Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
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Update: 13 Dec, 2021 @ 10:48pm

bug with existing saves

Update: 13 Dec, 2021 @ 10:28pm

Beta 4.00074:

- Boosted GDP Tech bonuses provided by research from 5% to 10%.
- Boosted effects for mission rewards
- Minor tweaks to ancillaries bonuses
- Minor adjustments to agriculture technologies. removed multiple "cost reduction" effects and replaced them with boost to food production from farms or cattle.
- Increased strategic value of important trade resources (horses, Iron, wood) which have impact on unit recruitment.
- Further adjusted children mortality
- Minor adjustments to AI retreat behavior, should abandon their threatened settlements less often.
- Minor tweaks to diplomacy system
- Tweaks to Roman AI behavior and resources to make them more challenging opponent.

Update: 9 Dec, 2021 @ 9:16pm

Beta 4.00073:

- Further adjustments to Roman recruitment. Imperial First Cohort recruitment removed (was oversight and result of duplicate recruitment for Augustus Campaign). Early Republican Maniples now dont upgrade to Late units, therefore Late (Marian, Augustean) units will be not recruitable from ordinary cities, but barracks only, as these were no longer citizen "draft" units, but units trained in barracks.

- General Authority level now reduces unit recruitment cost. Previously it decreased windup time for abilities but its effect was quite insignificant. Unit cost will apply to both Land and Naval units, and will scale from +10% at Authority 1 (+5% at Authority 2 and 0 at Authority 3) to -25% at Authority 20. This way, having high authority general especially at late campaign stages where unit cost is increased by imperium level crucial.

- Reduced amount of money gained from "Embezzle funds" to 2500 (previously 5000)

- Removed ability to deploy outside of deployment zone for certain units. (AI is not using it, and it gave player big advantage)

Update: 8 Dec, 2021 @ 10:58am

Beta 4.00072:

- Fixed missing Roman units after reforms.
- Changed Weapon AP damage description to "Damage through Armor" as it better describes what it is..
- Reworked Morale System from x5 scale to x4 scale. (in vanilla game, base morale for units increased by x5 (20,25,30 etc...), where in R2TR its by x2,therefore x4 multiplier for morale effects fits better overall balance.)
- Romans now have 2 bonus " Consular" Legions as faction bonus at the start of the game (so they can field third army at the start immediately)
- Minor Mercenary units name adjustments, renaming Mercenary Noble Horse into Mercenary Gallic Heavy Horse, as group of nobles would not serve as mercenaries, but it was common for expatriate noble to form own heavy cavalry group and serve for money (Hannibal used a lot of such groups).
- Adjusted looks of Roman Marines, they are now mixed unit now, with both light and heavier equipped marines present

Update: 2 Dec, 2021 @ 10:46pm

Beta 4.00071:

- Removed attrition caused by bankruptcy (not having money is penalty enough, especially for AI)
- Modified terrain bonuses and penalties. Forest no longer gives anti-infantry bonus, instead, reduces defense, attack, and increases shield block chance against projectiles. Heavy units are therefore more vulnerable in forest to melee attacks, while skirmishers are better protected against enemy missiles. Scrub works similarly, but with less effect.
- Cavalry speed will be more impacted by broken terrain, particularly forest and scrub. Yet they will be not impacted by sand, snow or shallow water.
- Melee infantry speed will be more impacted by snow, mud or sand.
- Ambushers, Berserkers and other "guerrilla" melee units are now immune to terrain movement penalties (but not combat penalties). skirmishers are immune by default
- Minor tweaks to AI task generation/behaviors

Update: 29 Nov, 2021 @ 10:31am

Beta 4.00070:

ARMENIAN ROSTER IMPROVEMENTS:
all new Armenian units now use Greek body type instead of Eastern body types.

- Armenian Archers replace Elite Persian Archers, use a spear as melee weapon, and therefore got Square formation so they are able to repel cavalry.
- Armenian Cavalry replaces Persian Eastern Cavalry. It is heavily armored shock cavalry armed with lances and axes, yet they are slightly less protected than Cataphracts.
- Armenian Hoplites, replace former Persian Hoplites, they now have better stats and better armor than former unit.
- Armenian Javelinmen, replacing standard Eastern Javelinmen, equipped with larger round wicker shields giving them decent protection against arrows.

- Reworked Thracian Warriors, Thracian Nobles and Thracian Peltasts to use short rhompaia as a sword. Tracian Peltasts now wear helmet, Thracian Warriors use thureos, and Thracian nobles use Aspis shield (they practically match their unit icons). Both Warriors and Nobles now throw javelin before charge.
- Adjustments for Hellenic garrison units. Levy Citizen Hoplites and Citizen Hoplites will be now only melee garrison units for towns and cities, with Citizen Hoplites representing better equipped/skilled higher class citizens.
- Phalangites will be now only present as Military barracks garrison, as they usually required additional training and therefore couldn't be formed quickly from city population.
- Ptolemy Egypt keeps Egyptian Infantry as basic melee garrison, while Ptolemy's Cyprus will use Citizen Hoplites instead (due to historically more numerous Greek population).
- Eastern Spearmen units stats increased, they are now same level as Levy Citizen Hoplites, so as Pontus player can now choose what type of spearmen he wants to recruit - Hoplites with decent armor, cheap Spearmen with better mobility , costly levy Phalangites or Thureophoroi
- Pontic Light Spears unit now uses Thureos shield and helmets. (Hellenized troops) At the same time, they now carry single javelin they can throw before melee combat.

- Updated multiple ability descriptions
- Adjusted character creation age (now 21-28) and child adulthood age(16-17).
- Reduced child mortality
- Fixed crash to desktop when starting new Masaesyli campaign
- Fixed Phalanx bug, where phalanx bonuses were not applied when activating the pike wall ability.
- Reduced charge values for Phalangites

Update: 25 Nov, 2021 @ 8:23pm

Beta 4.00069:

- Reduced range for cavalry javelins (65 to 55) to compensate for much higher rate of fire they have.
-Reduced morale thresholds for routing, wavering and shaking
- Push of Pikes ability increase attack by 2 points for few seconds, complementing manual charge.
- Adjusted armor, shields and helmets for Egyptian Infantry and Pikemen, both units got Hellenic armor and helmets variations mixed with Egyptian style padded armors. Egyptian infantry also received new unit icon.
- Cyprus is now able to recruit Egyptian Infantry (otherwise they would not have melee garrison units)
- Fixed wicked face for second Roman Centurion in Republican Maniples.
- Fixed missing reform for Pontus to upgrade Levy Phalangites to Phalangites
- Pike formation adjusted. Attack bonus reduced and now handled through bonus vs infantry/cavalry/elephants. Phases now take 120 seconds instead of 90, so unit gets into low stats phase after 8 minutes of combat.
- Removed Peltophoroi from Colchis (they don't have Phalangites, therefore should not have Peltophoroi either)

- Reworked political ranks. Removed taxation bonuses, instead, gravitas and loyalty bonuses set to same value per level. Promoting characters will get loyalty up, but at the same time, it will give political influence to such character (which might be a problem with ambitious characters)
- Promoting characters now doesn't costs money
- Removed loyalty bonus from food surplus.
- Modified Victory conditions for Rome, New ones are Latium, Sicily, Aquitania, Hispania, Africa and Macedonia. (new campaign required)
- Increased number of ranks available for characters to 20. highest rank will quite hard to achieve for single person due to aging, but some very active individuals will be able to achieve more than 10 ranks now.
- Reworked experience thresholds required for characters to gain level (previously it increased by 40-80 per level, now its linear by 50 up to level 20)
- Player's unit also gain XP points slowly on its own (5x slower than AI though)

Update: 22 Nov, 2021 @ 3:02am

Beta 4.00068:


- Reworked military technology bonuses for factions in grand campaign and Hannibal at the Gates campaign. (mostly removed attack/defense bonuses, replacing them with specific bonuses based on technology types - cavalry tech improves charge, morale and speed of cavalry, tactical skills improve unit maneuverability etc)
- Celtic, Germanic and Iberian heavily armored units armor reduced to 70 (from 80) to compensate for "Chainmail" technology armor bonus (+15% to heavy infantry armor). Affected units cost and upkeep adjusted.
- Boosted Diplomatic bonus for battle support, but halved the time this bonus is in effect.
- Female family members (those that are not capable leading armies) will not gain character XP. (as they cannot claim skills)
- Reduced cost of promoting characters, to help player with keeping other families satisfied.

- Imperium effects reworked, now effects scale up to 100% instead of 125-150%. Should provide player more breathing room at higher imperium levels.
- Removed political power per turn bonus from Imperium level, instead, moved it to political influence ladder where it is more appropriate.
- fixed incorrect public order penalty for low political influence

- Roman General/Legatus unit is now immune to heat attrition. This should allow player to use these units as commanders of local (Numidian) troops, and operate in area not suitable for Roman units without loosing the general.. (historically, Romans used allied armies led/co-led by Roman Generals during wars against Carthage or later during war against Jugurtha, or during Civil wars.)
- Fixed missing garrison slot for Hellenic garrison in City tier 2
- Added Cohors Extraordinarii and Cohors Socii, upgrades for Italic Socii units, so they are in line with Roman units and use gladius
- Fixed missing uniform colors for grand campaign added factions (Massyli, the Corieltauvi, the Carpetani, the Helveconae, the Vindelici, and the Lexovii)
- fixed missing abilities for Auxiliary Illyrian units

Update: 20 Nov, 2021 @ 4:37am

Beta 4.00067:

CAMPAIGN MECHANICS CHANGES:

- All agents and Generals will not gain 1xp per turn automatically even if passive. People tend to get wiser over time, and this is to simulate that.. XP gain doesn't apply to Army/Fleet legacies, as they are "timeless" which means their bonuses are permanent.

- Public order effects reworked, now its called "Public Satisfaction". Higher overall public order, more demanding population gets (higher satisfaction penalty)
- High satisfaction is now harder to get, while outraged population is slightly easier to calm on its own.
- Tax penalty for troubled and unhappy population reduced (-25% and -50% from -50% and -75%). Outraged population tax effect stays at -100%
- Reduced cost multipliers for multiple political actions, compensated by increasing the base cost. This should allow player to use these political actions more often. Character promotion cost reduced, should help player to keep other families satisfied.
- Removed loyalty penalty (-10) for Government type Republic. Gov Type Empire now has +15 and Gov Type Hereditary Monarchy has +25
- Modified multiple agent skills effects, while removing superfluous skills from agents.

COMBAT CHANGES:

- Adjusted formations for Elephants and Chariots. They are now slightly closer together, for Elephants second rank is close behind the first one. For Chariots, second rank is farther away. They are also now using 2 rank formation.
- Cataphracts now re-classified as Melee Cavalry instead of Shock Cavalry. AI tends to disengage with Shock cavalry, which is behavior better suited for less armored cavalry units. Cataphracts with their armor can stay longer in melee, therefore Melee Cavalry type suits their strengths.
- Cataphracts are now stronger in auto-resolve compared to other cavalry. Their weakness are the missile infantry units which historically were used to suppress them effectively.

Update: 18 Nov, 2021 @ 10:24pm

Beta 4.00066 - hotfix:

- Removed Praetorian and Gladiator units from Roman Secessionists. They will have access to improved Roman Maniples (armed with gladius and better armor) as their standard heavy unit.