Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

32 ratings
Historical Grand Campaign
   
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Tags: mod, Campaign
File Size
Posted
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19.356 MB
1 Jun, 2022 @ 11:11am
4 Sep, 2023 @ 10:54am
130 Change Notes ( view )
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Historical Grand Campaign

In 1 collection by stauffi
Historical Grand Campaign
3 items
Description
This mod is supposed to bring you a less arcadey experience of the vanilla gameplay - without new mechanics or increased unit sizes or changing economy or unit balance. Think of this as a "DeI Vanilla" or something like that. I started this mod a while ago for myself because I liked the patched vanilla game a lot, but didn't like some "rushed" aspects of the campaign, like short build times, quick growth and research etc. compared to the previous TW games. But some mods take it to extremes that sometimes aren't fun to play anymore. So I made something that suited my tastes, incorporated the work of other modders and decided to publish it.

The mod should be compatible with all visual mods, unit packs, battle system mods, and basically all mods that don't add completely new factions or touch the startpos (campaign map). I recommend that you pair this mod with visual mods only because it already changes and adds a lot of other smaller mods. You can combine it with some mods that ADD extra things to the game, like "more diplomatic outcomes" and such, but they shouldn't touch the campaign map or factions at all. And make sure to load this mod above them.

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Main objectives:
1. Balance the Grand Campaign for 4TPY, without making it slow and boring and without touching the battle system or "vanilla" core gameplay
2. Make factions grow into their historically accurate locations and sizes (featuring a heavily modified Rhetor's Realistic Expansion script)
3. Add a select few "emerging factions" that keep the game fresh and interesting, showing a progression through the ages - including THE SASSANIDS as major late game challenge for Rome (if they spawn out of Persepolis - it's not scripted)

#1: Some aspects of the game were rebalanced to make it feel more organic, but the economy, units and combat are completely untouched. Only stuff like region growth, build time, gravitas etc. were adjusted, and never to the extent of becoming a grind where you end turn all the time without doing anything.

#2: This has scripting that guarantees historical expansion of all factions. The effect is that the factions can only conquer the territories that they historically held at their greatest extent. Basically you will never see Sparta conquering Germania. The above image shows you what a game can look like after 200 turns. You can see that the distribution is correct by faction but there are still many shifts of ownership compared to the start. Who wins and loses is still up to the game dynamics - it is NOT scripted. The major factions are allowed to grow as you grow, so that your rivals are as large or larger than you. Also note how Carthage, Seleucia and Egypt survived long into the game, and Parthia has considerable power in the east.

#3: Extra factions are taken from other Rome II campaigns and not touched at all, they are pure vanilla just placed in the GC as emergent faction. Includes Sassanids, Thrace, Dacia, Judea, Palmyra and a couple others. Now with the Sassanids as an emergent faction, you can really be Rome and fight your enemies through the centuries!

Also, it contains some smaller mods that fix problems or unlock features, that were created by other modders:
- Enabled banditry and plagues for GC
- Dresden's Sack and Liberation Mod
- Sea Sickness Mod
- Benjin's faction party colors
- Immersive character names by Bill

Thanks to all Rome II modders.
69 Comments
Hengurifisu 21 Apr @ 8:41am 
And could you please double the time for technology research, constructions and reduce troop movement across the map? It's not balanced for 4tpy, other than that the mod is very good for those looking for a more historically accurate GC (no more Sparta conquering the entire Balkans or Arveni dominating Iberia for ex)
Hengurifisu 21 Apr @ 8:32am 
Change the name of Napolis and Italia for Beneventum and Magna Grecia please.
straw_branch 20 Apr @ 5:40am 
can you make a 1tpy version?
ibaiguedes1999 20 Mar @ 2:40pm 
@stauffi Pls give me a solutions for desbalanced in technologies and build...is not accord for the 4tpy style mod....i need help because this mod is the best historical mod i play ever...i like play but play well jjjj...thank you and for your job
ibaiguedes1999 18 Mar @ 12:05pm 
Las tecnologias estan realmente adaptadas a 4 TPY?? he investigado todas las tecnologias civiles antes del 200 b.c
ibaiguedes1999 13 Mar @ 7:02am 
This version its more bored...three hours to play in 200 b.c... pls do a version to 2 tpy...thanks
diego213911 27 Jan @ 3:02pm 
How do I know when the mod is working when starting a new game?
VadersF1st 7 Oct, 2024 @ 2:53am 
why force the TPY ? at least can u upload or simply link to other options of TPY? i can build the roman empire within 100 and never get to AD
atroxservice 11 Sep, 2024 @ 7:20am 
Hello! Any chance of opening up more factions to play? For example, the Etruscans!
FELDRIC 19 Mar, 2024 @ 4:45pm 
version 12 TPY please