Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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More Interesting Germanic GamePlay Mod - Beta Test
   
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Tags: mod, Campaign
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69.160 MB
3 Feb, 2015 @ 3:21pm
15 Feb, 2015 @ 9:09pm
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More Interesting Germanic GamePlay Mod - Beta Test

Description
Test Version of the More Interesting Germanic GamePlay mod:

This mod aims to make playing the Germans more distinct and interesting, with new units and modified mechanics, and a sense of progression.

The Germanic tribes fierce independence made them resistant to subjugation - but it also meant that no king of the era was able to forge a central authority and survive the attempt. Later germanic kings, redefining the very meaning of germanic kingship, would demonstrate just what the tribes could do with a sufficiently strong unifying authority.
Rome2 assumes no real advancement on the part of the germanic peoples, effectively keeping them where they were technologically and militarily at the beginning of the grand campaign era.
This mod considers possible advancements - from great chiefs, from evolving to have vassals, the emergence of the warrior cults, the possibility of acquiring iron supplies, and contact with other peoples.
This is represented in game terms by adding many new units ( courtesy of BigBadWolf's German pack, and a few additional units ), and changing how the units are recruited - the 'artisan' chain is replaced with the minor chief holdings chain - allowing raising of the hunter and militia units. Vassal chiefs raise the equivalent of auxilaries.
the high chief chain - central authority represented by the high chief hall holdings, upgrading through king; only buildable in province capitals, allows the mustering of the best veteran marauders and warbands - even minor chiefs that would otherwise be generals/bodyguards - the highest tier units - and, when unlocked by research, the militarily technology-advanced units that historically emerge in the first and second centuries. Iron and horse resources unlock new units as well.
And, religious authority - Wodanaz supplanted the old "top dog" gods to become the god of the nobles - The Wodanaz religious chain is also only buildable in province capital slots , and this unlocks the warrior cult units - the Harii ghost warriors?Einherjar of the wild hunt, the Ulfhednar ( wolf cult, perhaps later absorbed into the berserkers ), and , of course, the berserkers.
Happy Hunting.
10 Comments
Ki Adi Hoontang 10 Sep, 2015 @ 8:59am 
Hey man, just wondering if ur still working on the mod?
Badger BrownCoat  [author] 13 Feb, 2015 @ 2:39pm 
thanks, Javilos !
while the germans used the term 'king' in some areas, it doesn't mean the same thing to them. in the migration era, we get germanic kingdoms - but they aren't in germany ( the migrators) - how much central authority those kings had is a seperate discussion, i'm curious how attila will handle that. Later, the Franks under clovis lead to, in time, both France, and the holy roman empire.
HOWEVER - it's not impossible that Arminius ( of Teutonburg forest )or nay of several other kings that were defeated by their own would-be subjects COULD have successfully forged kingdoms -
after all, that's exactly what Caeser was trying to stop, wasn't it?
Anyway, i've taken a bit of a break - this is good encouragement to get back to it!
Javilos_Septim 13 Feb, 2015 @ 1:25pm 
Thats so true that till some 1 or 2 hundred years ago germania had never been a united nation (untill bismark and all that crap)

Great mod.
The Dictator 11 Feb, 2015 @ 11:33am 
very interesting,looking foward to it's completetion
Badger BrownCoat  [author] 7 Feb, 2015 @ 12:16pm 
most of the units are from BBW's https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=370770455
as to the rest, and the tech treee, I 'll get crackin, sir!
Sebidee 7 Feb, 2015 @ 11:33am 
Any screenshots? :)
Badger BrownCoat  [author] 7 Feb, 2015 @ 11:06am 
@ Sebidee - well, having to use a workaround ha sthe benefit of resurrecting the importance of the chieftain hold techs that EE killed - s my job's half done in that one - we'll see if the cAI will actually build them tho'
Sebidee 5 Feb, 2015 @ 1:43pm 
I really like when mods make use of technology. Good job badger :)
Badger BrownCoat  [author] 4 Feb, 2015 @ 9:52am 
sike, it's up for now for a couple of folks giving input to see the first changes - the heart of the mod is in buildings and tech trees that advance the germans past the tier1/2 units they have now - i'll save that for the description -
anyway, just getting this in a placeholder for teh first tests, sorry not much is up yet.
Sikeliorex 4 Feb, 2015 @ 8:36am 
Ok