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: 3 Oct, 2014 @ 3:37pm

Change XXIIa.

-Small tweak to unit restrictions for certain buildings (artillery unit related).

Update: 1 Oct, 2014 @ 9:54pm

Change XXII.

-Raised the minor faction income in the CiG campaign from 750 back to 1000. This is very tricky -- both values are good, but it seemed that 750 was a little too easy, thus 1000 is probably the perfet level of income for them.

Update: 30 Sep, 2014 @ 1:05am

Change XXI.

-Further tweaks to minor faction base income in the CiG campaign (now 750).

-Further tweaks to WAR and WAR_PAST diplomatic relationship costs (now -75 and -100 respectively).

Update: 29 Sep, 2014 @ 3:39am

Change XX.

-Adjusted minor faction base income for the CiG campaign to be 500 instead of 1000. This was done because the minor factions are building too large of an army, making them nearly impossible to deal with as Romans.

-Made a preliminary change by adjusting the "WAR" and "WAR PAST" diplomacy events so that they are now the same level of points as the original game. This was done, at least for now, to help deal with the issue where perpetual war will occur, basically once at war then it became a fight to the death since the AI would not back down even after agreeing to peace. This may still happen, but at least the act of war alone will not be sufficent to hinder diplomacy to create lasting peace agreements (or to forget about past transgressions). It seems obvious that going to war should have a higher penalty to diplomative standing, but during the act of waging war the relation will get much worse depending on what happens (ie. attacking, razing, looting, raiding, capturing, agent actions and so forth).

All this may change back or get averaged together in the future if this is deemed as a bad thing, because I certainly don't wan the docile/passive AI behavior of the past, but I think this is handled nicely through other deteriorating events now, like expansion and war actions. NOTE: the original value was -100 for WAR, and -80 for WAR PAST.

Update: 27 Sep, 2014 @ 2:56am

Change XIX.

-Minor adjustment (lower) to minor faction income in the HatG campaign.

Update: 24 Sep, 2014 @ 11:37pm

Change XVIII.

-Minor adjustments to replinishment bonuses provided by some building improvements.

Update: 24 Sep, 2014 @ 4:07am

Change XVII.

-Slightly lowered the minor nation income for the Caesar in Gaul campaign so that minor nations are more realistically constrained.

Update: 24 Sep, 2014 @ 2:39am

Change XVI.

-Made an adjustment to the difficulty level based AI replenishment rate bonuses, now lower than previous to compensate for changes to replenishment system.

Update: 23 Sep, 2014 @ 3:03pm

Change XV.

-Further tweaks to replenishment rate for CiG and HatG campaigns (small tweaks).

Update: 23 Sep, 2014 @ 2:26pm

Change CIV.

-Updated to be compatible with Patch 15.

-Slightly adjusted the replenishment rate for all new added replenishment related city improvements. The opinion is that CA went too high with the replenishment bonus provided by these buildings.

-Adjusted the base replenishment rate of the Grand and Emperor Campaigns to closer match CA's recent change. However, the CiG and HatG Campaigns have less replenishment rate because of their different time scale, which is one thing I dislike about the original game (that replenishment is actually HIGHER in CiG now because CA must of missed changing the replenishment values in that campaign). The intent with these changes is that the Grand and Emperor Campaigns have the highest replenishment (scale), HatG has much lower (scale), and CiG has very little base replenishment (scale + location/wilderness).

In short,

*Grand & Emperor = similar to CA's values
*HatG = lower than Grand & Emperor
*CiG = no base replenishment, all replenishment is provided from garrisoning, city and tech improvements, food bonus, and army/general perks. The reason for this is because it was difficult to get replacements to units deep inside of Gaul (the wilderness), so this should encourage you to garrison more often and seek out perks and improvements and create a food surplus.

-Adjusted the replenishment rate bonus for AI difficulty levels.