Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Wars Of The Gods - Ancient Wars Mod Part 1 for Patch 20
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Update: 31 May, 2019 @ 1:18am

Public Order bonus raised 35% for all Religious and Entertainment buildings. Revolts reduced. Small morale penalty for exhausted troops, fatigue penalty raised for climbing steep hills, ship combustion chance lowered, Ai will defend regions better and protect conquered territory and counter attack to take back lost land. Campaign better balanced because of less revolts.

AI factions will do better research of Farming tech, Construction tech, Economic tech, Philosophy tech, Military tech.This will also enable the AI to make better construction tech choices. Seleucids ,Parthia, Averni, Nerverni, Macrommani, Athens, Sparta, Armenia, Pontus and Macedon get better chance of survival in Early campaign.

Also every faction type will have a small food bonus per turn and also raised the base food production of the major cities. Now the ai factions will not starve to death. This was a major bug that was stopping the Romans and all the Major Factions from recruiting and replenishing their armies.

Ai factions will expand more, help allies in wars more, sent armies to protect allied lands. Raised army caps by one per fame level, added silver to trade resources, raised strategic value of all trade resources. Celtic and Gallic factions get better bonus for researching civil technologies, Dacian factions get small income boost and unit stat boost plus better forest ambush abilities-they will now stay in the campaign longer and not get destroyed so easy.

All ai settlements are stronger and harder to take down. Battles will be more DYNAMIC with more flanking and retreat and reforming. Better military and civil tech research for Eastern factions. You will see more activity on the campaign map.

Ships will be less likely to burst into flame., Better ambush traits for Germanic factions. Gallic factions get small money boost. Romans will NOW expand on the map so be ready to fight them. Ai will send more armies in their invasions.

Raised cavalry recruitment chances for all Gallic, Celt, Greek, Dacian and Germanic factions,. Tweaked recruitment for Romans to recruit better legionary units. Raised arrow ammo for Nomadic and Eastern Horse archers.

Overhall a major improvement in Campaign Ai behaviors. A more energetic and active campaign map.

Update: 5 May, 2019 @ 9:03am

Better ambushes on campaign map, more balanced diplomatic behavior from factions, more naval invasions, Ai focus on consolidating borders, defending regions under threat,sending armies to help allied lands, making treaties with allies of ally, treaties with neighboring factions, better AI expansion, AI a bit more aggressive-in general a campaign map that is more "alive"= a more action packed and entertaining and challenging experience. ENJOY!

Update: 31 Mar, 2019 @ 1:04am

Raised recruitment and upkeep cost penalties for player by 15%, Ai faction give better support for allies, Ai better focus on attacking enemy forces and regions, ai better focus on retaking lost regions, lower public support for losing battles, ai forces get small charge attack bonus,Romans walk with pilum enabled.

Removed deployables for AI factions as game engine cannot use them correctly, raised morale penalties for flank and rear attacks, troop exhaustion,army destruction. Raised and lowered happiness bonus and penalties for winning and losing battles, raised costs of political intrigues.

Update: 1 Mar, 2019 @ 12:39am

Archers can target buildings, lowered fire combustion on wood buildings by 25%, flaming shot for ships, Ai will target war regions more, better naval invasions, ai will attack enemy factions more.

Public order penalties raised when political popularity is low, base tax rate,public order and growth raised in major cities, slave revolts lowered.

Rome and Carthage better tech research. To make politics meaningful player needs to keep this political faction popular with the masses or it could lead to public revolts and riots etc.

Spears given small bonus against infantry for balance-were too useless. Arrows given small damage bonus to offset against new armor settings.

Bigger morale hit when flanked or attacked in rear, raised fatigue for running, harder to break through braced units,small hit points raised for Heavy Infantry, morale penalty for being ambushed, morale raised for having secure flanks

Projectiles AP ability raised 5% combat slowed a small bit.

Armor was nerfing all projectiles-raised all ap by +2, combat slowed.

Lowered movement penalties for army ship transports, raised campaign map movement penalties for mountains, forests, woods, hills, swamps and marshes.

Update: 4 Feb, 2019 @ 2:25am

Critical fix to Empire Divided campaign not working

Update: 2 Feb, 2019 @ 12:51am

Critical fix to Grand Campaign game, save games will not work in latest update

Update: 1 Feb, 2019 @ 5:14pm

Critical fix!!!

Update: 1 Feb, 2019 @ 11:20am

Removed Wedge formation for Roman legions as not working correctly when AI is playing them.

Battles are more coherent -ai flanks more, formations move in better cohesion and new spotting rules and small increase in matched combat to 33% for more kill animations. Arrows and javelins better balanced -less kills from the front-you need to get behind enemy to really inflict missile damage. Raised the range of some bows by 10%.

Ai will defend regions better, help allies more,attack trade routes more,players units get melee defensive bonus per difficulty level,ai should attack in force with more than one army at a time, ai settlements will be harder to take down.

Units will get 15% bigger morale penalty when attacked on flanks and rear. Units get bigger morale shock when they have higher sustained casualties. Charge bonus for all Cavalry-was too low. Cav is more deadly now in charges now.

Night battles fixed so that AI dont use them. Heavy ships can now ram! and changed recruitment priorites for some ships and field artillery. Ai will defend war regions better, defend owned regions more.

Missing Unit Abilities added for Empire Divided units.

Unlocked Technologies to Renumeration Reforms for Rome in Imperator Augustus for Main Mod.

Update: 20 Jan, 2019 @ 2:04am

Sanitation improvements in all regions, added more cities with effects, public order improvements for all major cities, invasion fleets get bonus movement points, small income bonus for Dacian factions, better region and capital defense, ai focus more on attacking regional war areas, better naval recruitment for naval factions, trade volume of ships increased, raised gifting money amount.Better military research for the Romans.


Fixed Ardaei capital not allowing building to upgrade.Fixed Hellenic builidng "Gathering Place" not showing on campaign map when built.


Adjusted Roman Naval units so that Cohorts, Legionary and Auxilia Archers become available when correct technology is researched.


Added effects for the major cities on grand campaign, Roman faction will be able to recruit more units, garrisons will have a better mix of stronger units, naval invasions improved, tweaked battle settings so battles will be a little tougher. Ai general bodyguard units are now stronger, better ai army unit mixes, better chance of artillery in some advanced classical cultures, changed some armor values-cloth and leather are weak against missiles. Battles last 10% longer, large shield armor value raised. Ai will help defend allied land even more and follow attack orders from player.


Movement of armies in winter is reduced by 75% -extreme conditions, 50% -wet conditions,  35 %- snowy conditions. Small movement bonus for invasion fleets, small income bonus to Eastern factions, campaign ai factions a more likely to invade war regions and attack your settlements and trade routs. Raised ramming damage for Heavy ships.


Lowered amount of deployables for AI forces, Ai should defend better in sieges,better flanking in battles. 


Greek and Eastern Factions can now build fixed artillery for cities, added silver as a commodity, large shields block missiles better,Ai will now guard its borders better and develop their regions better, help allies more, attack neighboring war regions more. Raised amour and shield values 10% and missile block 15%.


Ai will now consider different occupation types depending on level of peace to war-occupy, loot, raze,liberate-etc. Raised recruitment cost and upkeep for player 10%, raised building costs for player by 25%, raised administration cost for player by 30%, lowered chance of Confederations by 30%.

Update: 9 Jan, 2019 @ 11:56pm

Increased some melee attack and defence to some units that were way too weak such as Auxilia Units for Rome and some other units for other factions. This will allow these units now to last longer in battles.

Raised minimum faction income by 15%. Ai counterattacks to take back land lost, ai focus more on develop sea regions,ai defend threatend areas, ai focus more on human, battles will be more dynamic. Auto resolve a bit more difficult.

Lowered the amount defensive deployables by 30%, changed some attack, defense and morale settings for AI.