Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Rome II Total Realism IIII
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Update: 18 Nov, 2021 @ 10:14pm

Beta 4.00066:

- Fixed first two political ranks loyalty amount for Romans. At the same time, added Power to ruling family, with Rank Consul (+1), while boosting others (Governor +2) Censor (+3)
- Minor adjustment to political ranks - unit upkeep now decreases up to rank Consul (rank5), afterwards, it stays the same. Final rank 7 (Censor) is therefore more "honorary" title, which increases power of ruling family, but it doesn't provide more benefits, therefore Censors are better off not leading the armies.
- Female rank cultural income bonus increased (4,6,8,10 instead of 2,4,6,8)
- Campaign difficulty diplomatic penalty now only applies for Very Hard and Legendary difficulties. both apply -25 penalty to diplomacy (AI gets -10). This is to provide slightly more challenging diplomacy at highest difficulty.
- Minor tweaks to politics actions, reduced gravitas cost for certain actions, increased financial cost as compensation. Declaring Heir now "transfers" 100 gravitas from family leader to heir.
- Removed Libyan Spearmen to Heavy Libyan spearmen upgrade. (Libyan spearmen are used as factional mercenary, so after upgrade they would disappear). Instead, Heavy Libyan Spearmen are available from Tier 3 buildings.
- Minor increase to projectile speeds for slightly better reaction from skirmisher units.

Update: 16 Nov, 2021 @ 9:25pm

Beta 4.00065:

- Fixed Hellenic reforms, upgraded units will be now properly available from same buildings as former units were, as well as garrisons.
- Fixed various skirmisher unit speed. Units with some armor will be slower than units that dont wear any armor.
- Increased armor penetration for thrusting weapons (spears, thrusting swords), but compensated by decrease in base damage. Increased base damage for slashing weapons (longswords, kopis, axes, cavalry swords)
- Carthaginian infantry units use 6 ranks instead of 8 (they do not use Greek battle formations, therefore can be deployed in wider formation)
- Slightly decreased movement speed for all infantry. compensated by increased movement speed for disordered units. This will allow broken disordered units to run from battle faster than their pursuers (technically, men running for their lives would drop weapons and shields and run away.. while those chasing them would be still burdened by own shields and weapons)
- Adjustments to infantry battle entity definitions, unit weight and speed should more correlate to amount of armor unit has.
- Increased ramming damage for light ships against others. Now all ships will have same ramming damage potential (which is increased based on ship speed and possible bonuses). This should make light ships capable at taking on heavier ships which are best used at boarding. Heavy ships still have advantage due to much higher durability than light ships, but multiple ramming hits from several ships will be now a bit more effective than before and light ships would be harder to just ignore...
- Adjustments to morale system, slight reduction in morale penalties for being attacked in flank or rear.
- Carthaginian Mob converted into Levy African infantry, low quality spearmen infantry that will be only available through rebellions. (instead of mob units, which are just plain pointless and very easy to kill)
- Modified loyalty effects. Political party loyalty now boosts tax income (1-5%), General loyalty now decreases upkeep of his force by 2-10% (less than before, but now also applies to navies)
- Reduced amount of public order generated by armies present in local region. (as this can be boosted by ancilaries and general skills)
- Fortified camps now don't contain Victory point in the middle of the camp. (AI will be less likely to rush all units inside). At the same time, Barbarian fortified camp now uses "Greek" models instead of Gallic, therefore will no longer have hats inside (as they block the movement) but ordinary tents instead (which don't cause such issues).

Update: 14 Nov, 2021 @ 9:31pm

Beta 4.00064:

IMPROVEMENTS TO POLITICS SYSTEM:

- Increased corruption based on number of regions controled
- Added corruption to politic influence system. less influence player has, higher is the overall corruption, which means there will be slightly higher level of corruption at that start of the game.
- Office ranks 5 to 7 now reduce corruption by 1% (for Romans, its Consul or higher). Female rank 4 no longer reduce corruption.
- Reduced tax bonus from office ranks for all characters.
- Reduced upkeep bonuses from office ranks for all characters
- Office ranks now impact upkeep of all units, both land and naval. (previously, general political office had no impact on navy upkeep, only army).
- Increased cost of promoting characters

OTHER CHANGES:

- Reduced maximum number of children per family unit to 2
- Reduced change for young children dying (mostly to declunk the family management UI which is full of dead children)
- Adjusted diplomatic bonuses for certain campaign actions (occupying cities, executing troops, trade agreements etc), mostly reducing their positive effect on enemy faction. These actions will still please the enemy, but not as much as before.
- Auxillary Kretan Archers now recruitable anywhere in Greece, not just Krete
- Increased bonus for fortified settlement defenders in autoresolve.
- reductions to technology melee bonuses
- Hoplites back to 8 ranks (didnt realize 6 ranks would make their battle formation so long..)
- Socii units upgrades moved to Cohort Organization research. Technically, they received full citizenship after Social war, after Romans already reformed their military, so this delayed upgrade will simulate that.
- Roman Cohort Organization tech now provides +1 army (besides the unit upgrades)
- Morale system adjustments - increased open flank penalties, reduced attacked in front/flank/rear penalties to compensate. AI will now be slightly more careful about flanking and being flanked (results are not groundbreaking though, but noticeable)
- Minor adjustments to charging, to make less teleporting engagements (charge distance to pick target reduced to minimum). At the same time, knockback, knockdown and stepback thresholds increased.
- adjustments to collisions, higher maximum now allowed, which will result in cavalry killing more men on contact, while it will also lose more men against braced heavy infantry

Update: 13 Nov, 2021 @ 11:58pm

Beta 4.00063 hotfix 2:

- Fixed Pike length which prevented two pike units to hit each other resulting in no casualties.

Update: 12 Nov, 2021 @ 1:26am

Beta 4.00063 hotfix:

- Fixed "gather support" political action cost

Update: 12 Nov, 2021 @ 1:02am

Beta 4.00063:


Changes to Politics:

- Hiring politicians is now for free. you always "pay" for own party characters with influence, while it made no sense to pay huge amount of sum for other party character
- Reduced cost of promotions. these should be now more accessible.
- Adjustments to political influence. Public order bonuses from high influence increased. Other Parties loyalty penalty from high influence increased.

Other changes:

- Increased melee defense penalty for being flanked by enemy
- Auxilliary Illyrian Levies reworked into Auxilliary Illyrian Thureophoroi (more useful units to have than levies)
-Auxilliary Illyrian Raiders reworked into Auxilliary Illyrian Peltophoroi
- Illyrian Hoplites renamed to Illyrian Peltophoroi - Pelta shield was Illyrian development which was adopted by Macedonians, therefore Illyrian Hoplites who used these shields now use their name instead of Hoplon.
- Illyrian Peltophoroi now use different unit definition, they will be a bit faster than Greek heavy infantry, and will be able to throw javelins during charge. They also wear lighter armor, as bronze breastplates were typical for high nobility only.
- Reduced replenishment from being fortified in own province and garrisoned/docked in city/port. Instead, boosted mustering stance replenishment by same amount. This way, recruiting new units will also replenish existing units faster. Its the way how to compensate for multiple turn recruitment compared to passive stance which allows attack next turn.
- Fixed mercenary upkeep bonuses for Punic factions (Libya and Carthago Nova), previously they were too big, so with combination of research bonuses they had mercenaries for free.

- Adjusted ship maneuverability, speed and acceleration. heavy artillery ships are now a lot less maneuverable, followed by heavy combat ships with towers, while small Biremes and Hemiolias are the most maneuverable. Triremes are still fastest, but Quinqueremes and Quadremes are not that far behind and are as fast as smaller Biremes. Trihemiolias, Liburnians and Triremes have superior acceleration to other ships. Heavy combat ships now have much lower acceleration, and therefore are not as effective at repeated ramming.

Update: 9 Nov, 2021 @ 11:38pm

v4.00062:

CHANGES TO CITY OCCUPATION OPTIONS:

- Razing city now doesnt cause unrest (you practically kill/sell as slaves the whole city population). Instead, it cause massive diplomatic penalty (-75)
- Occupying city of own culture doesnt cause unrest, except for initial unrest penalty (conquest). Occupying city of different culture causes a lot more unrest (which decreases by 1 each turn) on top of conquest penalty. Occupation is seen as positive diplomatic option (+50 to diplomacy), as you did not massacre/enslave the population.
- Looting city now applies bigger (one time) conquest unrest (population is enslaved). Also involves diplomatic penalty (-25)
- Sacking city now only applies conquest (one time public order penalty) unrest and diplomatic penalty (-25)
- Subjugation option now increase public order in the city (so vassal government can keep public order in check)
- Laying siege gives +25 to diplomacy with attacked faction, this way, you can siege the enemy city to force them to sue for peace eventually.


RELIGION/CULTURE CHANGES:

- Religious buildings now provide same amount of cultural bonus ( level 1 = 2, level 2 = 4, level 3 = 6, level 4 = 8, and level 5 = 12).
- Damaged or destroyed religious buildings provide no bonus. (this way sabotages are one way how to decrease cultural influence)

POLITICS CHANGES:

- Decreased cost of multiple political actions usable against other families, these should be now more beneficial to use.
- Increased gravitas gain from organizing games or organizing feasts. these actions now have much higher impact, and therefore will guarantee a lot of political power if used too often by other family members. Also it makes them preferred way how to increase influence of own political party over opponents.

OTHER CAMPAIGN AND COMBAT CHANGES:

- Reduced importance of defending sea regions (to prevent AI sending its armies in the middle of ocean way too often)
- Streamlined General skills, reduced amount of bonuses provided by base skill to 1. (besides attribute and gravitas bonuses)
- Veteran Army legacy skill now also provides bonus to experience gain rate.
- Moved Carthaginian Quinquereme to tier 3 instead of tier 2. Carthage gets tier 3 ports with Military Settlement research, which is first military tech, therefore they will get these larger ships soon enough. Instead, initial navies will use Quadriremes a bit more.
- Adjustments to naval morale and combat effects, Increased morale penalty from ship damage, reduced morale penalties from casualties. crew should fight a bit longer before routing, while ramming enemy ship before boarding will make the defenders easier to break. Boarding time bonus increased, but boarding now only increases melee defense of boarders (so they can survive being outnumbered in the initial stages)

Update: 7 Nov, 2021 @ 11:15pm

v4.00061:

- Changed battle predictions to be less explanatory. You still see if you win, but cannot tell if Its Decisive or Costly etc.. (For even more obscurity, use Ludde's mod "Removed General Predictions" which inspired me to do this)

- Minor adjustments to morale system, and combat rules. Reduced penalty for being overwhelmed by enemy, which should make AI less likely to group all units into single blob. Attack interval reduced, entities will attack more often, therefore moving entities will not pass through units so easily.

- Barbarian cavalry now recruitable from cities. This provides better recruitment options for AI controlled barbarian tribes who control province capitals. Light cavalry is available from tier 1-2, while heavier cavalry units are available from tier 3-4. Units recruited from towns with horse breeders' now get +1XP

- Oathsworn now present as garrison unit for barbarian faction, representing local chief and his bodyguards. (should help Celtic garrison force to fight better, as Oathsworn can ecourage local troops.

- Slightly modified uniform color for Romans. Early Republican units were formed from wealthier middle class citizens, therefore they will wear brighter/cleaner tunics, while Late Republican units were mostly conscripted from poor low class citizens (without any property), therefore they will wear more grey/bleak tunics.
- adjusted color scheme for Italic units. They now use white-blue-yellow color palette to be instantly distinguishable from Roman units.

- Roman General, Legatus and Carthaginian General cavalry unit converted into sword armed cavalry. This way, unit is less effective against infantry, but more effective against cavalry. At the same time, it has much lower charge, therefore AI will be less likely to use them to charge into enemy infantry formation. At the same time, General will be able to defend itself against targeted cavalry attacks.

- created separate occupation definition for major factions. This way, minor factions will be more focused on subjugating or liberating neighbors, or raiding and sacking their settlements, instead of occupying them. Major factions (Rome, Carthage, Successor states etc...) will have this reversed and therefore will be more likely to loot, raze or occupy a settlements, which should help them become larger for late game (instead of having some minor faction with weak and unchallenging roster dominating the map due to random aggression roll)

- adjusted amount of money gained from looting and sacking settlements. Sacking should provide slightly more money than Looting.
- Slightly boosted Roman income to compensate for income boost to three Punic factions (Nova Carthage, Libya and Carthage)
- fixed Roman city center providing double food.

Update: 5 Nov, 2021 @ 12:29am

v4.00060:

- City food trade buildings now provide food (so they are now consistent with equivalent town building)
- Syracuse got additional food surplus so they don't starve at the game start.

- Autoresolve adjusted, reduced "post battle" casualties taken, autoresolved battles should be less decisive
- Increased acceleration and turning rate for skirmisher units (they should be able to run away from enemy quicker)
- Reduced ship maneuverability slightly.
- Reworked character attribute effects. they are no longer linear, but at level 10, their gain is reduced.
- Reduced all morale bonuses provided by ancillaries, general skills, research etc.
- Minor tweaks to battle morale system.
- General abilities (Rally, Inspire) are no longer limited to single use per turn, but have large cooldown.
- General Authority attribute now decreases the cooldown on these abilities. (higher Authority, more often general will be able to inspire or rally his troops.)

- Reduced hitpoints for chariots and elephants, they will be now significantly more vulnerable to javelins. Elephant base armor was increased to accomodate(from 40 to 60 for normal variant, and from 80 to 100 for armored variant)
- Removed elephants as general units in Hannibal at the Gates campaign (elephants tend to charge first, which means AI ends up with general killed early, which will result in whole army shattering when routed, making battles too easy)

Update: 1 Nov, 2021 @ 11:36pm

v4.00059:

Startpos changes (require new campaign to take effect):

- Added Libyan Spearmen, Libyan Infantry, Libyan Javelinmen and Gallic Swordsmen as factional mercenaries for Carthage in Grand Campaign and Hannibal at the Gates. They are replacing previous Numidian and Celtic units that are usually also regional mercenaries. This way, Carthage has option to recruit mercenary army from Libyan units.
- Moved Carthaginian army from Spain to Sicily
- Increased size of Carthaginian starting armies
-Different AI personalities assigned for various factions (Massalia from AfricanArabian to Minor Hellenic, Syracuse, Athens to Minor Hellenic Alternative etc)
- Boosted starting money for Nova Carthage and Libya, reduced starting money for Syracuse
- Replaced Mercenary Evocati with Republican Evocati as Factional Mercenary for Caesar in Gaul campaign.

Other changes:

- Enhancements to AI task management. separate definitions created for Romans and Carthaginians to be a bit more aggressive, while minor factions will now focus more on defense.
- Reworked agent action result effects. Compromised agents (after failure) will be a lot more vulnerable (50% bonus to enemy actions vs 10%). Failure against armies or characters will increase their resistance by 25%(previously 10%). Failure against province, will increase attribute points by 3 instead of 1.
- Modified government effects for Republic, Empire and Monarchies
- Reduced number of javelins carried by Thureophoroi and Peltophoroi units to 2 (previously 4)
- Reduced armor for Gallic Legionaries to 70 (previously 80), reduced cost and upkeep accordingly
- Adjusted armor and combat stats for Late Carthaginian units, price and upkeep adjusted accordingly.
- Added separate ramming definitions for transport ships. these now are more vulnerable to ramming (previously used light ship definition). Light Ships are therefore now slightly more survivable than transports.