Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Strategic AI Mod (IA & ED Campaigns only)
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Update: 23 Aug, 2018 @ 1:59am

Synchronization update.

Update: 23 Aug, 2018 @ 1:28am

Synchronization update.

Update: 22 Aug, 2018 @ 5:55am

Synchronization update.

Update: 20 Aug, 2018 @ 7:33am

Change XIV.

-Adjusted Wrath of Sparta skirmisher unit upkeep costs to be 2x the standard amount. This was done to reduce the ease of creating armies with huge amounts of skirmishers, and to make hoplite units comparable in price (skirmishers didn't have the expensive equipment, but were well trained for the period and ammunition had to be manufactured). This change is a further attempt to make the WotS more realistic in hindering the ability to spam with cavalry and skirmishers.

Update: 20 Aug, 2018 @ 6:42am

Synchronization update.

Update: 20 Aug, 2018 @ 6:32am

Synchronization update.

Update: 20 Aug, 2018 @ 5:59am

Change XIII.

-Adjusted the Wrath of Sparta units, raising upkeep of cavalry units by 3x, and limited the number of cavalry that can be recruited to Greek nations (mercenary cavalry can still be recruited at an unlimited quantity if you can financially support it). The rationale is that cavalry of the period was not fielded in large numbers and should be more expensive for upkeep to make it dificult to field large cavalry formations. Also limiting cavalry units that can be recruited (which represents a limited number of horses) cuts back on the a-historical gameplay which devolves where each Wrath of Sparta battle turns into a contest of who has more cavalry getting around behind. Cavalry was not prominent until Alexander the Great revolutioned its large scale employment and tactics a century later.

-Adjusted the Roman Colosseum and Circus Maximus buildings so that the Circus Maximus provides more income than the Colosseum, but the Colosseum provides more entertainment (and in both cases both buildings provide more income than their standard amount). Essentially the income and happiness generated by the Colosseum and Circus Maxius has been flipped from the standard approach. The reason for this change is because the Circus Maximus was not that attractive to build, considering that the Colosseum had more important perks, and also the Colosseum provides the most entertainment while the Circus Maximus provides the most money (it was a gambling race track after all).

Update: 16 Aug, 2018 @ 4:03am

Change XII.

-Further tweaked Roman security, tax and spy banditry reduction levels.

Update: 16 Aug, 2018 @ 3:51am

Change XI.

-Corrected an error where Roman security buildings were not reducing banditry by 2x (but rather 1.5x). (see Change X below).

Update: 16 Aug, 2018 @ 3:40am

Change X.

-In the Empired Divided campaign, increased the banditry reduction of Roman security buildings by 2x, and for Roman administration and spy buildings by 1.5x. This was done because it was felt (after hours of experience) that these buildings did not significantly reduce banditry to meaningful levels, and that you had to build 3x level III security buildings to even try to put a dent in banditry in a province, which is not practical. Now if you build 2x level III security buildings in a province then it should all but eliminate banditry in most cases.