Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Four Turns Per Year Hardcore Mod
191 Comments
Satiro Volante 7 Mar @ 9:00am 
does this still work with latest version? Does it also work with the expansions?
Ciaphas Cain 14 Feb @ 12:12pm 
Are the other map changes for a specific campaign guys????
E 19 Apr, 2022 @ 9:08am 
Okay, this no longer works for me. The movement/research effects are present but years are still going by as if the game was 1TPY.
SnugglyPuffs 17 May, 2018 @ 7:08pm 
Does this work with patch 19?
E 26 Apr, 2018 @ 11:44pm 
This mod is awesome and so very hard at the same time. My Sparta campaign ended before it even began, when Athens and Macedon attacked me on 2nd turn.
twlpilot 14 Mar, 2018 @ 7:33am 
Dresden,sure would love for you to update this mod...i played with it all the time...many thx even if you dont!
Dresden  [author] 30 Nov, 2017 @ 10:13am 
Updated for latest game update.
Mitra 25 Nov, 2016 @ 4:47pm 
Hi Dreseden, great work on mods especially dei with whom I'm trying to play this mod with, but it seems it won't work. Are they compatible?
elkoso38 31 Oct, 2016 @ 1:59pm 
Is vanilla game use 2 tpy ? if so, why don't use x2 multiplier and not x4 for costs ?
twlpilot 15 Jul, 2016 @ 6:44am 
This is my favorite mod for Rome 2...thx for bringing it to us!
MitchimusmaximuS 18 Jul, 2015 @ 5:49pm 
Hello, thanks for the mod! I enjoy every aspect of it except for the 50% unit increase. I understand it's a hardcore mod, but where in the mod are the unit upkeep files. I have the modding software necessary, but I just can't seem to find the folder or place in the spreadsheet that says anything about land or naval unit upkeep. If you could be so kind as to tell me where it is so that I can change the mod itself, I would be very appreciative.
Working Joe 2 Mar, 2015 @ 9:10pm 
I just wanted you to know that I appreciate your mods very much! They bring a whole new meaning to challenge in ROME II!!!!
Varangian 13 Jan, 2015 @ 11:58am 
Dear Dresden,

Thank you for your hard work! It seems that something may be broken about this particular modification since I am no longer getting the 4x increase in the cost to recruit ships.

Not sure what is going on here as I could find no tables affecting recruitment cost in this mod using the latest version of the PFM.

Land units are unaffected by this problem, however, and I have disabled all other mods to make sure that there are no conflicts causing this problem on my end.
Ghea 19 Dec, 2014 @ 11:57am 
hi. I can appreciate the thoughts behind these changes, but I don't fully get the 50% in upkeep. It is true that we get 4 times the income, but the expense is also increased 4 times. Example, at 1 turn per year, if you make 1000 a turn and spend 1000 on upkeep, you break even at the end of the yera; at 4 turns a year, you still make 1000 a turn and spend 1000 on upkeep, which means you STILL break even at the end of year. But if you increase upkeep by 50%, you will make 1000 a turn and spend 1500 a turn. At the end of that year, it will be 4000 - 6000 = -2000. You are now losing money. Am I missing something?? I think what will make sense is if we reduce income AND expense by 75%, that will actually reflect the profit/loss designed for one year from the originally game.
Dresden  [author] 16 Dec, 2014 @ 7:49pm 
Updated for patch 16.1.
Maxime 10 Dec, 2014 @ 3:57pm 
So if i understand, you choose to limit the recruitment to one unit per turn rather to multiply by four the recruitment time?
Dresden  [author] 6 Dec, 2014 @ 2:08pm 
Updated to add mercenary costs/upkeep increase.
Dresden  [author] 6 Dec, 2014 @ 2:07pm 
In vanilla they added multiple recruitment bonuses to Rome in Italy.
TroubledWaters 21 Nov, 2014 @ 5:12am 
Rome still has 4 recruitment slots. :(
Romulus Lycanius 20 Nov, 2014 @ 5:52pm 
Do the unit prces affect ai as well? They always seem to have as many armies as they can field, while I can never afford it. Perhaps I'm just not good with money... but I'm slightly curious.
Dresden  [author] 20 Nov, 2014 @ 11:34am 
Compatible with Patch 16 and Black Seas DLC.
Sviatyi 14 Oct, 2014 @ 1:09am 
man, thanks for your work! When will the mod be compatible with 15 patch?
NOOT NOOT 3 Oct, 2014 @ 3:58pm 
I'm going to try this mod in my next game! There are just some things I want to say: Reducing movement isn't really necessary. You can travel quite far on foot in 3 months. Reducing gravitas is pointless I think since it's all relative. It doesn't give you bonusses in absolute numbers right? Just a question though: Does this work with Radious mod?
TroubledWaters 21 Sep, 2014 @ 12:22pm 
Or maybe Rome has some buff that I'm not thinking of that is causing this?
TroubledWaters 21 Sep, 2014 @ 12:21pm 
It looks like the recruitment limits are working for everybody except Rome. On Turn 1, I am able to recruit 4 units with Rome. I only have this mod and the base 4TPY mod running- any ideas as to how I can fix this?
Schobbe 20 Sep, 2014 @ 4:03pm 
is there any chance of getting this to work with radious? or at least the research, build times and recruit slots set as mentioned above?
Lucifer 18 Sep, 2014 @ 1:48pm 
My question here would be if this would be alot of work to make DEI compatible; since this mod doesnt really change the tur per year. It would be cool with the recruiting aspect and the upkeep, building cost.
wiyaam 18 Sep, 2014 @ 1:04am 
i've noticed that the build times are doubled instead of quadrupled. also, the siege times don't seem to be different from vanilla. I'm using better ai recruitment and your 4 tpy starpos plus seasons. could i have any conflicts?
as always, thanks for your dedication and updates! :)
TroubledWaters 17 Sep, 2014 @ 7:43pm 
Thanks for the support! Though it still seems to have multiple recruitment slots for this. Do I have to unsubscribe-resubscribe? Delete it? I don't think it ever updated.
Dresden  [author] 17 Sep, 2014 @ 11:02am 
Update:
Fixed recruitment slots
TroubledWaters 16 Sep, 2014 @ 6:15pm 
Thanks for this mod!

Not sure if it's just me, but I'm still getting multiple recruitment slots. Other changes (build times, movement) appear to be working as intended. Also, is there a way to make Gravitas gain 1/4 of normal?
Gothmar 16 Sep, 2014 @ 4:34pm 
;)
Dresden  [author] 15 Sep, 2014 @ 10:19pm 
Updated for Emperor Edition (Patch 15).
Gothmar 5 Sep, 2014 @ 5:10pm 
I like the set up, only thing I notice is AI doesn't know how to handle public order , they still have the mind set to mass attack lands and not slow down so you slowly end up with more Rebel settlements than actual countries sometimes.

@Dresden, thoughts on this and "small world" being beta: Patch 15 compatible, i'm sure it needs tweeks with their economy changes but just finding the 4tpy w/o these 2 mods on top of it not playable.
RowdyExpress 27 Aug, 2014 @ 6:50am 
Hey mate, first of all your mods are awesome! Was just wondering if you would consider this unbalanced? And do all these features apply for the AI too, such as the upkeep, general and agent experience etc.
Gothmar 27 Aug, 2014 @ 1:41am 
@Wolfbanesons:

CA issue, was having trouble with that in my balkins game before I started using this Mod or any Mod.
Romulus Lycanius 24 Aug, 2014 @ 1:47pm 
Great update! Only other problem I'm having, is that I'm not limited to just recruiting one unit per turn. I'm using the Familae Romanae mod, and the feature worrks as intended once Familae is turned off. I'm just wondering it it's an imcompatibility of some kind.
Dresden  [author] 23 Aug, 2014 @ 12:19pm 
Update:
- Unit cost, movement etc. effects are now compatible with all DLCs and all mod unit packs from other modders.
- Got rid of cultural conversion changes (they were a relic from the previous CA system as Flamewing pointed out).
Romulus Lycanius 22 Aug, 2014 @ 5:56pm 
Just an observation: But you don't reeeally need to adjust the numbers for cultural influence. It goess off of a ratio anyways, far as I can tell. (Feel free to correct me if I'm mistaken.) So if you just keep the ratio's constant, or maybe lower them slightly by basee numbers, 2 influeence instead of 3, for example, It'd have the desired effect.
dturtle1 16 Aug, 2014 @ 5:33am 
Hey I noticed that the cultural influence is actually 1/8th of vanilla rather than 1/4.(incidently this is not quite exact either across the buildings. As Egypt, temple is only 0.25 rather than 2 in Vanilla while the shrine(lvl 2)of Ammon-Zeus gives .75 rather than 4. In both cases it is less than 1/4. Also the scaling needs to affect local traditions, or else it just makes the local tradition stronger. At this rate i'll need at least 2 lvl 3 Shrines just combat the local traditions. In 23 turns(barely enough time to even get lvl 2 shrines) I've gone from 70%+ Greek to 70%+ arab. Is this intended,or a bug, can anyone else confirm, This is the only mod that effects buildings i believe.(just using Champloo diplomacy, sell your Slaves, plus your 4tpy mod)
{Hyp} OhneHa 13 Jun, 2014 @ 10:30pm 
This is a great Mod!

Is there a DEI Version of the Hardcore Mod? I've tried to use it together and severel Features don't work. Like Building Cost, Building Time, etc..

By the way: Is it possible to reduce the Building Cost for the AI slightly? In my first game with the Mod (without DEI), the AI seems to be unable to handle the Building Costs - resulting in privinces in most cases just with Buildings of Level 1.
Wolfbanesons 12 Jun, 2014 @ 3:03am 
Great mod. Nice work Dresden. Would like to ask yesterday i sacked a town playing as Arverni but somehow i couldn't leave the town's area of influence. Thought maybe cause of the reduction in army movement but i waited the next turn and the same. Gave it another go the next turn but i just couldn't step out. Had to occupy the town so i could be able to move again.

Don't know if it's a bug from C.A. part or some mod conflict?

Thanks
Old School Internet Warlord 10 Jun, 2014 @ 9:40am 
I didn`t even realise the low upkeep. But after the update my income went from +2500 to -700 per turn...so it seemed to work. Thanks for the update, now it`s a bit more challengeing
Vitali$ 10 Jun, 2014 @ 12:39am 
I still get a low upkeep (and units cost too btw), rest works fine. I use this mod combined with your 4tpy carthage mod, i will try to know if i have some compatibility problems. Thanks anyway!
Dresden  [author] 9 Jun, 2014 @ 5:06pm 
And no you don't have to start a new campaign
Dresden  [author] 9 Jun, 2014 @ 5:06pm 
Fixed upkeep, sorry about that
Wolfbanesons 9 Jun, 2014 @ 1:25am 
Do I need to start a new campaign? Would like to try it out but already started a campaign
Vitali$ 6 Jun, 2014 @ 12:47am 
hey, looks like units upkeep fucked up with the last patch, i mean really fucked up like even less than vanilla lol.
Old School Internet Warlord 4 Jun, 2014 @ 5:02pm 
It seems to be fixed now. Thanks again.
Old School Internet Warlord 4 Jun, 2014 @ 4:41am 
Thank you very much...I will test it a little bit later