Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Dresden's Hegemonia Hardcore Overhaul Mod 4TPY
197 Comments
KsH 8 Feb, 2020 @ 12:48pm 
Anyone tried this lately, does it work ok?
Dresden  [author] 22 Mar, 2018 @ 11:41am 
Sadly I dont have time to update some of my older mods right now :( They may still work without an update, I dont know I havent tested
Alexander The Greek 21 Mar, 2018 @ 6:42am 
update?
Wellington's Boots 12 Mar, 2018 @ 4:38pm 
Please update. Love your mods.
Augustus II 8 Feb, 2018 @ 1:20pm 
Its like the 4tpy slowdown mod u made. I love that. I need that mod. and I found a slower movement mod in the TWC which works but a slower everything would be amazing.
Augustus II 8 Feb, 2018 @ 1:19pm 
Not quite. The idea being a hardcore version without the crazy diplomatic changes. Like playing civ 5 on epic speed. Slower recruitment and movement, which arent in dei. slower experiance gain. Things like that, that also could match up with a 12tpy mod like ur great mod. I cant imagine how much work goes into these kind of things so im not saying drop everything and do it but.. would there be any easy way to make this into a dei submod for those of us that like a longer challenge.
Dresden  [author] 7 Feb, 2018 @ 6:06pm 
This is basically already in DeI
Augustus II 7 Feb, 2018 @ 3:11pm 
oh btw a 12tpy version lol. thats why i was looking. I love the idea of 12 months but need all aspects of the game to match up ya know. anyway thanks again.
Augustus II 7 Feb, 2018 @ 3:03pm 
@dresden dude first off you a rock star. your mods have brought me tons of joy. I found this one looking for a longer game and this is of course yours. I would loveeee this combined with DEI. anyway thanks for all the good work.
Psycho 6 Aug, 2017 @ 3:46pm 
Why do AI armies get 3 recruitment slots every turn while the player only gets one? Is this a bug or is that how it's supposed to be?
lopezitur 29 Dec, 2016 @ 10:46am 
dificil,pero muy divertido
Jesus Loves You^_^ 27 Sep, 2016 @ 2:10am 
Could you make a 12TPY ?
Dresden  [author] 12 Aug, 2016 @ 12:42pm 
It should
C.L.I.T. Commander 12 Aug, 2016 @ 5:46am 
Does this work with Patch 17?
Dresden  [author] 17 Aug, 2015 @ 12:58pm 
The new start positions for the various factions won't change in your save game.
•LGA• Cyrus: Emperor of Mankind 17 Aug, 2015 @ 6:50am 
Not save game compatible?
Dresden  [author] 14 Mar, 2015 @ 11:52am 
This is a very simple mod that changes faction starting locations. DeI is a huge overhaul that changes every aspect of the game.
OpenWorldAddict 10 Mar, 2015 @ 2:08pm 
Dresden, what is the difference between this and Divide Et Impera?
Bob 1 Feb, 2015 @ 8:23am 
make a 12 tpy or 24 tpy version please!
Dresden  [author] 16 Dec, 2014 @ 7:53pm 
Updated for patch 16.1.
Raghen'hora 8 Dec, 2014 @ 12:00am 
I am very satisfied with the working changes. Thank you Dresden!
Dresden  [author] 7 Dec, 2014 @ 1:28pm 
Sorry, forgot to remove that. When CA redid the building system in Emperor Edition I was not able to include MR anymore as it uses the old system.
Count Gustav Horn 6 Dec, 2014 @ 6:31pm 
quick question, this obviously includes the meaningful resources as stated above but when using this mod I cannot see any copper resource, is this missing?
Dresden  [author] 6 Dec, 2014 @ 2:00pm 
Updated so that the cost/upkeep increase affects mercenaries as well.
Raghen'hora 5 Dec, 2014 @ 7:21pm 
(if the problem had been solved since 21. Nov i do apologize for asking, since i wanted to wait until something about the mercs was done... and i just haven't looked but wiated for reply.)
Raghen'hora 5 Dec, 2014 @ 7:19pm 
I guess enough time has passed to not seem impolite to ask again if there would be a solution for the cheap mercenarys. I know it is quite a feat for the AI to have an opportunity to hire them at low cost, since before patch 15 AI didn't seem to use them at all, and now they sometimes turn the tables with them. BUT ... as player it is too easy to hire everythingin a border cross, and raise an army in an instant marching, fighting in the same round, and just dispose of them, again afterwards, and all of that for mere ~3000 Coins. Maybe something like a raise in hiring costs just for players would be possible? (the wage seems normal and high enough) Something that does not tempt a player to unrealistically overuse them... Regards.
Dresden  [author] 20 Nov, 2014 @ 4:07pm 
Updated Patch 16. Colchis Chapter missions not working yet.
Raghen'hora 25 Sep, 2014 @ 5:23pm 
Good enough for me if you'll look into it, even if there's nothing to happen soon. The "Across the Board" increase in upkeep is affekting the mercenarys as well. Just the costs for hiring them are "crying": "use us, throw our lives away..." *nods in Dresdens direction*
Lucifer 22 Sep, 2014 @ 6:37pm 
thank you for the reply, i'm going to give it a try
Dresden  [author] 22 Sep, 2014 @ 12:45pm 
Yes that is correct.

@Aethillias thanks for the merc feedback, I simply did an across the board increase for cost/upkeep. I will look into it.
Lucifer 21 Sep, 2014 @ 10:21pm 
just to reverify the "campaign_difficulty table" is where that i'll be able to change the recruitment slot available in the campaign right.
Raghen'hora 21 Sep, 2014 @ 4:35am 
2/2 (if not twice or thrice that ammount) it is normal to have them for a campaign and release them from their dutys afterwards, but which way ever looked at it, to hire them, standing in front of what is to be taken/beaten, hiring high end expert troops for quite nothing, and sending them into death, or just overpower someone and release them directly afterwards IS a very gamebreaking expirience. sure one could say "just do not hire them" maybe as well one would say "if you play with friends together, of course they should be trustworthy enough not to do it" but it comes down to: "one wants to prove himself, doing whatever can be done, to achieve victory and overcome ones enemies" ... (which is ... frankly spoken,... quite boring and unrewarding when beeing able to defeat anything at low costs...)
Raghen'hora 21 Sep, 2014 @ 4:32am 
1/2 I found the discussion from August http://www.twcenter.net/forums/showthread.php?663734-Mercanries/page2&s=8acc8a17b48bcbe4d7f40f7167cef4ab I do not think mercenarys are too expensive to maintain, (since they offer their life/expertise and that comes with a price and without the duty people would have to carry out (fight/die) for their own countries without beeing paid...) but rather easily "used" for something mercenarys would have never stood for, since i am sure they wanted to spend all the money they would have earned for fighting for other causes. To hire them, is at least "a fee" for their services in advance, so it should sumn up to what they earn periodically...
Raghen'hora 19 Sep, 2014 @ 3:19am 
Greetings there. I wondered if the prices for hiring mercenarys are correct. (since they are cheaper in hiring, than building own units, what without a doubt is realistically seen true ... but for the campaign it means, one marches without troops before a settlement or a city, hires for quite nothing everything there is, and releases the mercenarys afterwards. Cheap effective victory, specially in the beginning, where there are not that good troops to counter such a cheap strategy. I wondered if you may consider to do something about it...) (maybe it is possible to script a "lock" for players who recruit mercenarys not to be able to release them, since the KI would never ever send them away after they hired them... or something effective like that ^^) Sincerly, your modification-absolutely-needing-for-enjoyable-gameplay, Aethillias
Lucifer 18 Sep, 2014 @ 7:53am 
thank you, thats a big help :)
Dresden  [author] 17 Sep, 2014 @ 5:06pm 
campaign_difficulty table
Lucifer 17 Sep, 2014 @ 4:58pm 
thats awesome news; i wish i knew where exactly you apply the recruitment slot changes. i've been looking at tutorials online , so far nothing. never the less i appreciate your work sir. Thank you
Dresden  [author] 17 Sep, 2014 @ 11:02am 
Update:
Fixed recruitment slots
Lucifer 16 Sep, 2014 @ 7:44pm 
i appreciate the swift update, great work. However i wanted to let you know that both hardcore mod recruitment slot have been increase to 5
Lucifer 16 Sep, 2014 @ 8:45am 
Yes!!! Thank you sir for your time and great work
Dresden  [author] 15 Sep, 2014 @ 10:22pm 
Updated for Emperor Edition (Patch 15).
Lucifer 15 Sep, 2014 @ 8:41pm 
okay thank you
Dresden  [author] 14 Sep, 2014 @ 10:28am 
I will be updating this to patch 15 when it goes live.
Lucifer 14 Sep, 2014 @ 7:50am 
is this compatible with patch 15 beta? i can only play this game with your mods...due to the fact you reduce their recruitment slot to 1. Thank you for your time and hard work.
Dresden  [author] 23 Aug, 2014 @ 12:25pm 
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).
Gaius Cassius Longinus 14 Jul, 2014 @ 7:03am 
Scratch that actually I have found out how to get the livestock resource, you must have a 4 tuer cattle farm and it gives you livestock which lets you create the catlle trader. This is a wonderful mod,Dresden there are only two modders on here who I believe are the greatest when it comes to there ideas an you are one of them. If you are interested I have some small mod ideas if I could have a moment of your time.
Gaius Cassius Longinus 9 Jul, 2014 @ 4:57pm 
Yeah thats what I came up with but I just cant seem t come up with livestock for some reason, prolly just an issue with the mod i am using.
Dresden  [author] 9 Jul, 2014 @ 11:23am 
If I remember correctly, you have to produce livestock in order to build the trader. I might be wrong (its been awhile since I checked). There are certain agriculture buildings that make livestock.
Gaius Cassius Longinus 7 Jul, 2014 @ 12:34pm 
Maybe this is just an issue on my part, however I cannot build a cattle trader, I assumed I didnt have the resource livestock aquired yet but it seems to me from the resource map there isnt a livestock resource on there! Perhaps you could point me in the right direction.
Jimlawl 4 Jul, 2014 @ 8:21am 
One of the best mods for Rome 2!