Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Strategic AI & Tech Mod (all Campaigns except IA & ED)
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Update: 10 Dec, 2013 @ 12:16pm

Change XXXV.

-Reduced Roman Training Reforms research time by 10 turns, because it has been realized that (especially in a head to head campaign) the Romans need to be afforded time to research other vital technologies while still being able to obtain Training Reforms by 200 BC. This change affords them 10 more turns of "other research" in between, while chipping away at Supply Reforms.

Update: 9 Dec, 2013 @ 11:36pm

Change XXXIV.

-Tweaked autoresolver multipers for missile units a little further to help produce more accurate calculations.

Update: 9 Dec, 2013 @ 10:35pm

Synchonization update.

Update: 9 Dec, 2013 @ 10:28pm

Synchonization update.

Update: 9 Dec, 2013 @ 10:19pm

Change XXXIII.

-Changed the autoresolver multiplers so that numerical superiority in missile troops will not skew the autoresolve probability as much (1/2), because the original autoresolve values were taken from Shogun and missile troops are a different animal there on those battlefields.

Update: 9 Dec, 2013 @ 7:31pm

Change XXXII.

-Changed Carthage's aggressiveness to low and reliability to low and behavior to strategic opportunist, to prevent them from declaring war on so many factions, but to make them take opportunities if they open.

-Change Selucid spending behavior to militaristic, intstead of the default.

Update: 8 Dec, 2013 @ 8:11pm

Change XXXI.

-Reverted change to celtic aggressiveness back to previous level (made in Change XXVIII), after playthrough resulted in Iberian factions dissecting and totally destroying Carthage.

Update: 8 Dec, 2013 @ 2:41am

Change XXX.

-Restored the food bonus replenishment cap for back to 20%, because it was deemed that with the base replenishment rates now 1/2, the food bonus provides very good incentive to actually have a surplus. This may get reduced again in the future if further play throughs prove that the cap is too excessive.

Update: 7 Dec, 2013 @ 4:25pm

Change XXIX.

-Reduced base replenishment rates by 1/2, because it was felt that you never really felt the effects of successive or costly battles. Now you must take some meaningful time to replenish your forces after such combat, or push your armies onward at reduced strength for a while.

-Removed replenishment bonuses for just "being in a friendly provice", but bonuses still exist when you are garrisoned, and for unit types that can be recruited in the local province (so, move your armies to provinces that you recruit from if you wan to replenish quicker).

-Reduced the surplus food replenishment bonus by 1/2.

-Added a bonus for replenishment for AI forces on higher difficulty levels.

-Increased the naval unit zone of control (ZOC) by 2x, because it was felt that the standard ZOC was too small and caused all sorts of gamey behavior that I call "naval unit dance" where a superior fleet chases smaller ones all over the map as they can easily move around the persuing force and escape. You can now effectively trap fleets and control straights and gulfs.

Update: 6 Dec, 2013 @ 11:23pm

Synchonization update.