Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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DEI submod realistic routing/morale mechanics
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Tags: mod, Battle
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130.535 KB
21 Jan, 2022 @ 7:35pm
6 Jan @ 5:43pm
10 Change Notes ( view )

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DEI submod realistic routing/morale mechanics

Description
The aim of this mod is to rebalance morale for far more decisive historically authentic battles closer to the chain routing mechanic of Rome 1 and Medieval 2.

The overall aim of this mod is to make the focus of battles on breaking the enemies morale to rout their army rather than having to almost kill every unit which is closer to how historical battles played out. This also should make battles feel intense in those moments when either army might break and each decision is crucial.


This mod includes debuffs to morale (and some situational buffs), especially when units are attacked in the rear panic can quickly spread leading to decisive battles. Units fighting with secure flanks should hold the line for a while allowing for quick tactical decision making.

Mod includes:

Greater morale debuffs for:
- Units charged in flanks (only top tier units should be able to survive flanks)
- Recent loss of general
- Suffering heavy casualties over a short period
- Fighting until fatigue sets in, especially exhaustion
- Loss of proper formation
- Fighting on in losing situations


- Units when in winning positions should hold their nerve
- Non melee archers should rout immediately when charged down by cavalry
- Cavalry are decisive battle winners and winning cav vs cav engagements can prove crucial
- Timing the charge and using reserves to plug holes, stop flanks, or outflank the enemy is also crucial
- Once the decisive move is made and one side gains the upper hand an entire line and then army should run pretty quickly.
- Battles should be more decisive for the winner with less costly/pyrrhic victories (though these can still occur).

- Although smaller armies can beat larger armies it is also challenging to keep your flanks secure and manage army morale when outnumbered. Poor positioning or inattention can get punished hard.

Please give feedback and I will continue to tweak.

Must be applied before DEI to work.


Update v1.01
- increased morale penalty for friendly units routing
- Slight decrease to morale penalty for flank/rear attacks
- Some other minor tweaks

Update v1.02
- Have increased the broken morale lower range so it should be harder to shatter broken units now.


Update v1.03
- Greater morale buffs to units winning combat
- Decreased impact of routing friendlies
- Units now much harder to shatter
- Slight baseline morale buff




88 Comments
MatT 6 Feb @ 12:09am 
Thank you for this mod ! I have a lot of fun with it, redoing dei campaigns ! May I ask if it's possible to change the threshold for Shattered state? I would love to keep routing units routing for longer, to give them more chances to turn back.
jabbothehut 29 Jan @ 4:40am 
does this mod work with vanilla rome 2 as well?
The Scrapper  [author] 7 Jan @ 9:31pm 
@JesusChristIsLord probably but would require testing to check balance. I've only messed with morale so everything else would be similar to that mod.

I guess sudden casualties might be less common but still probably enough there to make battles play out okay.
The Scrapper  [author] 7 Jan @ 9:27pm 
Hey a quick note I've put in some updates and tested it quite a bit over past few days. Pretty happy with where things are at but let me know for feedback or anything acting weird.

I've kept the slightly reduced impact of rear attacks meaning units can hold for a short while when assaulting walls (they always think they are being flanked here). Sieges seem to play out okay now.

Increased impact of friendlies routing to increase chance of chain routs as originally intended
Increased impact of casualties suffered over a short period of time on morale - this should mean that a rear charge will still in most cases causes a unit to rout.

A lot of other minor tweaking with morale to get the balance right.

Battles seem to be playing out great now

During testing with AI battles I have seen one side been mostly routed, then rally and rout the other side to win the battle show casing how quickly it can swing.
Ragnarok 7 Jan @ 6:45am 
Looks like it.
steesh86 2 Jan @ 3:25pm 
is this updated for the new version of DEI?
Hannibal 2 Nov, 2024 @ 12:43pm 
Amazing mod, finally Rome 2's battles are truly enjoyable
JesusChristIsLord 13 Aug, 2024 @ 1:42pm 
Hi, would this work well with DEI slower battle submod?
szecutor 26 Jan, 2024 @ 2:08pm 
For sieges: Would it be possible to increase morale when "inside city" or "defending walls"? something like that. but also has to be added to attacking units. otherwise they break while defenders dont...
in 2 weeks i have more time again and will look into it as well
Ragnarok 19 Jan, 2024 @ 10:56am 
The only suggestion I currently have might be looking at how to win a battle without outright flanking since Roman manipular/cohort tactics were very straightforward 'punch through the enemy line' kinda stuff, which is hard to pull off...but personally I find that fairly workable already with the multiple lines of units, it's just a bit more of a meatgrinder than it was 'historically'.

Anything else is really dependent on the AI growing a brain and learning how to use stuff like phalanxes properly and that doesn't seem all that likely to me.