Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Total War: NEW WORLD - Alternate History Overhaul
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Update: 18 Aug, 2021 @ 6:41pm

HOTFIX 1

Grand Campaign:
- Fixed money supplied to you with the Expedition gov type (Norse) not working. The income has also been increased from 1200 to 1500.

Buildings:
- Reduced the research points bonus from the new 'Muses' town center buildings.

Battles:
- Battle formations such as shield wall, hoplite phalanx, shield screen, square, and hollow square will make the unit more resistant to fatigue.

Update: 18 Aug, 2021 @ 9:04am

PATCH 8 - WOLVES OF RAGNAROK

General:
- Added many new cultures/religions.
- Campaign movement has been reduced by 25% for armies and 50% for navies. This is to better represent the distance a force can realistically travel in a 4 turns per year setting.
- Reinforcement range has been reduced by 50%, and an army's zone of control has been reduced to allow for more strategic and tactical movement.
- Replenishment has been reworked a bit. Units will replenish slower when standing outside, but will replenish at the previously default rate when garrisoned. Having the required buildings to recruit a unit will also speed up the replenishment.
- Ambush success chance for ALL terrain types increased by 10%.
- Increased the amount of growth required to expand a settlement/bulding slot.
- The "Likes *insert culture here*" trait will no longer give a culture conversion bonus/penalty. Instead, it'll give a bonus trait/effect that is commonly associated with that culture.
- The "Raise Army/Navy" mission will no longer give a monetary reward as it was very easily cheesed and abused.
- Tweaked some ancillary effects and the categories (ancillary slot) they fit in.
- Many effects from dilemmas wil now be a bit less one-sided, and instead give both benefits and penalties. A tradeoff.
- Removed all replenishment bonuses for the AI. I never even realized that was in there, yet I always wondered how the hell their garrisons went up to full strength so fast! :D
- Reduced public order penalty associated with higher difficulties.
- Reduced the unit upkeep penalty associated with higher difficulties.
- Tax Collection edict tax rate increased from 6% to 9%.
- Various UI changes and improvements.

Battles:
- Various tweaks to unit mass and fatigue.
- Flanking will have a much more devestating melee defence AND morale penalty for the unit that was flanked.
- Pike weapon damage has been halved. NOT the melee attack, but the damage. This means the push-back rate of pikes has not been altered or nerfed. Instead, pikes kill slower to reduce their abuse potential. Enagements with pikes will now last longer and instead of being these death beams that kill everything as soon as it touches them, they'll be more useful for chipping away at enemy hitpoints and pushing them back. HOWEVER, this does NOT apply to short pikes, who will still retain their damage. This is to balance out their lack of range/reach.
- Tweaked unit experience/veterancy stats and thresholds.

Grand Campaign:
- Added a new culture group with a new faction: Norsemen, and the Norse Expedition.
- Added the Samnites as a playable faction for CUSTOM BATTLES ONLY!
- Amazonia and Nova Amazonia have had their colors, emblem, attributes, and rosters switched.
- Etruria can claim Roma as their capital once it's captured.
- The city of Carthage now has a unique port building with unique effects and is usable by any faction/culture.
- The city of Rome now has a unique building with unique effects and is usable by any faction/culture.
- The city of Athens now has a unique building with unique effects and is usable by any faction/culture.
- Regions/settlements that were important, known to have been previously their own seperate factions, became factions of their own later in history etc... will now spawn as emergent factions when the corresponding region is liberated or a rebellion takes place. This will cause new factions, stories, and tales to spring into life as the game progresses. Examples of this are the Samnites, Palmyria, Akragas, Thessalian League, and a bunch others. If a faction only starts with one settlement, then it’s assumed that is their native homeland and they’ll always be liberated from there. If they have another settlement then it’ll be judged on a case by case basis depending on whether there is any historical or logical evidence that the native peoples of that region are distinct from the ones that owned the region at the start of the game.
- Many factions now have their own unique religions/cultures. Cultures that are closely related, such as the different types of Greeks, and the Persians and Easterners will only suffer a very tiny public order penalty.
- Start for Veneti has been made a bit easier.
- All successor states can no longer confederate.
- Reworked faction traits for Atlantis
- Tweaked some starting armies.
- Added 5 wonders.
- The minor faction, Sardes, has been renamed to Phrygia and uses the Anatolian religion/culture.

Hannibal at the Gates:
- Added the Samnites as a playable faction with new units, two unique building trees (religious and a new military training 'Linen Tent'), and events/dilemmas.
- Regions/settlements that were important, known to have been previously their own seperate factions, became factions of their own later in history etc... will now spawn as emergent factions when the corresponding region is liberated or a rebellion takes place. This will cause new factions, stories, and tales to spring into life as the game progresses. Examples of this are the Umbrian League, Iolei, Corsi, Bruttii, Taras, and a few others. If a faction only starts with one settlement, then it’s assumed that is their native homeland and they’ll always be liberated from there. If they have another settlement then it’ll be judged on a case by case basis depending on whether there is any historical or logical evidence that the native peoples of that region are distinct from the ones that owned the region at the start of the game.
- Atlantis will now start at war with the same factions as Carthage.
- Etruscan League renamed to Etruria.
- Samnium renamed to Samnites.
- Reworked faction traits for Atlantis
- Added 7 wonders.

Buildings:
- Added a new building chain for all barbarian and Italic-Tribal (Samnites, Veneti) factions: Spoils of War.
- Added a new building sub-chain under the Town Center chain for the Greeks; Muses.
- Military buff buildings can now be constructed in minor settlements.
- The city of Carthage now has a unique port building with unique effects and is usable by any faction/culture. (GC and HatG)
- The city of Rome now has a unique building with unique effects and is usable by any faction/culture. (GC and HatG)
- The city of Rome "wonder" will no longer give a +2 recruitment bonus. Instead, it'll provide a 20% discount to recruitment. (GC and HatG)
- Military buildings for civilized factions will have a maintenance upkeep cost but will provide a small amount of public order from the garrison.
- Main-line major settlement buildings will give a corruption penalty. This can be managed using the administration building chain. Note: If the city is damaged, it'll DOUBLE the corruption.
- Main-line settlement buildings will take slightly longer to construct.
- Main-line settlement buildings for barbarian factions will provide more public order to represent their value for tribalism and close-knit communities.
- The level 4 "Tribal" settlement buildings (both major and minor) for barbarian factions will provide some cultural conversion to represent their value for tribalism and close-knit communities.
- Tax administration buildings will give a tiny corruption decrease with each upgrade.
- Demolishing buildings now costs a small amount of money.

Honestly there have also been hundreds of misc stuff done such as tiny tweaks here and there, edits to text and UI, etc... it would be insane to list them all.

Update: 27 Feb, 2021 @ 6:14pm

MINI UPDATE - PATCH 7.1

Hey folks! This update here brings a few new things to the table. I didn't want to call this a HotFix as it just adds in too much, nor did I want it to be Patch 8 as it doesn't add the right kind of content to be classified as a mainline patch. Therefore I decided to go with "Patch 7.1".

General:
- Redesigned the main menu theme with TWO new styles. Legacy Blue (Original) and Trojan Orange (Emperor). Change using the right arrow on the bottom right corner.
- Garrisoned armies will receive a 15% upkeep reduction, while armies in enemy lands will receive a 15% upkeep increase. Same applies to fleets.
- Added an edict that will allow you to sell slaves.
- Raiding armies and navies will generate 5% more income.
- Fortified armies will no longer receive a melee defence bonus.
- All barbarian cultures will have a reduced public order penalty from the presence other barbarian cultures.
- All "Western" cultures will have a reduced public order penalty from the presence of other Western cultures.
- All Eastern cultures will have a reduced public order penalty from the presence of other Eastern cultures.

Exceptions to the new cultural happiness modifiers:
- Amazonian culture is the most difficult and will suffer the same standard foreign penalty with ALL other cultures. Their government type will give extra public order from the presence of Amazonian culture though, so that should balance it out.
- Punic culture will count as a Western one, but will also be more accepting of the Desert Nomadic culture, and vice versa.
- Atlantean culture will count as a Western one, but will also be more accepting of the Desert Nomadic culture, and vice versa.
- Punic and Latin cultures will retain some rivalry.
- Etruscan and Latin cultures will retain some rivalry.
- Atlantean and Hellenic cultures are completely accepting of one another and will NOT suffer a public order penalty.
- Eastern and Persian cultures are completely accepting of one another and will NOT suffer a public order penalty.

These changes ONLY apply to public order and NOT diplomatic cultural affinity/aversion.

Grand Campaign:
- Amazonian factions have received a unique government type, a Matriarchy.
- Amazonia and Amazonian Traditionalists no longer start in a state of war, but still start with a major diplomatic penalty.
- Rhodos has been renamed to Rhodes, just like how the other Greek states use English names.

Hannibal at the Gates:
- Atlantis has been added. The city of Tingis has been renamed to Atlantis and given to the new faction. Since Carthage will lose a city, Atlantis will be a strong ally of Carthage to balance out the conflict.
- The Veneti now use the overhauled culture from the Grand Campaign, and have been made playable.
- The various Greek factions/colonies can no longer confederate
- The Samnites have been renamed to "Samnium". They are now represented as more of a state than a tribe.
- Samnium now has a civilized voice instead of a barbarian one when in the diplomacy screen.
- Samnium now uses new unique character/general models.
- Fixed a major bug that gave Samnium ZERO garrisons! :O

Update: 21 Feb, 2021 @ 10:33am

HOTFIX 7

Grand Campaign:
- Troy starts with a level 1 military camp.
- Made some units available as a general's bodyguard for Sparta.
- Fixed Royal Scythia having a wrong region display.
- Fixed description for Etruria repeating twice.

Hannibal at the Gates:
- Added region displays for Massilia and Emporion.

Update: 18 Feb, 2021 @ 5:28am

HOTFIX 6

General:
- Major tweaks done to the CAI.

Grand Campaign:
- Added new dilemmas for the Veneti.
- Added 2 new incidents for Sparta, the Cult of Helen and the Culling of the Helots.
- Fixed garrisons for the Odrysian Kingdom.

Update: 16 Feb, 2021 @ 5:33pm

HOTFIX 5

General:
- General and misc fixes.

Grand Campaign:
- Fixed a major bug which prevented chapter missions and cutscenes from playing.

Units:
- 'King's Marksmen' have recieved an increase to their cost.

Update: 12 Feb, 2021 @ 12:16am

Update: 11 Feb, 2021 @ 6:00pm

HOTFIX 4

General:
- Increased CAI aggression.
- Misc fixes.

Grand Campaign:
- Fixed the traditions for Lydia, but you'll need to raise a new army. You can't use the army that originally earned the skill point.

Units:
- 'Italo-Celtic Swordsmen' have recieved an increase to their attack, and a decrease to their defence.

Update: 10 Feb, 2021 @ 3:17pm

HOTFIX 3

General:
- Misc fixes.
- Everyone will be immune from plagues for the first 24 turns.

Units:
- 'Italo-Celtic Swordsmen' have recieved an increase to their attack and defence.
- 'Amazonian Axe Warriors' renamed to 'Axe Maidens'.

Update: 7 Feb, 2021 @ 11:06am

HOTFIX 2

General:
- Misc fixes.