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: 14 Nov, 2013 @ 10:53am

Change XIX.

-Adjusted AI behavior so that they are now more likely to build economic type buildings, instead of happiness and education buildings. This should further help prevent them starvation.

Update: 14 Nov, 2013 @ 1:10am

Change XVIII.

-Adjusted AI faction behavior for Syracuse, now it should be less warlike and more defensive in nature, but devious and opportunisitic. Historically it mostly defended itself, but it did switch sides between Roman and Carthaginian during the Punic Wars. At least it should now be less likley to pack up and move away from its capital to destroy Epirus in the first five turns of the campaign.

Update: 14 Nov, 2013 @ 12:21am

Change XVII.

-Adjusted "all other" non-Roman MILITARY MANAGMENT tech research time down to 1.5x original rate, rather than 2x times the rate. This was done as a safer and less drastic approach. If it is deemed that it should be higher still, then it may change in the future, but 1.5x is a good and tested level.

-Adjusted AI faction behavior for African Nomads, they should now be a little less aggressive and self centered. This should make it less likely that they "go wild" and ganging up on Carthage at the start.

-Adjusted AI faction behavior for Punic minors (ie. Novo Carthage and Libya), now they should be more concentrated on land forces and not naval forces. The idea is that Carthage will concentrate on naval forces and its minors will concentrate on land forces and they should compliment each other better. In the original campaign, all Punic factions were concentrating on naval forces which left very little in the way of ground forces for offensive or defensive purposes.

-Adjusted the desertion attrition rate, reduced it by 1/2 the original rate from 20% to 10%. This is intended to make it less extreme, so that AI armies that are temporarily ejected from their capital are not crushed on the very next turn. This should also make starvation conditions less extreme as well.

Update: 13 Nov, 2013 @ 9:29pm

Change XVI.

-Made several changes in an attempt to make the AI controlled Roman faction more warlike, militaristic and expansive.

Update: 13 Nov, 2013 @ 12:59pm

Change XV.

-In the main campaign (not the prologue! -- a stance taken to be safe and avoid any issues with objectives) adjusted the technology required to obtain Auxilia Camp II and Auxilia Camp III. In the original game, Aux Camp II was obtained by turn 2 with Supply Reforms, which more or less allowed the Romans to recruit auxilia immediately. Historically however, the Romans did not widely recruit auxilia until 200 BC, some 72 years/turns after the campaign begins so it doesn't make sense to allow auxilia infantry so soon. Instead the availability of Aux Camp II has now been shifted to Training Reforms, which in turn has been historically delayed to ~200 BC. In its place, Aux Camp III availability has been shifted to Cohort Organization, which is when the legionnaires become available, who historically then used (mostly) auxilia Germanic cavalry which is provided by Aux Camp III. Essentially, auxilia in general now become available at the appropriate time and the effective auxilia become available with legionnaire availability.

Update: 13 Nov, 2013 @ 3:38am

Change XIV.

-Adjusted the time to research Roman MILITARY MANAGMENT technologies. It was false to have the Cohort tech based on the 218 BC 2nd Punic War (my first assumption), because the cohort was only an administrative unit at that point. It was not until the Marian Reforms of 107 BC was the cohort used as a tactical unit on the battlefield, and the legionnaire proper finally introduced (and the old maniplular system abolished).

Update: 12 Nov, 2013 @ 9:57pm

Change XIII.

-Tweaked Roman tech times for MILITARY MANAGEMENT technologies, the description has been changed to reflect this. Intitially it was thought that the research time for Cohort Organizaiton should be 5 to 10 turns less than historical date to obtain them, but after several plays it is discovered that the Romans can/will/should build 5 level 2 to 3 Shrines of Minerva to cut off about 5 to 10 turns from research time. Because of this, it is better to force the Romans to do this to get the tech on time (because it is such a game changer), and the norm should be that it will take much longer to obtain it if the Romans do not prioritize correctly (or want to obtain other techs first).

-Adjust auto-resolve parameters *slightly* so that missile units do not factor in so much in the probability (1.5x in advantage rather than 2x). This was made to actually cause battles with higher quantities of missile units (land and sea type) to be less auto-resolvable -- this essentially made most naval battles later ground battles rare to actually play, becaue the auto-resolve would do all the work (it was generous in its calculations, especially for naval battles). This change was made with the intent to use the Naval Battle Mod, which makes naval battles fun and playable (although it is not required).

-Adjusted attrition damage slightly so that regular attrition (from terrain) causes more than trivial losses.

-Adjusted AI priorities so that allied war targets (attack type) are a little higher level, which should make it actually possible to coordinate attacks now, rather than it being totally useless before. Whether or not the AI ally attacks depends on whether its other priorities are met (such as the security of its own territories).

Update: 12 Nov, 2013 @ 2:41pm

Change XII.

-Adjusted research times for Roman MILITARY MANAGEMENT techs.

Update: 12 Nov, 2013 @ 12:18pm

Change XI.

-Adjusted research times for Roman MILITARY MANAGEMENT techs.

Update: 12 Nov, 2013 @ 2:10am

Change X.

-Adjusted research times for Roman MILITARY MANAGEMENT techs.