Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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ANAGENESIS MOD (WIP)
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Tags: mod, Overhaul
File Size
Posted
Updated
62.950 MB
22 Feb, 2021 @ 12:50pm
1 Mar, 2021 @ 8:12am
2 Change Notes ( view )

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ANAGENESIS MOD (WIP)

Description
The Grand Campaign is getting reborn

Built on top of v210216 of Ultimates Fixes for Rome 2 I present an effort to further correct and enrich Rome 2 according to the tastes of a "vanilla" lover.

Key elements of the present version include
1) 4 turns per year
2) Reworked territory of Carthage
3) More historical starting army composition and size of hellenistic factions including the massive army of Pyrrhus or ptolemaic naval superiority that were not correctly represented in the base game. No more declining Athens forming an empire in turn 2.
4) Temples that for some petty reason were left out in Emperor Edition (adding these is not a simple task btw) including Baal Zephon, Fraujaz, Dionysus, Thana, Hermes and others
5) Many improvements, corrections and more

Read more: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2404805529/3109143313950517552/

This version only includes around 10-20% of what will be in the final version, but I thought it would be a good idea to test how it works and read any feedback.


Warning: not compatible with other mods, but works well with reskins and texture enhancements

Athanasios' Rome 2 Ultimate Fixes:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1962928608

Athanasios' Attila Ultimate Fixes:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1999136521
246 Comments
Socrates470 10 Apr, 2021 @ 10:41pm 
Quick review after several (20-30) turns of a Carthage campaign:

The changes to Carthage are a huge improvement over vanilla! The territory swap between Carthage and Carthago Nova has the effect of making the starting army in Iberia feel like a genuine expedition with limited support that has to both push further into the area while still defending Nova’s settlements. It also gives the player a higher stake in defending Carthage’s African settlements, which are all vulnerable to attack from factions to the south. I had to rely on mercenaries and client levies much more than usual, which felt fitting historically and fit Carthage’s bonuses to mercenary troops.

The restored temple Carthage has - Baal Zephon- is useful, too, with all of those ports, but it didn’t seem unbalanced at all.
Socrates470 9 Apr, 2021 @ 11:22am 
Excellent! What sorts of changes will be in the new version?
Athanasios95gr  [author] 9 Apr, 2021 @ 10:22am 
Glad to see another member of the ultimate total war gang!

I may update this version during the weekend to include the new changes
Socrates470 9 Apr, 2021 @ 8:47am 
Great, thanks for the quick reply! I’m excited to try out the overhaul, as I’ve really enjoyed everything in the ultimate fixes for Attila and Rome 2 so far, and this looks like exactly what Rome 2’s campaign needs.
Athanasios95gr  [author] 9 Apr, 2021 @ 8:35am 
Yes these are compatible in the pre-alpha version, I haven't tweak any scripts or AI yet.

@Maou thanks for the analysis! I have already been working on some of these ideas as a concept
Socrates470 9 Apr, 2021 @ 7:28am 
Quick compatibility question - will this conflict with any of the following:
A More Aggressive AI: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=357175740

More AI Armies 2: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1512624896

AAA Generals: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1415360013

UI Overhaul Compilation - Essential Improvements: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2101436057

Skidvar’s Starting Ranks: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1482567142

As far as I could tell, none of these change anything directly changed by your mod, but I don’t know enough about what’s in each file to know if they’d conflict anyway. Thanks for any guidance you can provide! I’m excited to try out the mod.
Itsuki 7 Apr, 2021 @ 1:34pm 
Well, replacing levies with "imitation legionnaire" type units via retraining where historically appropriate would be interesting, though I fear that may make late game factions feel rather samey in play style unless their look, balance and what abilities they have compared to Roman units is altered somehow. Since R2 isn't exactly a very historical game, some creative liberty could be useful in fleshing out the more bland factions, like Molossian dogs for Epirus, and some historically appropriate solutions along or in place of the imitation legionnaires, such as Skiritai units for Sparta upgraded from Perioikoi and Neodamodes to replace their lower tier units; Sogdian, Yuezhi or Indo-Greek units for Baktria upgraded from their more generic cavalry, Hillmen and Eastern Spearmen; Pikemen for Armenia as a new unit tied to research; and enabling Auxiliaries for non-Rome factions through a similar building chain or increasing the variety and amount of available mercenaries.
The † Faith † 7 Apr, 2021 @ 1:20am 
does this have battle improvements
Athanasios95gr  [author] 7 Apr, 2021 @ 12:45am 
There will be but for a limited number of units. Could you share a few examples of upgrade progression that you have in mind?
Itsuki 6 Apr, 2021 @ 7:15pm 
This mod looks interesting, somewhat like an overhaul that is as faithful to vanilla as it can be?
I have a question, though. Do you intend on perhaps working on new units or reworking how some of the higher tier units are unlocked for non-Rome factions? I ask because many factions in vanilla feel rather bare compared to Rome; for example, many of them aren't able to make use of one of the game's most interesting mechanics in terms of progression, that being the unlocking of new units through technology>retraining. Being able to turn certain units in a faction into reformed, more professional soldiers is something that is already tackled in many other mods, but I am wondering if you intend on doing something similar?