Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Realistic mod series
By Gaius Julius Caesar and 1 collaborators
This is a guide describing all of Abel1717 realistic mods. However the overhaul and fire at will have been removed, this is because Abel1717 has asked me to do so, and as he is the creater of the mods i thought it only right to do as he asked.

I have been asked to make this for Abel1717, This is to make it much easier for people to learn about his mods.

I have also made a guide of my own, the link to it is
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=485085682

   
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Compatibility
I have been told by Abel1717 just how compatibility works... it was rather interesting to learn...


Think of it as this, if one aspect of the game is changed by a mod then you cannot expect another mod that changes the same aspect of the game to be compatible, and if you get a mod that has two turns per year and then your other mods that change the turns per year to say 4 wil not be compatible.

I have decided to keep this short as the rest of the guide will be too long and boring otherwise.



incase you did not get the chance to go onto my guide then here is the Link to my guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=485085682
Realistic Legionary Tactics
Here is the link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=223973502



A REENACTMENT OF ROMAN WARFARE
Rank rotation, pilum real effects, realistic testudo...All with vanilla unit stats.
Note that vanilla and many overhauls give any faction way more "boosting" formations than the romans. They give romans an umbrella "testudo" in case it rains javs and arrows but what about actual combat?
That constrast with my personal view of the romans, that I believe were the master of colorful formations with their scuta and pila) I feel disappointed that no combat formation is granted to them in terms of defense/attack boost like to other nations. I made my mod to "give Caesar what is Caesar's": pila rendering shields useless and breaking formations, effective formations with the "ingeniously designed" scutum, rank rotation, a testudo (useful all-around not only as umbrella), wedge formation (made famous due to the Boudicca Battle) among other formations.

THIS IS NOT A BALANCED MOD
HISTORY IS NOT BALANCED: Rome fell when they stop "being romans", not as romans. It is my believe that the fall of Rome happened when they became more barbarian-like and the barbarians more romanized. They abandoned scutum, lorica segmentata and many other practices that go beyond the military realm. Yes i'm bias and my mod is too. its my version reenactment.

DESCRIPTION
All units have vanilla stats, only affects formations. In this mod you can form Centuria formation, testudo or square even when in enemy proximity (as opposed to vanila) Other more complex formations like Wedge don't.
TESTUDO is no longer just to block missiles it is actually a very effective defense formation but with less attack value (trade off). It was dificult to fight in that formation. I also used stats to make testudo to really protect against missiles used by The Doctor in his mod.

RANK ROTATION "Rank Rotation" ability added to somehow represent the effect of the Centurion rotating the ranks (there is a believe that each legionary used to fight around 5 min at a time then rotated to back for the formation.) so units get less tired. (I made it now a passive ability so as long as you are in combat it will work behind the scenes. next goal, make it animated so we can see the units rotating.)

PILUM New ability added to pilum upon hitting target. Historically it was design so it could not be thrown back at you but also to disrupt formations [represented in the ability by a small debuff in "bracing" on the target]. Also, as an "unintended effect", as Audax said, it could anchor on shields and hinder them useless [To reflect that the target will suffer a reduction on shield stat] This ability is added to the pilum (to hinders formations and damage shields) is not permanent so try to engage in melee after your men throw the pila (as it was in real life).

SHIELDWALL We have our roman version "Centuria Formation" added to rom inf. Move the mouse over the ability icon to know more. This new formation is tight, men don't rush into enemy lines like Pullon in HBO Rome "Pullo get back into formation.....Pullooo" It was reworked from "Improved Roman Animations and Formations Mod" from Moon Hoplite, all credits to him (specially for the animations) to know more about his work here is the link

SQUARE FORMATION added to rom inf.(vanilla stats but what is different is that you can shift to this formation even when in actual combat, unlike vanilla)

WEDGE added to rom inf (reworked by me, stats based on historial accounts, specially Boudicca Battle)
note: as when chargin with chariots, it is best to CONTROL+ CLIC behind enemy lines when in this formation. Not clicking on enemy units.

FOR ROME! Battlecry added to rom inf centurion, temporary boost moral of his men. It is autotrigged-ready so if you right-click on the ability icon it will be used as needed without your interention.

FIRE AT WILL NOT AVAILABLE IN THIS VERSION (LOOK IN MY WORKSHOP FOR THE ALTERNATIVE. )
The fire at will distrupts some animations and for me its not so important since pila was used primarely before charge so i had to make a tough desition.

THE MOD IS NOT COMPATIBLE WITH OVERHAULS

---- Off course is not but is now compatible with most mini mods, and with all campaign mods. Mods that add units will be compatilbe but their units will not benefit from my formations.
One of the collections i recommend if playing as roman is the following:

1) Realistic Roman Garrison (Allows you garrison to build deployable defenses, ads a governor with bodygard and changes all plebs to rorarii
2) Realistic Land & Sea Battles (improve battle dynamics)
3) Realistic Roman Economy (my campaign mod for roman economy were slaves have a major role in it.)
4) MacklesMod:No Barbarian Artillery (self explanatory)
5) Pdguru's Mod:Romans in the Field 4.4 (for awesome resking of roman units, include scars etc)

THIS MOD CAN BE PLAYED WITH MY REALISTIC LAND & NAVAL BATTLE MOD AND MY REALISTIC ECONOMY MOD (They all address different layers of the game)

---- DEI COMPATIBILITY: Yes you can run both at the same time but keep this in mind: For every aspect of the game I modded following my roman agenda, DEI modded that very aspect too
i.e. My testudo have some melee defense buff and a penalty to attack but it is still there. (I believe nothing will stop a legionary from pushing with his scutum stab and reform). While DEI testudo is 0 melee. Last time i played DEI overwrote my stats so you had no benefit from my mod in that area.
Maybe the only benefit is that (last time i played) DEI gave no "boost" formations for romans, (like CA) so I at least you should get the benefits of my added shieldwall, pilum effect etc NO FORMATIONS OVERLAPING.

I tried to represent the real advantages used by Legionaires in combat. Most of them were related to group tactics not individual soldiers. But the gear was superior for the time so weapons advantages must be reflected somehow AND I DID WITHOUT ALTERING VANILLA UNITS STATS.

ANY ADVANTAGE YOU GET WITH THIS MOD DEPENDS ON THE FORMATIONS YOU USE. on a man-to-man combat you are equal (units stats are vanilla). YOU ARE ROMAN SO USE YOUR DISCIPLINE, TACTICAS AND FORMATIONS To your advantage.

i'm focused in making it more of a reenactment of Roman warfare and idreaus is helping in making it compatible.

Created by Abel with help from:
Idreaus (tech supporting on compatibility, and everything new we unlock for our mods we share with the other (he focus on sparta and I on rome), note: We are planning on creating a colaboration on a Rome-Sparta mod.
Moonhoplite (works on the animations)
Akuru (Donated his Centurion, great artist but also provides me with technical knowledge, like he showed me how to create my own icons)
Audax (giving me real useful feedback)


NOTE: I would recomend any mod that deals with that ridiculous "transport fleet on the fly" of Rome 2 that really eliminates 50% of the strategy. (is like having airborne troops).

Realistic Roman Economy
Here is the link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=231967649


Real Slave Economical system
+slave trade (boosts industry and agriculture) see 2nd screenshot, part of the bonuse % comes from slaves.

This mod represents the impact of slaves in Anctient Roman economy. You need to have slave trade building to unclock the manpower. As you get slaves they will boost your economy in industry as well as agreeculture. (per province).
now i haven't modified the slave unrest cause it is now worth it. In other words haven't reduced the negative but worked on the possitive.

Having a slave class (as i study in college) will indirectly boost culture and science. I remember when i studied history of philosophy. That economy freed a class from direct production and then moved into other non production rolls in society etc. i'm not gonna give you a seminar, just google it if you hesitate.

Romanisation (cultural conversion)
+All type of forums (except slave trade) produce a small amount of Romanisation
+As the all Roman saying "To the people: Bread and Circus" Entertainment forums all produce higher happines. (use them to counter slave unrest)

Romanisation was more due to lifestyle and institutions than to religion or temples. Ruling class of many occupied regions leaned toward roman ways of life and felt secure under the PAX ROMANA. In CA only temples produced cultural conversion, in this mod (i didn;t change temple stats) but i added that effect to roman forums.

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

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)
Realistic Roman Garrison & Barricading
Here is the link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=235235820



THIS IS A BETA RELEASE (For feedback)
In real life the defending army has the advantage. Thats why the attacking armies will try to greatly outnumber the defenders. In Vanilla Rome II is the other way arround. In ancient times Romans excel at building defenses, barricades etc. I'm intending to bring that to the game.

COMPATIBILITY: I DON'T KNOW WHAT MODS ARE COMPATIBLE WITH THIS ONE, CAUSE IT DEPENDS ON THE TABLES THEY EDIT, IF THEY EDIT THE SAME ASPECTS OF THE GAME THAT MY MOD EDITS THEN IS NOT COMPATIBLE. EACH OF MY MODS EDIT A DIFERENT ASPECT OF THE GAME SO THEY ARE ALL COMPATIBLE

GOVERNOR WITH BODYGUARD: This mod adds a "Governor" (in game terms a general unit with its bodyguards) to every roman settlement regardless of size.
RORARII INSTEAD OF PLEB: MOST pleb has been changed to rorarii, some buildings still give you pleb but the mayority is rorarii(that if used as part of my "legionary tactics" mod its better than vanilla not in stats but in formations.
BARRICADES IN EVERY ROMAN TOWN: Every garrison in every town is now able to build barricades and other traps as it was common to any roman soldier.This is only available after Cohort Organization technology is reached.
LEGIONARIES CAN BUILD BARRICADE DEFENSES When defending, even outside your territory, Roman Forces can now build barricades and other defenses. This is only available after Cohort Organization technology is reached.
AKURU GARRISON UNITS (COMING SOON!) Trade marines, historically accurate units Akuru recreated for Rome II based on research provided by Ordoprinceps (military historian and member of this community).

***My "legionar tactics" mod enhances this mod cause it gives stronger formations to rorarii
***My "Land & Sea Battle" mod enhances this mod cause every army defending a home town/etc will not surrender as easily cause it has a boost in morale.



Realistic Land & Naval Battles
Here is the link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=232618563




More strategy less arcade
In vanilla everything happened so fast that there was no room for maneuver. I used to rush my units into an enemy unit clicking over here and then over there to keep up with the arcade pace of the game. Everything happened so fast that there was no time to maneuver. Soldiers could go from point A to point B in that very second you are focused in saving a cavalry unit.
Scorpions I never used them because by the time they send a couple volleys they already had the entire enemy forces on them even before I could position my troops in front to protect them.
Cavalry main asset in ancient war was its very speed, they could flank units at the right time cause infantry was too slow for those surprise maneuvers (that is mainly why), well in vanilla that is almost useless cause I see those infantry units running like horses.
I got tired of seeing my formations turn into an “Age of Empires” kind of combat. The minute the enemy is at sight, no matter how you block flanks they will run like gazelles while you chase them to keep facing them till they decide to attack.

THIS MOD CAN BE PLAYED WITH MY ECONOMY MOD AND MY REALISTIC ROMAN TACTICS MOD (They all address different layers of the game)

This mod gives you:

LAND BATTLES
BETTER CAVALRY ROLE: Since we have no more motorized infantry you now see how you will rely on cavalry a lot more. (see it for your self) Cavalry will no longer be so vulnerable since they always have the chance to run away from danger.
BETTER SIEGE WEAPONS: Now they have to make their way to you at human pace and in the meantime you can pound them with ur artillery. When they are close enough you can move your infantry between the approaching enemy and your siege weapons.
BETTER BATTLE LINES AND USE OF TACTICS; You can now anticipate in which direction the enemy is heading and position your assets. Flanking with infantry is now more difficult since you will have more time to react but still doable if you are good at it, not just a fast-pace clicking contest between player and AI.
ARMIES IN A SETTLEMENT HAVE DEPLOYABLE DEFENSES This is a great idea by Romewasn'tbuiltinapatch in his mod defences mod IF YOU USE MY REALISTIC ROMAN GARRISON mod you don't need an army in a settlement to have defenses, they all have a goveror (general unit) and deployable defenses plus other extra units.
ARMIES DEFENDING THEIR HOMELAND WILL NOT SURRENDER SO EASY When an army is defending a city/town in its homeland it will fight harder now in terms of morale.
FORCE MARCH Speed reduced, was excesive.
NAVAL WARFARE:
This mod also includes a mod called Naval Battle Mod by Volcano467 that fixes sea battles. In vanilla it was all about who hits who first and 90% time it was the CPU faster than human brain. Now ship ramming chances have been reduced a bit so expect more boarding. Some maritime supreme factions use that tactic an is available to them but other factions that historically preferred boarding for a close combat have their chances too.
A New roman unit "a ship with Harpax” added by a mod called ROMAN HARPAX + Melee triremes, naval warfare realism created by Kronuxen. Yes since Rome was not good at sea they know that to win the Punic wars they needed to take “land combat” to the sea and that was one of their technological improvements that help turn the tide of the war.
Thanks
I have to thank Abel1717 for letting me advertise my guide, this was an easy to make guide that will be seen by lots of people ( we assume ) so i really do owe Abel1717 for being kind enough to let me advertise my guide.

Again the link to my guide is:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=485085682



I hope everyone goes onto it and likes, please rate up and share!
13 Comments
Gaius Julius Caesar  [author] 19 May, 2017 @ 9:29am 
Well this mod series was implemented into DeI. So for the best gameplay experiance I would suggest DeI and Ancient Empires. You can use specific other mods along with this overhaul as the team has made various bridge mods for them. Hope this helps. :riflesword:
eye81 16 May, 2017 @ 12:37am 
so did this get updated or....
Joker [IT] 14 Feb, 2016 @ 4:46pm 
Good news! He should work also with the "Imperial Legions of Rome" mod, because is the only mod that applies a Castra System of recruitment (and numbered legions)! Please, talk to Abel...
Gaius Julius Caesar  [author] 14 Feb, 2016 @ 5:50am 
Here is what I got for you: He handed the mods over to another modder (who I do not know the name of) and hopefully that modder will edit them. You want to know who the modder is ou'll have to speak to Abel about it. My idea is they are being used for big overhaul mods so some big modder will have control.
Joker [IT] 13 Feb, 2016 @ 1:57pm 
Thank you!
Gaius Julius Caesar  [author] 13 Feb, 2016 @ 2:12am 
I'll speak to Abel about him updating these mods as comments about updating these are starting to become common place.
Joker [IT] 12 Feb, 2016 @ 8:22pm 
What happened to the modder? Why he abandoned everything?
He had some great ideas, which could have led him to the level of Radious and Dresden.

ps: I would try his mods but... he did not change the limit of armies... :(
Pelinal 2 Feb, 2016 @ 12:33pm 
Really love this. Is there any chacne you could update them for us one more time?
Erik 24 Jan, 2016 @ 1:54am 
Can you update them please?
Game says they are outdated :(
Gaius Julius Caesar  [author] 13 Feb, 2015 @ 11:20am 
Hey thanks for the support of this guide and remember that the mod links are still available and you should use them!

I have more guides on Victoria II (How to be like Hitler, Stalin, Mussolini, Hirohito, Abraham Lincoln, Meiji, Winston Churchill and Bismarck) and a civilization V guide on how to take settlements so to find out about new releases just go to my profile and my groups after that, the Gaius Julius Caesar "Fan-Page" has community work from all over the Steam community! Other peoples groups and guides and mods!