Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Ultimate Twelve Turns Per Year (U12Tpy)
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13 May, 2021 @ 12:02pm
25 Aug, 2022 @ 7:05pm
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Ultimate Twelve Turns Per Year (U12Tpy)

In 2 collections by damianvincent
Roma Modius Maxmius
22 items
Ultimate Divide et Impera Collection
7 items
Description
Greetings,

This is a 12 turns per year mod, but not the standard one that just increases the turns to 12. With this mod, everything else in the game is moved, slowed, or sped up, to make all the features and systems of the game expand out to a 12 tpy system. This mod aims to be the all-in-one, ultimate 12 turns per year mod, for Divide et Impera. No more downloading half a dozen mods to stretch the Grand Campaign out to a full 12tpy game.

This mod does the following things:

- Full 12tpy mod
- Building times extended to better fit 12 tpy
- Agents and Generals require more XP to level
- Historical Characters spawning extended
- Reduced Movement of Agents and Armies to match 12tpy
- Extended Recruitment times
- Technologies take longer to research

One thing I love about Divide et Impera is the wonderful love and attention Dresden has given the seasons, it's an extremely well-done concept that adds a TON of realism, IMO. However, with 4 turns per year, let's be honest, the seasons are pretty much an afterthought, only there for the graphics effect. They simply don't add much or make you pause much at 4tpy, as they just fly by way too fast, beyond the gfx changes on the map, you probably barely notice it beyond that. Thus IMO, I believe 12 turns per year is the sweet spot when playing such a grand mod as Divide et Impera. Don't rob yourself of one of the aspects that will add a lot of realism to your campaigns. Campaign as Caeser, Scipio, Hannibal, well Hannibal did whatever he wanted when he wanted. But you get the point!

First and foremost plan your offensives around the campaigning season (Spring-Fall), as was appropriate. Fight through the Spring through Fall and then Fall back for refitting and retraining during the winter months in your forts or whatever forward outposts you design. Don't neglect to prepare for the winter, especially if you live in a region with a harsh climate. If you're planning a push during spring or fall, ensure the region isn't suffering from severe weather. Stock up on food and supplies for the winter. You can get a little lazy in warmer climates, but if you're going to live and campaign in heavy snow, or high heat, better make the appropriate precautions beforehand, or you're going to lose a lot more men to the elements than you need to.

Your Armies and agents move slower now to account for only 1 month's movement, as opposed to 3 months. Plan accordingly. Building costs and times have been extended, taking longer to construct now, better filling out the longer campaign. Agents and Units take longer to recruit and will require more experience to level up now. Everything has been extended and slowed to better fit with the longer campaign.

I hope this helps people experience the game in its most complete form. That's just my opinion but after experiencing 12tpy I haven't been able to go back to 2, or even 4 turns per year, it's just robbing so much of the experience from you, not the least of which is the fantastic work done to the seasons with this mod.

Any and all adult and reasonable comments and suggestions are welcome. Don't be rude and I'll try my best to accommodate any requests so long as I don't feel they violate the principle of the ultimate 12 tpy mod anyone would need. Feel free to comment here, but the dev will see your comments and suggestions faster over on the discord, which you can access here: https://discord.gg/UJEPC9tW5Z

Hail Dresden, KAM, Jack, and the entire Divide et Impera team!

Part of the Ultimate DEI Collection: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2523773724
and Roma Modius Maxmius: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2388375679

See Ultimate Upkeep and Recruitment: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2497659872

Spies as Scouts! See also Increased Expensive Agents for more realistic experience with agents, expensive offensive actions that reduce agent spam while preserving agents in the game and a whole lot more: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2443215041

Join our steam group for the latest mods, updates, and news on total war and divide et impera: https://steamhost.cn/steamcommunity_com/groups/kingdomofminerva

Cives vale...
Roma est Urbem Aeternam!

Ave Caesar!

_______________
1.2 UPDATE: Now includes Minion-J's Calendar correction mod with Ultimate 12 Turns per year. Remove yet another mod from your load order as you enjoy the depth 12 turns per year offers. Enjoy! Please report all feedback here on steam or for faster responses over on the discord. Thank you!

1.3: Updated values to work with the new Grand Campaign Beta from the dei Team. You will need to also run the U12TPY Patch here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2687281223 to use U12TPY with the new Grand Campaign Beta from DEI. Also more units are covered under the expanded recruitment. New values for recruitment are as follows: ultra Light Inf 1 turn, light infantry 2, med inf 3, heavy inf 4, ultra heavy 6 turns.

1.4 UPDATE: Updated mod for DEI v1.3. Rolled back some of the movement reductions introduced in the last patch as we got some feedback from the community. You'll still want/need to level your generals down that path for truly epic movement point, but it won't be so sharply felt at those early stages.

We've also adjusted slightly the build times and cost of buildings as well as changed their costs based on a tiering system that centers these variables around the building chain level. So a level 5 will cost way more than a level 2 building will. If only we could sort techs this way! New unit recruitment rates are: very light: 1 light:2 medium:3 heavy:4 very heavy:6 ultra heavy:8 Also, unit promotions are reworked offering more benefits, i.e. skill points the higher you get. level one doesn't even offer a point, but you'll be getting up to 4 per level by the end. This is to offset the additional movement points brought in this patch over last patch, while giving more incentive, and really making those higher level characters stand out.

Main effort of this update was to bring the mod up to date and in line with the awesome work of the Divide Et Impera mod team, there is some really epic stuff in here, and I can't wait to sink my teeth into all of it! I'm pretty well versed in history, especially from antiquity, but I'm still learning things from this mod, especially the historical characters section. Just amazing work!!!

1.5 UPDATE: Updated for DEI 1.3.1

Building costs have been reduced slightly, unit recruitment costs increased slightly, increased the experience threshold for agents and units, increased base Army, Champion, Dignitary, Navy, and Spy caps per imperium level, campaign map movement points further reduced for agents and units, unit recruitment times extended, technology costs have been reduced slightly.

Some of the feedback said certain things like build costs, tech times and cost, where too high, so they've been reduced slightly, let me know how everyone appreciates these reductions, I've increased unit experience requirements slightly to level, as well as increasing the agent and army caps per imperium levels.

As always would love to hear your feedback, enjoy!

1.5.1 - Patch to increase movement points for units on campaign map.
Popular Discussions View All (8)
28
17 Sep, 2022 @ 3:02am
Bugs Report em here please.
damianvincent
10
21 Apr, 2023 @ 6:32am
New Mod Idea: Reduced Garrison
damianvincent
6
15 Mar, 2022 @ 2:45pm
Tech Support
damianvincent
314 Comments
雲雲 18 May, 2021 @ 2:52am 
not compatible with 1.27
damianvincent  [author] 17 May, 2021 @ 11:31pm 
There are quite a few changes in this mod, I highly recommend running it at the top in your mod manager.
General Rubenski 17 May, 2021 @ 8:01pm 
I switched some load orders around and now im getting the correct recruitment turns for units and ships yay!
Ragnar 17 May, 2021 @ 6:47pm 
@Damian, you don't want my opinion bro, lol if it was up to me I would get it down to the exact day exact hour, but its up to you, in my opinion most people like realism, and if its going to take 800 turns to get there then so be it, my only concern in that case would be, where would the AI be that long in the game, and would it be anything near historicly accurate
TrippinDaJive 17 May, 2021 @ 5:24pm 
Cool, I hope it works out! I definitely want to give this a try once I'm done with my other campaign. 12tpy is the way to go
damianvincent  [author] 17 May, 2021 @ 1:55pm 
@TrippinDaJive, Hey bud, great work with your mod first and foremost. As per recruitment from the AI, we haven't ran into any issues with the AI recruitment in our testing, I'll be sure to be extra aware of it going forward, thanks for the heads up!
TrippinDaJive 17 May, 2021 @ 1:34pm 
Hey damian, nice mod! Question though: is the AI behaving normally with the recruitment turns? I made a similar mod in the past that affects recruitment but I would get mixed reports that the AI sometimes works, or just stays stuck in recruitment mode indefinitely
damianvincent  [author] 17 May, 2021 @ 12:52pm 
@General Rubenski, Thank you for the comment, that's wonderful feedback, and exactly what I was looking for!

As per the unit recruitment times, they vary based on the type of unit, light units can still be recruited in a single turn, but med units come out to 2, heavier units come out to 3, and some ships can run over 12. If you're not seeing that behavior then something is conflicting.
General Rubenski 17 May, 2021 @ 12:26pm 
Just have to make sure all the other aspects of this mod and not just the 12tpy fit with the change in reforms too so there isnt any strange advantages. So far for me the only thing i've noticed was that units still recruit at the same 1 turn. I'm not sure if it a mod conflict or not but im guessing it is although none of my mods should conflict, at least I hope.
General Rubenski 17 May, 2021 @ 12:22pm 
As far as reforms go, the imperium level should stay the same but the number of turns should be like this..

Polybian – Imperium level 3, minimum turns 40 = 10 in game years to 90 turns or 7.5 in game years
Marian – Imperium level 5, minimum turns 100 = 25 in game years to 200 turns or 16.6 in game years
Imperial – Imperium level 7, minimum turns 210 = 52.5 in game years to 330 turns or 27.5 in game years

I personally find myself going to far in the campaign before certain reforms hit so I feel like slightly shortening the in game years required for 12tpy reforms to hit would be ok. Alternatively, since Rome is a power house, you could increase its reform requirements compared to other factions so they have somewhat of a challenge. Just dont make Polybian reforms hit too late because playing with Rome when their units are mostly early spears is weird lol.