Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Guaranteed Major Faction Empires
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Tags: mod, Campaign
File Size
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62.771 KB
1 Mar, 2014 @ 1:08pm
15 Sep, 2018 @ 10:53am
18 Change Notes ( view )

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Guaranteed Major Faction Empires

Description
Compatible with 100% of other mods!
Save game compatible!

DESCRIPTION
Does it annoy you that in your campaigns you never get to face the legions of Rome, having arrived at Italy only to find they've been destroyed by a minor faction early on...
Do you get upset that you never get to face the forces of Carthage, seeing that they've been destroyed by an African tribe a few turns in...
Do you want to play a campaign where you know you'll one day have to face the mighty hordes of the Suebi, that you'll always have to face a mighty Roman Empire and that you'll have to one day deal with Eygptian armies.

If you want to play a campaign where major factions remain alive, and aren't endlessly destroyed by the small minor nations that always seem to wipe them out early on, then this is the mod for you.

But Wait!, I hear you say, there are a million mods that try to make Rome strong with cash injections, stat boosts and countless mods that try to keep Carthage alive by weakening the African tribes.
How many mods can guarantee you will be able to face the major AI's you've always wanted to fight and see grow though? Just this one.
All other attempts either don't work, only work a short while or are unbalanced. Simply giving Rome a million gold for example doesn't work, and will only serve to screw up things like diplomacy and create issues with stack spam etc. and giving Roman troops insane stats unbalanced the whole campaign.

So what does this mod do?
Quite simply, it makes it impossible for a Major AI faction to be destroyed by a Minor AI faction, AI Rome can still be destroyed by AI Carthage however, as can all other Major AI factions be destroyed by other Major AI factions. Players actions are obviously totally uneffected, this only applies to the AI.

How it works?
Done via scripting this mod provides an autoresolve bonus (all AI battles are decided via autoresolve in a campaign FYI) to all Major AI factions if they are facing a minor AI faction. This means you'll achieve two things, a Major AI technically cannot be destroyed by a Minor AI (unless certain conditions), and the Major AI factions will likely expand and grow larger more easily.

There are a number of checks in place however to make sure this system doesn't become both visible to the player and too intrusive so as to spoil a campaigns flow or make it too predictable.
-If the player can see the battle on the campaign map, that is to say the two armies are within visiual range of the player, this system will not take effect and the battle will play out normally.
-If there are two opposing Major AI factions in a battle, the system will not take effect.
-If the player is involved in the battle, and autoresolves, the system will not take effect.
-If one of the factions involved in the battle is the players ally, the system will not take effect.

This may be too intrusive as is for some players, however the whole point of the system is that essentially anything can be happening in the Fog Of War anyway, so why not make sure the major factions survive in the meantime?

Customization Options
Settings
Optional - If you create a settings.txt file in your "Total War Rome II\data\campaigns\campaign_name" folder you can specify certain customization options to the script (replace campaign_name in the path with your campaign of choice). Simply place any of the following commands on a new line in the file to activate the setting:

DefensiveBattlesOnly - This will make it so that the script only works for major factions in defensive battles, not when they are offensive. This will if in effect help to limit the major factions growth, but will still keep them alive.

NoVisualRestriction - Enabling this option will remove the script feature that prevents the script working for any battle within the visual range of the player. If this option is in effect the script will work for all battles (excluding offensive battles if the above option is also supplied).

EnableScriptForAllies - Enabling this option will allow the script to run in a battle even if a faction in the battle is your ally. If not running this then allies will not benefit from this script in battles.
(This setting will not show up in the initial mod intro message when starting a campaign but will still be running if enabled)

Custom Factions
Optional - If you create a factions.txt file in your "Total War Rome II\data\campaigns\campaign_name" folder (again replace campaign_name in the path with your campaign of choice) you can specify to the script the list of factions that will be considered "Major". Simply create the text file and input the following list into it, removing or adding the ID's of any factions you like, these are the ones currently used by default if no factions.txt file is found (all playable factions), you will need some modding knowledge to get the correct ID's for other factions:

Grand Campaign:
rom_rome
rom_carthage
rom_ptolemaics
rom_macedon
rom_baktria
rom_seleucid
rom_arverni
rom_parthia
rom_pontus
rom_iceni
rom_suebi
rom_getae
rom_athens
rom_sparta
rom_epirus
rom_roxolani
rom_massagetae
rom_scythia
rom_boii
rom_galatia
rom_nervii
rom_arevaci
rom_lusitani
rom_syracuse
rom_ardiaei
rom_odryssia
rom_tylis
Ceasar in Gaul Campaign:
gaul_rome
gaul_arverni
gaul_suebi
gaul_nervii
Hanibal at the Gates Campaign:
pun_carthage
pun_rome
pun_syracuse
pun_lusitani
pun_arevaci
Imperator Augustus Campaign:
emp_octavian
emp_antony
emp_pompey
emp_lepidus
emp_armenia
emp_dacia
emp_egypt
emp_iceni
emp_marcomanni
emp_parthia
Wrath of Sparta Campaign:
pel_athenai
pel_sparta
pel_persia
pel_korinthos
pel_boiotia

Error Logging
If you suspect something may not be working, you can check the log.txt file created by the script in the "Total War Rome II\data\campaigns\..." campaign specific folder.
835 Comments
oujosh29 16 Jun @ 3:43pm 
I have the custom setting with no visual restrictions, not defensive only, and works for allies. I've read that before because I've been trying to get this mod working for a while. I've looked at the script and while it has 1 for the major as attacker and as defender, the custom major factions routinely lose and get wiped out. As I previously commented:

#### BATTLE ####
rom_pergamon v rom_seleucid
Minor Attacker v Major Defender
Player Nearby: false
Modified autoresolve for rom_seleucid
-- Result --
rom_pergamon Won! (decisive_victory)
Stix_09 13 Jun @ 6:31pm 
@oujosh29 it there are a set of conditions also IF it will even do this. Was the faction an Ally, did you set any options?

this is the function used to bias the autoresolve

https://chadvandy.github.io/tw_modding_resources/WH2/campaign/episodic_scripting.html#function:episodic_scripting:modify_next_autoresolve_battle
Stix_09 13 Jun @ 5:43pm 
[quote @gilbyrt.hall6]
mod was last updated in 2018 so its heavily out of date sadly
[quote]

Mod was last updated 18 September 2018
Last content update for Rome 2 was August 2018, Rise of Republic DLC, and later a few ,minor bugs and balance patches, none of which would impact this mod. Game dev on rome 2 stopped in late 2018. Only update to game was in 2023 to fix exe to work on current gen cpus. That does not impact mods.

So unless the mod itself is was already buggy its fine and up todate. The launcher saying out of date is inaccurate. It's purely date based checking, not mod content vs game content updates.

Patch notes of 2023 update:

https://steamhost.cn/news/app/214950/view/364740083747324269
oujosh29 24 May @ 10:44pm 
No, it doesn't work. I posted proof already. I can also tell multiple battles aren't registered by the mod and dont show up on the log.
icredit 21 May @ 1:00pm 
This mod still works. I looked through the script and there is nothing wrong with it. It does not need to be updated.

The mod does not guarantee that the major faction will win every battle against a minor, it just adds some additional weight to a major faction's likelihood of winning the auto-resolved battle.

I have confirmed this myself by modifying the script to give me (the player) the same auto resolve bonus and compared the same auto-resolved battle with and without the mod active. Without the mod the battle would be a decisive defeat, with the mod the battle would be a close victory.

But even with the mod active if I send just my general up against a full 20 stack army I will lose the battle.

I have also tested adjusting the mod to give an even bigger bonus to me in battles and that works as well. So if you are not happy with major factions losing against minor ones in any scenario I would have a go at updated the script to give a bigger bonus.
oujosh29 29 Nov, 2024 @ 9:40pm 
If the author ever does check this and just thinks we're wrong, here's an example. Please fix this mod, the idea is so awesome.

#### BATTLE ####
rom_pergamon v rom_seleucid
Minor Attacker v Major Defender
Player Nearby: false
Modified autoresolve for rom_seleucid
-- Result --
rom_pergamon Won! (decisive_victory)
gilbyrt.hall6 30 Jul, 2024 @ 11:17am 
mod was last updated in 2018 so its heavily out of date sadly
Praise_Lord_Gaben 26 May, 2024 @ 9:26am 
Yup, unfortunately this great mod no longer works. I can't find any similar mods either so I'm afraid we're out of luck.
Maj. Winters 24 May, 2024 @ 6:13pm 
Masaesyli took over all of North Africa and Southern Iberia by 250 BC
oujosh29 20 May, 2024 @ 10:48am 
After more testing, this mod does not work. Major factions lose repeatedly to minor factions. Try it yourself but don't get your hopes up.