Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Your People's Trust (Vanilla)
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Update: 6 May, 2016 @ 7:22pm

v 1.42.000 - "v1.42" - Fixed a floating point issue with Alliance trust calculations.

Update: 22 Apr, 2016 @ 9:41am

v 1.41.300 - "v1.41" - Tuning

  • Smaller penalties for massive military unit recruitment
  • Smaller penalties for "Crushing defeats"
  • Smaller penalties for building too many mines

Update: 17 Apr, 2016 @ 12:52am

v 1.41.000 - "v1.41" - Tuning

  • A different rebellion system : now if your distrust is high (less than Distrust III) you won't get a random roll for a rebellion (which sets a random town's public order to -100) but a random roll for a riot which is a public order decrease (-20, -30 or -40 according to your distrust level). You will get rebellions ONLY if the total sum of this penalty and your current public order becomes less than -99. The random chance of getting a riot is 3% and it's not triggered until you own at least 8 regions.
  • When your faction leader dies, and only if he was very trusted (level 3+), you will get an immediate rebellion (public order -100) in a random town of yours. When this happens, just send your troops to win the rebels and recover your original public order.
  • Less trust and distrust for Peace and War declarations.
  • "Cultural Alliances" : if you have a moderate or small number of alliances (less than 17), you should balance allies IN your culture with allies OUT of your culture. Let's suppose you're playing a non-barbarian faction. Now for each ally out of your culture you'll get a trust penalty but that's countered by each ally IN your culture. Of course having more allies out of your culture will produce more distrust (-0.2 trust for each ally/turn) and viceversa.
  • Alliances - "barbarians" - They follow the opposite logics, thus they don't want barbarian allies.
  • Very large number of alliances : in this case you will get an additional distrust per turn, equivalent to 0.1 x each ally, past the 16th one. This effect stacks with the previous effect ("cultural alliances") so it can be reduced by inviting many allies in your culture (or viceversa if playing barbarian factions).

Update: 14 Apr, 2016 @ 7:55am

Promo pic updated.

Update: 14 Apr, 2016 @ 7:30am

v 1.40.000 - "v1.4"

  • Added trust and distrust effects due to diplomatic actions
  • If your trust is negative don't force diplomatic actions or you will likely get more distrust from your people
  • You can focus you diplomatic actions when having good trust. This will strengthen your leadership
  • If you play "barbarian" cultures, all diplomatic effects to your trust are halved
  • Added a new trust source in the central tooltip.

Update: 3 Apr, 2016 @ 6:16am

v 1.30.000 - "v1.3"

  1. 10 Medals available for valorous generals. They can be attained playing and winning battles, sieges and ambushes.
  2. Slightly reduced various sources of distrust.
  3. A Civil general must now have a total number of civil skills(+traits) greater than his total number of military skills(+traits) + 1 and viceversa
  4. Civil Generals are now called "Statesman" and apply special buffs when garrisoned
  5. Statesmen are now a tool to control your faction-wide corruption. They can lower your faction-wide corruption in proportion to their popularity (from 5% for "Popular" to 30% for "Legendary" generals)
  6. Military Generals will apply a "force morale buff" to their garrisoned armies. ***This buff is not yet visible on the UI
  7. The morale buff lasts for 10 turns if that province is fully owned (5 in other cases) and persists through movement. You can lead your armies in towns with popular military generals, get people's ovations, have your units buffed and then move to war!
  8. Militaristic factions now get additional 15% distrust penalties when losing battles (down from 30%)
  9. Entering your Home Region with an army lead by an unpopular champion now gives distrust whereas entering with a popular character, excepted spies, generates trust in proportion to his popularity class (anonymous, unknown, popular, well known, epic, legend).
  10. Ranking up with a popular character (dign, champs. or generals) now gives additional Trust
Trust gained from agents and generals has been properly redistributed :
  1. Spies cannot be popular. All of their trust contributions goes now under tag "Defense".
  2. Dignitaries are always popular. Their trust contribution always goes under tag "Dignitaries".
  3. Champions are popular only if they reach rank 6. In this case their trust contribution goes under "Popular chars"
  4. Generals can become popular regardless their rank. Their trust contribution is merged into "Popular chars", "Generals" or "Defense" according to what they are doing (ie - leading armies in campaigns with military generals produces trust, visible under tag "Generals" whereas entering your home region gives trust under "Popular Chars" and surviving an assasin attack creates trust visible under "Defense" etc..).

Update: 1 Apr, 2016 @ 10:41am

v 1.20.004

Lowered the popularity needed progress for Generals to become "Popular", "Epic" and "Legendary"

Update: 25 Mar, 2016 @ 9:14pm

Database tables renamed for compatibility with RUA Realistic Unit Availabilities.

Update: 24 Mar, 2016 @ 3:36am

v 1.20.000 - Version "1.2"

Trust penalties and bonuses have been rebalanced. Specifically :

  1. Trust from Buildings has been lowered and now it also depends on Imperium Levels
  2. Research benefits to Trust come now in 2 forms : a generic reward and a "Civil" bonus
  3. The "Civil" bonus is calculated on top of the past researches in the Civil field, thus it's incremental
  4. Trust from Alliances now also weights the eventual, excessive, amount of allies
  5. Distrust from allies having different cultures ia now gained, on top of Trust from allies having same culture
  6. Generals ranking up now give an amount of Trust proportional to their popularity
  7. All types of Trust benefits from war status and battling for Militaristic and Barbarian factions have been reduced
  8. DIstrust gained from Battles is now less impacting for every faction
  9. A new distrust source has been introduced, "upkeep%". If not reduced, it will give a permanent penalty
  10. Reduced the amount of positive Trust coming from Expansionism, declarations/treaties and Food
  11. Gaining Trust from Commerce is now more critical cause of the new penalties for not exploiting all trade routes

Update: 21 Mar, 2016 @ 6:55pm

Comments clean-up.