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Legendary: Seleucid pathetic eastern spearmen spam
You are welcome. Happy gaming!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=346957233
I use a mod which allows me to recruit elite units from client states. Do you think this one of yours will perform well alongside the other?
Thanks in advance.
Probably too late to answer now, but those other mods sound fine. Its designed to be minimal so you can use (usually) whatever small mod you like.
*Volcano Battle Mod
*Faction Income Mod (for all campaigns except for the smaller scale ones Rise of Republic, Caesar in Gaul, Hannibal at the Gates, Wrath of Sparta)
*Field Works/Deployable Fortifications Mod
*Increased XP for Generals & Agents (if the campaign is 1 turn per year)
*This mod (or use Strategic AI Mod -- "the other one" for Imperator Augustus or Empire Divided campaigns)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=201532541
...not all of them need to be enabled, because some are "lite" versions of my larger mods, or the other AI/Tech mod is for the other campaigns (you just have to read the first part of the summary to see which one to activate for which campaign).
But in short, if DEI is a total conversion type mod (which I personally don't like those kind of mods because I am a minimalist), then you are better off looking for mods that are specifically made for DEI - they would say it in the description, I imagine. Other than that, you just have to experiment and see.
I don't think I have played a campaign where I got "all the tech" with this mod, and that is sort of the point - to make you make careful decisions about what you get - but I suppose it is possible to get all tech depending on how long you play.
The reforms should be along their historical dates (as as chose as they can be give the variables involved).
A thousand appologies, but if you were using this mod with the Rise of the Republic campaign then you may want to restart your campaign. There was a compatibility error with that campaign which caused its tech tree to be empty/devoid of "effects", which are the various minor bonuses/perks you get from various technologies.
If you haven't gotten that far into the campaign then just keep going, I just updated the mod to fix this issue and it will take effect in your campaign (it will add the effects to the tech tree immediately). If you are very far into the campaign, you will still get the effects added back to the tree, but it could be so far into the campaign that it is worth a restart.
For what ever reason, CA meddled in the recent update to Rome 2. In the Main menu, you will need to go to Options -> Mods, and activate the "Run user script mods" checkbox.
Not sure why they turned this off again, but I was +2 more turns into my campaign when I noticed all the script based changes were disabled, which prevents just about everything in my mods.
The issue you describe about the AI not attacking a settlement will take a bit to figure out. I have seen them attack settlements outright though, so its a bit odd that they are waiting until it surrenders.
It takes a bit of effort to downsize and to get going, but after you research a few of the first civil techs and downsize, then you will get back into the positive (plus the campaign begins in winter, where income is is already much less than it normally is!). You will have a much better campaign as the armies will be generally smaller, and only the most powerful factions will be able to build large armies.
I notice that the upkeep of additional troops by your mod are much too high ..
Can you please adjust the Wrath of Sparta changes so that the troops have their original keep?