave markets. Capturing slaves is actually profitable now—as it was in history.
2) All buildings provide bonuses that make sense. For instance, building libraries, boost your research more, but also earns you political prestige. Other buildings (temples, entertainment, etc) give you political prestige. Having grain pits in a province improves your changes under siege: hold-out time increased and reduce your attrition. You don't have to worry about civil war if you show people you care. Some reduce corruption, and others improve your agents.
3) Taxes are now inversely proportional to population growth: the lower the taxes, the greater the population grow.
4) Each Auxiliary barrack lowers recruitment and maintenance cost of auxiliary troops (stack up). Before I used only legionnaires, now I have an incentive to add auxiliary to my armies because of the cost trade-off.

Summary
Remember slaves boost your economy (build slave markets and capture as many as you can). However, keep an eye on happiness.
Boost your political power and research by constructing the right buildings.
Balance your taxes according to your needs: growth vs gold.




For more information read this article by Ordoprinceps The Rationale Behind Abel’ s Realistic Economic Systems Mod[dl.dropboxusercontent.com]

REALISTIC MOD SERIES GUIDE This mod is part of a modular series. I don't like overhauls that force you to play their way in every aspect of the game, so i separate the mod in modules. Tactics, Garrison, Economy and Battles. To see the complete guide go to click here


Special thanks to mfo59 for his so needed feedback and support to the new subscribers. Also to all loyal subscribers that help in the walls.

THIS MOD CAN BE PLAYED WITH MY REALISTIC LAND & NAVAL BATTLE MOD AND MY REALISTIC LEGIONARY TACTICS MOD(or any of its 2 variations)
(They all address different layers of the game)
Popular Discussions View All (1)
1
18 Mar, 2014 @ 7:38am
Upcoming changes
abel1717
101 Comments
dpowerful380 13 Nov, 2024 @ 9:12am 
We have a mouth-breathing Redditor here. How you doing RapKaV? Does your shit smell nice seeing as how your head so far up your ass?
austria-HRE 9 Nov, 2024 @ 7:25am 
rapka what are you talking about, slavery was the basis of the ancient roman economy, in fact it was for various ancient economies. Division of labor and specialization really wasn't as prevalent then as it is now and became in the middle ages
RapkaV 14 Oct, 2024 @ 6:07pm 
Every mod who stands behind "because it was in history" is shit. Using history as an excuse to please yourself with this mod.
1110427PAPAROCK 28 Sep, 2024 @ 11:32am 
update please
Praise_Lord_Gaben 30 May, 2024 @ 7:34am 
Fun idea for a mod but way overtuned. The increased research rate from libraries goes up to 300% which is just ridiculous imo.
bearhiderug 6 Dec, 2023 @ 9:59pm 
hmmm
how tyo more slaves?
Xbalamque 19 Feb, 2021 @ 6:09pm 
yes need update
NINA rojozangre 10 Jul, 2020 @ 8:20pm 
need update update update ........................
George Smith Patton 17 Jan, 2020 @ 5:40pm 
growth? is this population surplus or actual gold income my friend? (lower taxes equal more economic growth like say empire)
MF Shroom 18 Aug, 2019 @ 5:08pm 
does this work with the current version of the game?