Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Two Turns Per Year Hardcore Mod
100 Comments
Chef0Death88 5 Dec, 2020 @ 8:26pm 
Id love to update this, but i havent the first clue how?
Albano 26 Jun, 2018 @ 12:05pm 
Reduced growth for desert civilizations do not work
Chef0Death88 6 Jan, 2018 @ 10:41pm 
ill test it out tonight and let you know mate.
Dresden  [author] 6 Jan, 2018 @ 1:06pm 
I havent tested it, it may
Chef0Death88 6 Jan, 2018 @ 10:37am 
does this still work with patch 18?
Dresden  [author] 16 Dec, 2014 @ 7:49pm 
Updated for patch 16.1.
Dresden  [author] 6 Dec, 2014 @ 2:08pm 
Updated to add mercenary costs/upkeep increase.
Dresden  [author] 20 Nov, 2014 @ 11:34am 
Compatible with Patch 16 and Black Seas DLC.
Richon 21 Sep, 2014 @ 5:04pm 
Seems to be working now. :D
Dresden  [author] 17 Sep, 2014 @ 11:02am 
Update:
Fixed recruitment slots
Richon 16 Sep, 2014 @ 7:47pm 
Just tested it with only your base 2TPY mod and Talents, Traits, and Toadies active. I've booted up before without TTT active, and still crashed. I'm not sure what's the problem.
Dresden  [author] 16 Sep, 2014 @ 7:20pm 
I just loaded it up without a crash, so it may be a mod conflict or something else.
Richon 16 Sep, 2014 @ 7:16pm 
For some reason, this mod is now breaking my game. I can boot up fine without this mod, but with it, my game crashes. This makes me sad, because I love this mod. :(
Dresden  [author] 15 Sep, 2014 @ 10:18pm 
Updated for Emperor Edition (Patch 15).
Dresden  [author] 23 Aug, 2014 @ 12:20pm 
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).
metafa 10 Aug, 2014 @ 5:03pm 
Great, thx!
Dresden  [author] 10 Aug, 2014 @ 4:23pm 
If you load that mod first it should work properly.
metafa 10 Aug, 2014 @ 4:18pm 
Hi Dresden. If I want to have this mod and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=297602597 which should load first? Is it even possible, I mean, will the two mods work together at all in your opinion?
Dresden  [author] 17 Jul, 2014 @ 10:48am 
@Cacodemon Vanilla Rome 2 now has the seasons on the map (recent patch)
CacoSteven 17 Jul, 2014 @ 8:07am 
Wait, so this adds weather effects such as snow to the campaign map? Does it also add the corresponding penalties? Would've been nice if the description stated this. Gave me some serious nostalgia from RTW1's campaign map.
wiyaam 6 Jun, 2014 @ 7:24pm 
actually i think the issue was with "meaningful resources", so i removed the buildings levels table from that mod and it seems to work!
wiyaam 6 Jun, 2014 @ 6:20pm 
hi dresden! thanks for the update!
it seems like the building costs and times have been switched to vanilla; everything else works great!

Thanks!
Dresden  [author] 3 Jun, 2014 @ 12:29pm 
Updated for patch 13, let me know if I missed anything
Nintenrax 1 Apr, 2014 @ 2:07pm 
The 'Loose Formation for all Units' doesn't seem to work for me. Hope you can fix this in your next update
Dresden  [author] 26 Mar, 2014 @ 4:19pm 
Updated for new DLCs
AstroCat 25 Mar, 2014 @ 8:47am 
How will this work with the new FLC (seasons) coming tomorrow? Actually the questions applies to all your turn mods? Thanks!
Animu Lady 25 Mar, 2014 @ 7:09am 
btw
How can i remove the ''Unit Upkeep increased by 25%'' Its not afecting the Radius and 100 other new units in My Unit mods Pack???

Tried to balanced the highter upkeep in this mod
- with a 1.5x bigger unit size https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=192808315

- with a 2x bigger unit size
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=234058137

but its still not working .Any alternative will be helpful.
Dresden  [author] 22 Mar, 2014 @ 11:38am 
No, you were correct. I had to update it.
klaus_krueger69 22 Mar, 2014 @ 7:48am 
...forget about my comment from yesterday, it all works fine now (don´t even know what the problem was). Keep on with your good work Dresden!
klaus_krueger69 20 Mar, 2014 @ 12:44pm 
Hello Dresden,
in my case the game unfortunately is not working anymore with your mod (after patch 10). But it is already updated as i read in the description?! I used your mod together with some other ones and they always worked together perfectly. Anybody any suggestions?
Phambambalam 20 Mar, 2014 @ 12:39pm 
None of your Hardcore mods (including hegemonia ones) are loading since patch 10 official release, even when no other mods are selected.
Nintenrax 18 Mar, 2014 @ 1:09pm 
In my Macedon campaign I build Shrine of Zeus. This normally gives +4 cultural conversion, and by using this mod this should be changed to 2 (at least that is how I interpret the description). In my campaing however, it only gives a +1.5 to cultural conversion. Do you have any idea what causes this?
Dresden  [author] 17 Mar, 2014 @ 1:46pm 
They have the same costs, however I believe the difficulty setting does change the AI costs.

Also I havent edited costs in multiplayer.
Nintenrax 17 Mar, 2014 @ 10:09am 
That's weird. When I hover over the unit icons of an enemy army I can see that their recruitment cost hasn't increased, while if I hover over mine, I do see an increase. Is this a bug? Or is this maybe some kind of bonus the AI gets?
Dresden  [author] 16 Mar, 2014 @ 2:31pm 
Yes
Nintenrax 16 Mar, 2014 @ 1:24pm 
Does this also increases costs, ... for the AI?
Dresden  [author] 10 Mar, 2014 @ 2:29pm 
Compatible with Patch 10.
Dresden  [author] 10 Feb, 2014 @ 3:45pm 
Updated for Epirus units patch (Feb 10)
Dresden  [author] 30 Jan, 2014 @ 10:04am 
Updated Patch 9
Dresden  [author] 24 Jan, 2014 @ 1:42pm 
For a patch 9 beta version go here: http://www.twcenter.net/forums/showthread.php?624360
I will update this version when patch 9 is official.
Kashak 22 Jan, 2014 @ 3:31pm 
" so that you have the option of using other TPY mods with this (you can use 4TPY, Hegemonia, etc.)"

Genius thanks!
Dresden  [author] 23 Dec, 2013 @ 3:47pm 
Update:
- Added new techs from patch 8.
Dresden  [author] 19 Dec, 2013 @ 12:59pm 
Updated for patch 8 and 8.1.
NOTE: You will need to get 2TPY Mod to actually change the turns per year. I removed the startpos from this mod so that you have the option of using other TPY mods with this (you can use 4TPY, Hegemonia, etc.)
Dresden  [author] 1 Dec, 2013 @ 2:05pm 
Update:
Lowered building recruitment slot bonuses.
Dresden  [author] 30 Nov, 2013 @ 11:00am 
Yes, you are welcome to use it.
Publius Cornelius Scipio 30 Nov, 2013 @ 5:40am 
Hi there,

I am Patricius Darwinius Virtus, creator of the mod Realistic Roman Army.
One of my submods, Realistic Roman Area of Recruitment, modifies the startpos.esf.
That kind of sucks, since people can't use any other TPY mods etc. anymore.
Since this mod is more or less the most complete one, I wondered if I could use it in RRAoR.

Happy modding,
PDV
Dresden  [author] 29 Nov, 2013 @ 9:02pm 
Update:
- Due to reports of AI not recruiting with multiple turn per year recruit times, I reworked recruitment. Now, all units are 1 turn to recruit but there is one less recruitment slot.
- Decreased attrition, increased siege times by 1.
- Various changes to improve compatibility with other mods.
GhostReporting 24 Nov, 2013 @ 5:52pm 
Great mod. working well so far with Patch7 - Using with Hellbents TTT
Dresden  [author] 24 Nov, 2013 @ 5:03pm 
Update: Fixed AI Food bonus for patch 7.
Dresden  [author] 16 Nov, 2013 @ 1:51pm 
Oh don't get me wrong, I fully appreciate the feedback. It is the only way to improve the mod and is very useful to me :)

The movement actually used to be reduced by 50%, so I have been slowly increasing it as I get more testing.