Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Data Venia - A massive overhaul for Divide Et Impera (1.2.5x)
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Update: 20 Jan, 2020 @ 9:17am

*Replaced -30% less foreign culture penalty in the Defensive Doctrine-edict with -7 provincial banditry.
*Further tweaks to diplomacy, more bonuses from various agreements and gifts.
*Removed -10 diplomatic aversion from Imperium II.

Update: 15 Jan, 2020 @ 5:39pm

*New emblem for Judea (emergant in GC and normal in IA) along with adjusted faction and banner colours.
*Added a "Disabled" notification for Non-Agression Pacts in the diplomacy screen, since NA is disabled.
*Fixed Pikemen still having bonus defence from shields in formation.
*Added phalanx to heavy Pontic garrison spearmen.
*Fixed the non-merc Syrian Heavy archers having too low armour.
*All elephants received a slight buff to armour.
*All bolt-throwers and reapeating bolt-throwers received a 20% increase in ammo.
*Pontic bronzeshield thorax pikemen rebalanced to make it more worthwhile to upgrade from normal bronzeshields.

Update: 5 Jan, 2020 @ 1:49pm

*Updated to 1.2.5b
*Slightly lowered the amount of wars CAI starts, diplomatic relations should now have more impact whether they start a war or not.
*Negative Imperium impact on diplomacy is now doubled, starting at -10 at Imperium II (this should facilitate a harder mid-game).
*Lowered mortality rate of children (20% less for infants & 40% less for kids).
*Removed melee defence bonus from the pike-formation, making pikemen more vulnerable when flanked and attacked in the rear.
*Lowered Ballista spread by 33% to make them more useful against walls (Stone-ammo only, all ballista-types).
*Decreased Ballista reload time by 10% (Both ammo-types and all ballista-types).
*Buffed Maccabean Guard (along with increased price/upkeep), moving them up a tier quality-wise.
*Added missing phalanx formation for Pontic Levy Hoplites.
*Removed experimental 3dui asset, you should once again be able to see highlight circles below units.
*The max required imperium tier for all reforms is now 4 (instead of 5 and 7), allowing the player to reach reforms without having to conquer insane amounts of territory.
*Roman Imperial reforms now occur 80 turns earlier than before (from 480 to 400).
*Friendly AI should now be slightly more inclined to offer peace (if at war), military access, defensive pact and less likely to declare war on friendly kingdoms.
*Slightly upped bonuses against infantry for various melee weapons.
*Slightly upped the bonus vs cavalry for all spears.
*Slightly upped cavalry advantage bonus versus infantry.
*Small tweak to melee hit rating.
*Added a small AP bonus to higher quality spears.
*Added a small AP bonus to higher quality pikes.
*Small stat-buff to the late version of Rorarii to diffrentiate them from the early version, including a slight recruitment and upkeep increase.
*Small increase in armour to Armenian hippeis.
*Renamed the post-battle option "Release Captives" to "Ransom Captives".

Update: 21 Aug, 2019 @ 7:30am

*Reduced extremely high cavalry hp which was an unintended side-effect of the new entity-changes.
*Increased speed difference between infantry tiers even more, since a small difference isn't noticeable in battles.
*Decreased the one-turn debuff to PO from occupation from -20 to -15.
*Increased PO gain from all rank 1 yellow chain buildings from 1 to 2.
*Added early Triarii as a bodyguard option for early Romans.
*Increased early Triarii hp by 5 to match the late variant.

Update: 20 Aug, 2019 @ 2:57am

*Slightly upped running speed for all infantry tiers, fixing an issue where the heaviest infantry wouldn't get tired when running since the game engine counted it as walking due to the slow speed.
*Tweaked charge-speeds for infantry which means that super heavy, very heavy and heavy infantry can't catch light/very light infantry and ranged units any more (if both parties have the same stamina status), since the latter runs slightly faster than the charge speed of the former.
*Tweaked hit rating for melee combat.
*Reverted back the latest occupation -PO hit to previous values, as the new ones resulted in extremely unstable long term negative PO in foreign culture regions.
*Changed Averni Heavy Axemen from medium to heavy class.
*Added missing hoplite formation for Syracusan Light Hoplites.
*Lowered all Levy pike recruitment times from 3 to 2.
*Dart slinger recruitment time increased from 1 to 2.
*Moved AoR Dart Slingers from Sicily to Macedonia (needs tier 2 settlement).

Update: 19 Aug, 2019 @ 11:11am

*Super heavy cav, heavy cav and medium cav mass decreased by 12,5%, should be more in line with infantry values now.
*Fixed my previous typo where I had added -25% base resistance against foreign cultures, the value is now at -10% instead and -PO should be more manageable for regions/provinces that have a high amounts of foreign cultures.
*Minor buff to bonus against cavalry for all normal spears.
*Gave spike-weapons a small bonus to all types of enemies to keep it more in line with other types of weapons.

Update: 19 Aug, 2019 @ 5:04am

*Recruitment overhaul: Units (and navies) now take several turns to recruit (and build) based on quality, population class and type of unit (and ship). Template is: 3 turns for elites/heavies, 2 for medium, 1 for light/levy/militia. Siege weapons take 5 turns to construct. Elephants take 4 turns to train, dogs 3 turns. Pikemen take 3 turns, no matter quality. The best ships (Qunqiremes) take 4 turns to build, after that the lighter the ship the faster it will be constructed.
*Unit entity overhaul: Units are now divided into new tiers, based on how heavy they are and their roles. New speed and mass standard introduced through the various tiers.
*Added a modified version of Dresden's settlers pack. Only contains middle and lower-class settlers. Middle class size is 600, lower class size is 800. DV:fied stats.
*15% increase to merc recruitment cost.
*Increased the hp of all ships (except transports) by 25%. Boarding should now be slightly more on par with ramming.
*Increased dog/hound unit sizes from 150 to 225, increased recruitment/upkeep by 25%.
*Added recruitable Levy pikes in all hellenic core settlements to Macedon, Seleucid, Epirus and Pontus.
*Added recruitable Libyan pikes and Liby-Phoenician pikes in all Carthaginian barrack-versions.
*Added a new emblem and faction colour to Arche Bosphorus.
*Fixed some new cav units added in DeI 1.2.5 having too low health.
*Fixed new 1.2.5 hoplites missing hoplite formation.

Update: 18 Aug, 2019 @ 8:52am

*Reduced mob/pleb size from 600 to 500, less impact on performance in sieges now.
*Noble Philantrophy changed: removed +10 squalor, added +5% corruption and a flat 1000 gold cost per turn to keep the edict active (after all it costs to encourage nobles to invest into military/navy/construction)
*Replaced all +1 veterany to recruits from Kingdom and Republic-governments with -5% less recruitment cost for units.
*Units will now gain veterancy 15% faster than before (still 10% slower than pre 1.2.4-versions).
*A unit that kills the enemy commander now gets double the bonus exp, and triple if it kills the enemy faction leader in combat. Also some other smaller exp bonuses to various combat objectives.
*Removed edict cap increase from empire-government, since it's redundant in DV.
*Updated resource table with missing entries.

Update: 17 Aug, 2019 @ 3:30pm

*Patrol Region has been renamed to Stabilize Region/Replenishment Conscription. The stance now has a dual role. Higher replenish rate for troops, but also higher upkeep representing the costs of new recruits and a supply line across the region to stabilize it.
*Besieging a city now increases the upkeep of the besieging army by 25% (up from 5%), representing the supply lines and other costs of the besieging force. This balances out the fact that the attacker no longer takes attrition from besieging.
*Increased -PO from occupation slightly, both for same culture settlements and for foreign culture settlements.
*Both the player and AI now have 25% less resistance to foreign cultures PO-wise, meaning that keeping your culture as high as possible is even more important now. AI already handles this pretty well.
*Corrected Epirus faction-colour
*Corrected wrong banner colours for several factions
*Cleaned out several forgotten AFP-tables that were left in the mod

Update: 17 Aug, 2019 @ 2:07am

*Updated immigration and modifier scripts
*Added new units to manpower scripts with DV sizes