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: 18 Apr, 2014 @ 12:31am

Change LXXXX.

-Slightly adjusted the minor faction income in the HatG campaign (originally 3000, previously 2000, now 2500).

Update: 14 Apr, 2014 @ 11:40pm

Change LXXXIX.

-Adjusted the Roman faction AI behavior so that it should hopefully declare war on enemies a bit less than before (they were still getting too many enemies early on).

Update: 14 Apr, 2014 @ 11:11pm

Syncronization update.

Update: 12 Apr, 2014 @ 1:21am

Change LXXXVIII.

-Added a few more effects to the Republic type government choice for Rome and Carthage. Now if you choose Repulic then you will get an increase in happiness and cultural conversion. Again, this is done because the Republic choice does not provide adaquate rewards to make it useful enough to pick over Empire.

-Slightly altered the naval_supremacy and defensive faction AI behavior so that the former will now try to coordinate better with allies and the latter will rarely sally out of their settlements.

Update: 10 Apr, 2014 @ 2:44pm

Change LXXXVII.

-Adjusted the food bonus provided to AI factions so that they are now less inclined to starve. This food increase is higher based on difficult level.

-Removed the decreased food consumption for AI factions that was added in Change LXXXIV because it did not work and because the increase/change above fixes the problem.

Update: 10 Apr, 2014 @ 2:40pm

Syncronization update.

Update: 10 Apr, 2014 @ 1:46am

Change LXXXVI.

-Corrected a bug where you were not allowed to upgrade equipment to their highest levels because I inadvertantly forgot to adjust the upgrade thresholds (after Change LXXX).

Update: 9 Apr, 2014 @ 7:40pm

Change LXXXV.

-Limited the number of non-mercenary noble units (4 cavarly, 8 infantry) that factions can recruit in the campaign. The limit is intended to keep things from getting outrageous, since there were only so many nobles available for recruitment, and because they are elite units. Mercenary noble units are unlimited in number, because it is rationalized that these would come from far and wide for money, and if you want to field a lot of them then you will pay dearly for it.

-Doubled the upkeep cost of all non-mercenary noble units, because their original upkeep cost was woefully inadaquate. These noble units were historically expensive to maintain because nobles demanded high payment and had the very best equipment. That said, the main reason for this change is to place limitations on small factions being able to maintain large armies of nobles -- they are now forced to maintain less nobles until they get more powerful, or can maintain more nobles but with a much smaller overall army size early on.

Update: 9 Apr, 2014 @ 6:13pm

Accidental upload.

Update: 9 Apr, 2014 @ 1:16pm

Change LXXXIV.

-Made an additional change that should help prevent the AI from starving on Legendary and Very Hard difficulty settings (reduce the amount of food required for buliding upkeep for the AI on those difficulty levels).

-Made a change where, on Legendary and Very Hard difficulty levels the Roman factions should have a bonus to their faction traits.

NOTE: both of these changes are prototypes.