Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

196 ratings
No squalor, a lot more farms.
   
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Tags: mod, Campaign
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2.051 MB
28 Mar, 2014 @ 10:22am
31 Mar, 2020 @ 6:55am
45 Change Notes ( view )

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No squalor, a lot more farms.

In 1 collection by Florian
Food is much better than squalor
2 items
Description
Squalor from buildings generally didn't make much sense to me, with the exception of slums, so I've changed this.

As someone asked:
How does squalor from buildings not make sense? More people=more waste=worse conditions. That is why cities are dirty

Here's why:

1) Cities get dirty if they develop slums, the buildings you're making aren't slums, they're supposed to be fancy & improve the living standard. Not downgrade it.

2) Half the buildings should increase public order simply because of what they are. E.g. militairy building = larger garrison which effectivly means a better police force. Better farms = more work & food so higher living standard etc. Basicly none of the buildings are "bad". It isn't like we have the choice to for example build an industrial complex that spews poison into the local river.

3) Game mechanicly speaking all it does is force you to build public order things, which in turn cost food, which in turn again cost squalor. Which just isn't very interesting as a mechanic. And also leads to the awkward situation where half your cities basicly just contain temples and farms in an effort to stop one of the two values from skyrocketing too much. If they just got food you'd have something more realistic, as none of the buildings you build are all that bad, easier to balance, as you dont end up with a vicious circle of squalor -> public order -> food -> squalor. And less of a pain to work around.

Buildings no longer directly give squalor, with the exception of slums. Instead buildings that previously would generate squalor now require food. Farms & other buildings that produce food are exempt from this. Agents & events and whatnot still generate squalor as normal.

Food production from everything has been increased by 2 points to compensate.

The food costs of the corresponding buildings is currently set to what their squalor used to be, as these don't appear too extreme in most cases.

Buildings that already cost food & created squalor, e.g. the city centers, now only cost food and have a slightly reduced cost.

Tier 1 & 2 militairy buildings now cost 1, & 2 food respectivly. This is mostly to stop the AI from building 2 low tier military buildings and then turtling in his own province for ages with 5 fully stacked low quality armies. Or sending a wave of 5 of them every handfull of turns to your cities if he's more aggresive.

Not competible with DEI and other similarly large overhauls that change the underlaying datastructure.


Mod order for correct loading

In order to avoid conflicts in the new launcher make sure that my mods are loaded first. If this is not done conflicts can arise that overwrite my changes.


For example when loading my mods and radious make sure it looks like this:


Popular Discussions View All (1)
1
24 Mar, 2018 @ 11:08am
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291 Comments
ΑΝΑΞ 28 Apr, 2024 @ 3:16am 
Never made sense to me either. According to CA it's better to have a city of bricks than a city of marble.
Amidamaru 11 Mar, 2024 @ 7:05pm 
great mod.
Florian  [author] 22 Nov, 2022 @ 12:06pm 
Neither of my mods are compatible with DEI because DEI did it's own overhaul of the relevant mechanics.
neilios9999 19 Nov, 2022 @ 6:11am 
I don't know if you're referring the squalor as in the public order squalor or the squalor in Empire Divided. The mod doesn't seem to work as I both loaded it very high on the list and checked. It doesn't seem to work for Grand Campaign too. The food numbers doesn't seem to change when I hover into the buildings detail. So is the squalor. You're other mod about building food in capital settlements seems to only enable building agriculture chain ( the other part doesn't work as well ). Can you look into the problem ?
austria-HRE 24 Mar, 2022 @ 11:13am 
I don't understand why yall have such a problem managing squalor in this game rn. Back before Emperor Edition the squalor was ridiculous, but it's been essentially fixed as of 2014.
Florian  [author] 24 Jan, 2022 @ 4:05am 
It is save-game compatible in the sense that it will load the old save (assuming no mod conflicts)

However, you are likely to suddenly have a massive food-shortage. So established empires might suddenly collapse due to that. As such I would suggest starting a new save when using a mod like this (unless you're only a few turns in.)

It should be compatible with the unit size mod, so feel free to use that.
Darth Tiberius 21 Jan, 2022 @ 11:32pm 
Great mod man, very much needed to correct the food-squalor-happiness vicious cycle. Is it save game compatiple, and should I put it on top of unit size mod (Gargantuan's x2)?
Florian  [author] 16 Oct, 2020 @ 3:50am 
Nope, DEI makes a whole bunch of new buildings and such which are not covered by this mod.

Essentially any mod that introduces its own buildings will not be compatible for those buildings at the very least.
Lord Plunkett 16 Oct, 2020 @ 12:20am 
can i us this with D E i .
Florian  [author] 27 Sep, 2020 @ 12:10am 
The issue you have is probably due to the order in which you load mods. I've added a short instruction at the bottom of the mod description to explain how you should load things.


Also if you ever want to test which mods are causing problems in the future always use a new campaign. Starting a saved campaign without the required mods will lead to crashes, especially if the mod has something like new buildings or units. If you, or an AI, have this new unit recruited the game won't know what it is without the mod and will CTD.