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: 6 Dec, 2013 @ 1:38pm

Change XXVIII.

-Adjusted minor celtic faction aggressiveness slightly, again. Now they are a little more warlike than what I had them at before -- adjusted because they were a little too passive now.

-Slightly adjusted AI monetary budgeting behavior in regards to agent spending so that they now will have more agent activity (as compared to the previous versions).

Update: 28 Nov, 2013 @ 6:07pm

Change XXVII.

-Reduced the number of turns for Romans to acquire Maniple Organization technology by -3. This means that it now takes a total of two turns to get it. This was done because historically the Romans had the maniple organization before 272 BC (when the campaign begins), so it doesn't make sense to delay this technology too long. The timing now is based on 10 turns. It takes five turns to get Supply Reforms (the tech before it), and two to aquire Maniple Organization, and three to build the maniple barracks, for a total of ten. This is a good number by which the Romans need to start building effective armies to counter a human Carthage player (in a multiplayer campaign).

Update: 27 Nov, 2013 @ 3:49pm

Change XXVI.

-Adjusted AI task priority so that the (new) routine to actively defend their capitol is lower on the prioritization list, somewhere at middle priority now. This was done because it was felt that the AI is probably too conservative now, and it remains to be seen whether this change is better, or even does anything in this regard. If not, then further adjustments will be made.

Update: 26 Nov, 2013 @ 9:24pm

Change XXV.

-Adjusted (again) Celtic aggression levels, this time raised slightly to what it was previously as it is felt the previous change made them too docile.

Update: 22 Nov, 2013 @ 12:16pm

Synchonization update.

Update: 22 Nov, 2013 @ 12:04pm

Change XXIV.

-Adjusted the cultural affinity level so that Carthage, Novo Carthage and Libya are now on better terms (culturally) with the African nomads. This was done to better control the poor relationship between the two at the start and over the long term of the campaign.

Note that this mod works well with the Hegemonia: Large Empires Mod 1TPY...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=188661589&searchtext=Carthage/

...which expands Carthage (plus others in the latter) to its historical borders and removes Libya and Novo Carthage as entities. This mod is recommended if you want more of a challenge from Carthage.

Update: 21 Nov, 2013 @ 2:30pm

Change XXIII.

-Made adjustments so that this mod is now compatible with Patch 7. This mod is not longer compatible with Patch 6.

Update: 18 Nov, 2013 @ 9:12pm

Change XXII.

-Slightly raised the spending limit allowed for the AI to use on agents, this was lowered before to keep them from wasting too much money on agents but it was apparently too low to the degree that they AI was not buying any of their own agents.

-Adjust Averni AI so that they are more strategy oriented and are less reliable. This should hopefully get them to expand and fight at the start, rather than sit in place and stay static.

Update: 17 Nov, 2013 @ 5:13pm

Change XXI.

-Further updated AI behavior for Carthage, made them less warlike so now they should not declare war on so many opponents at once. This creates a situation where a Rome-Carthage struggle can be quite epic in the early period, especially given the other changes below (where every faction from Spain to Egypt are no longer declaring war on Carthage as well).

-Adjusted diplomacy so that releasing captives is now comparble to executing captives (-30 execution, +30 releasing). This allows a possibility where continual release of hostages can help pave the way for a truce/peace agreement. As it was before, once war is decared there really is no practical way of a peace agreement. This change simply helps make it possible.

Update: 16 Nov, 2013 @ 4:11pm

Change XX.

-Further adjusted AI for African nomad and minor Celtic factions. African nomad factions are now very low aggressiveness, and minor Celtic factions are low aggressiveness (playable Celtic, ie. Averni, are still kept at very high aggressiveness). This was done to further prevent the raging/insanely aggressiveness exhibited by these factions. Minor celtic and African normad factions should be concerned mostly with defense, not conquering the world. This was especially bad with the Iberian (Spain) celts, who were destroying Carthage.