Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Rome and her Allies !
   
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Tags: mod, Campaign
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2.919 MB
14 Feb, 2016 @ 11:59pm
16 Mar, 2016 @ 6:57pm
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Rome and her Allies !

In 2 collections by Prime
Vanilla Playing - Tier 0/1
51 items
Prime'z Mods
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Description
The real story of Rome and her Socii. Creates in game the proper timeline of events involving Rome's Socii and auxiliaries.


This mod is also included into Realistic Unit Availabilities.

ROME AND HER ALLIES

Letting you play the right fights with the proper historical units at the proper time: that's what this mod does. Without introducing new units, it makes the various Roman classes available only when the expected historical milestones have been met, like "Manipular Organization", "Marian Reforms", the Socii Rebellion etc.. This mod also cleans and prevents some historical inaccuracies that are often inevitable in sandbox games.

VELITES
  • Velites aren't now recruitable at start. They appeared officially in 211 BC, during the Capuan siege for replacing various types of light troops like Rorarii and Leves who had poorly performed in both formations used in the last 100 years (Camillan and Manipular). The completion of the "Manipular Organizations" research will now unlock Level II Barracks which will make Velites recruitable. At that point, Rorarii and Leves are retrained to Velites. In emergency situations, Velites can be recuited from cities and settlements as well.

SOCII AND AUXILIARIES
To make it simple, let's extract 3 different historical phases :

300BC - 107BC
Romans had been programmatically using extra troops coming from their Italic defensive allies (Socii). Socii were all non-citizen natives, forced to respond to Rome's recruitment campaigns. Averagely, they were poorly trained but were massive and only costed (in food) about 5/7 of their regular citizen counterparts. Also, Roman officers weren't complaining about them getting extra booty from enemies therefore allies didn't leave their ranks at first when campaigns turned aggressive and expansionist (thus out of their duty obligations).

107BC - 91BC
Gaius Marius' reforms in 107 BC, among many other things, shut down the whole Equites order. Equites were by that time formed by First Class Roman commoners (in the past this was the Aristocratic Cavalry) and had turned into a well-protected, armored unit. Now, these specific commoners were given Officer titles instead and Socii Equites became the only cavalry backbone in Roman armies. In 91 BC, the Social rebellion put an end to the italic people exploitation and they were all granted the title of citizens. Of course this would've implied the death of Roman Cavalry unless a new recruitment process, targetting non italic provinces had been established again.

30BC -> IMPERIAL AGE
Augustus created the Auxilia corps, a new military organization, totally made of non-citizens natives living in the imperial provinces. The origins, roles, tactics and specialties of these units were extremely heterogeneous. It is estimated that by 150 BC the Empire owned a grand total of about 180.800 - 217.000 regular auxiliary soldiers and 150.000 legionaries, dislocated in Britannia, Nord Africa, Middle East, on the Danubian and Rhenian fronts.

Now, to bundle these phases into the game, a couple of things should be reworked :
  1. In game you can sometimes unlock non-italic auxiliaries way too early and they mix with regulars and Socii in a very unhistorical reconstruction.
  2. Italic Socii recruitment must be shut down after 91 BC. Existing Socii military units must disappear from the campaign.
  3. In the game, Italic Socii units are only recruitable by AUX II and AUX III camps. Historically, they were already available to Rome at the game start date.
  4. The unit "Auxiliary Cavalry" is unexpected. Rome uses Legionary Cavalry or specific aux cavalry Alae from a province (like Numidian or Iberian for example) if any.

So, in the end, what does this mod do ?
  1. It links AUX CAMP III/IV to the latest two Military Management researches (Cohort Organization / Professional Soldiers) and increases the number of research turns to get there. This must be done or Romans would be able to recruit regular Auxiliary troops out of Italia even before facing the issues with the Italic ones. A similar risk occurs with AUX II CAMPS as well. That's why AUX II CAMPS' troops are moved to AUX III CAMPS.

  2. After completing the research "Cohort organization", the mod triggers the Social War event that, announcing the Socii rebellion, removes all Socii from the campaign. How ? At the end of the event, Socii Equites Extraordinarii, Socii Extraordinarii, Socii Hastati and some ships are retrained to Legionary classes - at reduced price (100) - cause these "distinguished" combatents were passing the "probatio" evalutaion criteria established for legionary volunteer enlistment. On the other side, Socii Militiae and Socii Equites which were massively composing Roman armies during the III century, had been finally awarded the Roman citizenship therefore got their "free right" to decide whether to enlist or not. The mod will mark them as "to retrain" to "Cives" (at 0 cost) so that the player can decide when to dismiss them. Since all Socii units will be no longer recruitable in the Italic Paeninsula after this event, AUX Camps will become "obsolete" in all 6 italic settlements. They can still work as good Mercenary Recruitment offices (10%-30% cost reductions) or you can just dismantle them. Might sound wierd but that's how it worked in reality.

  3. It moves all Socii including Socii Equites Extraordinarii and Socii Extraordinarii to AUX II so that AUX II will give all historical allies in a very CLEAN way!

  4. "Auxiliary Cavalry" unit has been removed.

Also :
  • It renames Auxiliary Infantry to "Socii Militiae".
  • The "Equites" replacement event with Legionary Cavalry is now properly linked to the "Cohort Organization" research (in the Marian Reform package) and not to Professional Soldiers anymore
  • Slightly adjusts Socii unit stats, recruitment and upkeep costs to make them realistically viable (they were massively used!)

COMPATIBILITY
Compatible with Grand Campaign Patch Level 17. Works with Vanilla, with Radious (Radious-specific units can't be affected by these mod's changes) and with most of other mods.

PRIME'Z MODS

NEW RELEASES:
  1. Your People's Trust
  2. Your People's Trust (bridge for PoR2, Faction Leaders, R.U.A.)
  3. Realistic City Defense
  4. Human Factor
Or choose in Prime'z Collection the mod matching your playstyle.

12 Comments
Sefe 1 May, 2022 @ 6:48am 
Works for me but roraris in garrisons just evanesce after the velites upgrade, i think they should be replaced by velites
Piero 19 Mar, 2018 @ 3:28pm 
Hello, could you please update your mod to work with the latest patch? Thank you
Piero 7 Jan, 2018 @ 6:29am 
This mod seems not to work anymore :(
RedOctaNe02 30 Nov, 2017 @ 12:23pm 
Will you be updating this mod for Empire Divided update?
BeardedWoobie 22 May, 2017 @ 9:25am 
My only request is that you create a sub-mod that makes aux cav available when legionary cohorts and such are available (i personally like using that cavalry, especially when recruiting in italia) Otherwise, I love this mod. The non-historical recruitment times got on my nerves
Prime  [author] 27 May, 2016 @ 9:40am 
@jaford18 I fear that mixing this mod into DEI would result in something horrific cause DEI implements its own unit evolution roadmap xD
TheAlmightyGinger 29 Apr, 2016 @ 12:45pm 
do know if its DEI compatable? If not are you working a version to make it so?
Prime  [author] 16 Mar, 2016 @ 6:36am 
Nope, sorry.
scallyfoot 16 Mar, 2016 @ 5:47am 
Do you have the old version of rome 2?
Piero 15 Mar, 2016 @ 6:30am 
Best mod.