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: 16 Aug, 2019 @ 2:37pm

*Added Carmen Silva's Ancient Women-mod.
*Doubled building-cost
*Doubled ship-cost
*Fixed generic hellenic and pontic royal pikemen just like the ptolemaic ones, should now be a tier above bronzeshields in performance and cost.
*Lowered city/fort-tower damage, but increased range sightly.
*Increased spread/reload time of all ballistas (normal, garrison and naval). Flaming ammo has higher spread than normal, better against enemy units (larger AoE). Normal ammo great against walls/towers/ships, does more damage.
*Fixed missing stamina from several units.
*Mauryan Imperial Guard got an increase to armour and a minor shield effect (shield on back).
*Mauryan Elite Spearmen buffed (armour and a slight attack), increased recruitment cost and upkeep - moving them up a tier quality wise.
*Fixed wrong population values for baggage trains and elephants.
*Replaced all attacker attrition techs with defender attrition tech.
*25% slower veterancy gain for troops and navies and a small increase in bonuses gained from veterancy. Now veterans are even better than before, but it takes longer to get them.
*Added two extra sources of sanitation from characters, one from general civic skills and one from philosoper/druid-agent green skills (replaced reduce banditry in both cases)
*Mounted bows now have the same base range as standard bows.
*Re-added walls to deployables.
*Increased banditry substantially in all core settlement buildings.
*Lowered child mortality rate substantially.
*Increased negative public order slightly when occupying settlements with a dominant foreign culture.
*Fixed too low hp values for a few units (example: Early and late gallic bodyguards).
*Added concentrated fire to all types of siege weapons.
*Lowered dignitary cap slightly per imperium level.
*Halved custom battle unit/navy prices, players should now be able to wield larger armies/fleets in custom battles.
*Slightly buffed pilum damage.
*Small buff to the armour of Marian Velites.
*Starting gold in campaigns is now the same as in base DeI (higher value than previous versions of DV), to balance out the changes to recruitment and building-costs.
*Adapted new units in 1.2.5 to DV standards.
*Adapted Kimbroz to DV standards.
*Removed AFP feature until updated to 1.2.5 by Dresden.

Update: 6 Jul, 2019 @ 2:33pm

*Removed coastal battle stat debuff from marines, no more wet noodles when going ashore!(Worried that "OP" marines will easily invade your coastal towns? Check the garrison update below)
*All standard land-based garrison units now got an increase in troop-sizes, various increases based on unit type (mob 400>600, 200 squads>300, 300 squads>400, ranged 175>225, cavalry 120>200.
*Removed sea sickness debuff for transported troops, you can still often one-shot them with ramming naval ships (invest into ramming tech) but they shouldn't be a total free kill now.
*Moved the "change capital" button a lot further right in the ui to stop it from overlapping "kill captives".
*Generals now receive 2 exp per turn from governing towns/cities (up from 1) and 1 exp per turn from experience gathered in patrol stance.
*Removed most squalor and banditry from various buildings (like farms, fishing ports, resource chains and certain yellow buildings), added a substantial squalor/banditry increase which each upgrade of your main city/town building.
*Patrol stance stat debuff to troops (when caught in ambush) has been increased from -15 defence/-10 morale to -20 defence/-30 morale.
*Nerf to the ammo reserves of both Sparabara-types and Sabean nobles (they were forgotten in the previous ammo nerf patch).
*All nomad horses (core roster, AoR and Merc - but not Roman auxiliary) got a troop-size increase from 120 to 150 (including manpower changes).
*Lowered -po from Tax edict from -5 to -4.
*Buffed Egyptian Royal Pikemen along with price/upkeep increase, better and more expensive than bronze shields now.
*Moderate nerf to season multiplier for the supply effects (meaning you get less bonus supplies from seasons now).
*Added bonus mass to cavalry in flying wedge to improve charges made with the formation active.
*Recruitment cost multiplied by 2x for all regular/aor/aux land-units, it should now be more prudent to replenish your old units than casually disbanding them and recruiting new ones (unless you're filthy rich).
*Recruitment cost multiplied by 2.75x for mercs, but upkeep decreased by 0.75x. This means that mercenaries initially require a larger one-time investment, but it will be more economically feasible to keep them in the long run.
*Increased resource value even more, trading focus is now a serious alternative to local commerce if you have enough trade-partners, and upgrade your buildings to have more resources.
*Improved ship-towers with further range, faster reload and three shots per volley. Ships carrying one or two of these are a real threat with burn-damage at medium range (also great at dealing with stuck/bugged enemy vessels).
*Tweaked the type and amount of deployable traps available in various situations.
*Substantially buffed Slum malus, you really want to demolish them quickly now (on the other hand you can recruit cheap groups of 600 townsfolk per unit from them, if you have enough manpower)
*Armies now receive slightly more attrition damage from diseases. Don't forget to tell your troops to bathe at least once a month.
*Lowered -banditry buff for patrol stance.
*All buildings that produce cattle and grain resource have had their resource production doubled to improve the importance of this resource in trade.
*Horse resource producing buildings have had their horse production increased, and those horse farms that previously costed food now instead produce a small amount of it.
*Slightly buffed several naval stances (blocking, patrol and raiding)
*Small attack buff for Numidian Noble infantry (Thugga).
*Slight changes to tax tiers.
*Besiegers no longer take attrition.
*Fixed wrong name for Libyan garrison archers.
*Added a minor handicap to imperium 1 & 2 to help combat squalor and banditry early on in the game (with the new building changes), once you're in imperium three you're on your own.
*Removed javelin/pilum/soliferrum bonus against elephants (they still do high damage versus everything).
*Slightly buffed spear bonus against cavalry and elephants.

Update: 16 May, 2019 @ 6:41am

*Lowered overall ammo for units (except siege weapons)
*Lowered projectile shieldblock, firing frontally on shielded units should be more effective now
*Changed firing arc of bows
*Miscellanious fixes to unit inconsistencies

Update: 10 Apr, 2019 @ 2:24pm

*Most general battle skills got a duration increase
*Rally and Group Rally got an increase to the amount of morale they boost
*Bracing increased for the pikeman-formation and the hoplite-formation
*Elephants got a hp nerf, but a mass boost - which means they now do more damage on charge (but also die faster)
*Heavy infantry, heavy cavalry and chariots got a boost to mass
*Fixed Elite Indian veteran spearmen having too low armour

Update: 29 Mar, 2019 @ 7:10am

*Added campaign movement bonuses to city/town cores, representing improved infrastructure in the region as you upgrade your core. Tier I = 3%, tier II = 6%, tier III = 9% and tier IV = 12%. Works for all forces in the region, not just your own.

Update: 27 Mar, 2019 @ 1:34pm

*Added missing agent values from previous version (total agent cap is increased but agents now cost a lot more, which they should considering they're better than in base DeI)
*Spies get slightly increased base line of sight
*Replaced satrapy entries with tributary in some text-tables that I missed previously

Update: 27 Mar, 2019 @ 7:43am

*Re-added dignitary base skill effects that went missing (+po (blue), +%income (green) and +culture (red))
*Removed all -% regional upkeep from buildings (part of an economy overhaul)
*Fixed Macedonian infantry bodyguard not having any phalanx formation
*Fixed african elephants not having any actual elephants

Update: 25 Mar, 2019 @ 4:12pm

*Fixed public order issue with the new public order building balance, should be less negative PO at the start of the campaign now.
*Ptolematoi now have egyptian culture as their main culture again (instead of hellenic). Temples have been tweaked for this purpose as well (need a new campaign for the effect to take place).
*Commodity value table have been restored so commodities are worth more now which means you get more income from trading again.
*And a plethora of other minor tweaks, fixes, errors corrected etcetera...

Update: 23 Mar, 2019 @ 5:52pm

Mod updated for latest version of DeI and Rome 2.