Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Expanded Agents 1.0 DEI Submod (works with vanilla)
   
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Tags: mod, Campaign
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8 Mar @ 2:03pm
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Expanded Agents 1.0 DEI Submod (works with vanilla)

Description
This mod, similar to my generals one is a labor of love. Its expanded pretty far beyond even my early ideas. Not everything has been extensively tested but I figured if I didn't make it public now I never would. I hope you enjoy, its designed around being able to Role Play better. Please let me know any issues or ideas, but mostly issues. ;) Cheers

***Once each agent reaches level 18 in a particular attribute a negative trait will kick in. They aren't game breaking but can make things difficult and definitely interesting. I've decided not to share those to add some intrigue.***
**Most values will increase exponentially (will increase by 5s and 10s instead of 2s and 3s for example) as they get into the late teens**
*Some of these may be with the agent deployed, I tried to write everything down but may have missed one or two*

Governor(DEI)/Dignitary

Authority

(Deployed) Starting at rank 4 through 20 every unit recruited in that province will have a boost to their armor value from 5-40%. *This represents a good local Governor being able to procure the best equipment for units recruited in his province*
(Deployed) While in enemy territory rival armies sharing a region with the agent will suffer morale penalties. This starts at rank 5 through 20 from -1 to -20. *This simulates a rival politician being able to sow division within a camp, ala Octavian's agents in the civil war with Antony*
Starting at rank 15 through 20 the province the agent is in will allow an increase in recruitment slots. This will go from 1 to 4 extra.

Zeal

Parent General will receive an XP boost starting from attribute 6 through 20 with a value of 5 through 40% more XP. *This mimics a highly regarded staff member going over each battle with his chief allowing him to learn as much as possible*
The province the agent is in will get a boost in tax income from good administration starting at 5 though 20 with a boost of 5-100%

Champion

Authority - Mercenary Captain ala Xanthippus (Spartan merc captain that saved Carthage early in the 1st Punic War)

Mercenary recruit cost from 1-20 starts at +25 and goes to -50%
Mercenary morale goes up and down starting at level 1 to 20 and changes from -15 to +25%
Reinforcement range starting at level 7 to 20 will go up from 5 to 75% *this represents the Merc Captain having a network of agents and spy's at all times tracking enemy movements*

Zeal - More of a traditional role as a trainer

Melee damage from his parent army starting at level 3 to 20 with bonuses from 1-40%. The implications of this tier are obvious.
Cavalry charge bonus simulating the training the cavalry gets will start at 7 to 20 and go up from 3 to 40%.
This one I find interesting and may do more with but to simulate the Hero joining his generals bodyguard at higher levels the Melee defense of said unit starting at 7 to 20 will go up from 5 to 50%.

Spy

Subterfuge

Raid income of an army raiding in the spy's current location starting at rank 4 to 20 will go up from 5 to 100% (I always felt raid income was too low anyway, so at higher levels the spy will make up for that)
(I think this is Deployed, the values is split in the mod tool so lmk if I do not find out first) Enemy Movement range will go down based on the Spy's location starting at 5 to 20 and will change from -2 to -40. *This represents the spy using his network to cut trees over roads and burn bush in the enemies path forcing them to detour. This one I think might be the most fun. Imagine needing time to reinforce or build up an army, so you send your skilled spy into enemy territory to do his work.*
Siege Holdout time for the enemy on the defensive starting at rank 11 to 20 will go down from -1 to -10. *Now, minus 10 is high but that is only for the most skilled agents. Use discretion, don't do this on minor settlements. You can role play both ways, or do it and have the time of your life getting right in. ;)*

Authority

Only one so far but its a good one and goes with a skill already in game, at least in DEI.
Starting at attribute 7 to 20 bow ammo will be reduced for the enemy from -2 to -25.

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This should combine with my Expanded Generals mod to great a fun role playing experience. I personally play with DEI and other mods to add challenge to the game. So this mod will not make the game easier, though if used a certain way it will give the player a big advantage. Its up to each player to use it how they want in a way to enjoy the game the most. Thanks to the DEI team for keeping this flawed game fresh and fun to play 15 or so years later.
8 Comments
SuperChelseaTV 9 Jun @ 6:29am 
does this mod have the features of your Dynamic Agents mod? or are these two different? I am using the Expanded Generals mod too it's great!
No.3 🍊 27 Apr @ 3:37pm 
i wish there was an unlimited agents mod lmao( i have a mod that allows 60 edicts and 200 armies) on top of the 4 turns per year mod they synergize very well
No.3 🍊 27 Apr @ 2:31pm 
This is great man, most of the Agent mods I see usually remove them altogether lmao
kept wishing they their effects were better for their skills.

I just gotta say even before trying out the mod I appreciate your work
Augustus II  [author] 9 Mar @ 5:50pm 
@Machida Thanks for letting me know. I did expect to have some problems as the triggers in the modding tool are very specific and its easy to get the wrong one. I will work on it.

Yes I can do that, I have that written down as one of the options but it didnt make the cut, I went with taxes instead. I often update my mods and just up and make changes, that is why I made a new mod doing basically the same thing. As you play let me know if the higher level stuff works and what you think of the hidden negative traits.
Augustus II  [author] 9 Mar @ 5:48pm 
@jjpunk thanks that was the goal. You don't think the Hero offers an interesting choice? I love how the Spartan mercenary general came to Carthage and helped them to train and beat Rome in the early first Punic war. I kind of wanted to do something like that with the Merc Captain. I do see what you mean having one choice for deployed and the other embedded but the options don't all fit.
de Freitas [29th ID] 9 Mar @ 3:14pm 
After a quick test it seems that the armor increase isn't working for the Dignitary, but maybe I'm doing something wrong, or it could be a mod conflict on my part. I did have the agent deployed

As a request, can you think of a way of having dignitaries or other agents increase their rate of cultural influence? Zeal would make sense as they increase their fervor for their nation, but they already do a lot on that attribute. What do you think?
de Freitas [29th ID] 9 Mar @ 1:53pm 
Thank you for the mod. Now it looks like RPing a military recruitment province with a great dignitary is gonna be a worthwhile investment :chivsalute:
jjpunk 9 Mar @ 8:29am 
I really like the Zeal attribute in the sense that it gives a real choice between

- keeping them in your territory for taxes
or
- keeping them with your army to increase general XP.

I think such choices are fantastic.