Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Strategic AI & Tech Mod (all Campaigns except IA & ED)
331 Comments
Volcano  [author] 15 Jul @ 9:12am 
Yeah it should also work on Very Hard difficulty. Also, I think it should work OK with 4 TPY, it isn't ideal but should be OK. Best thing to do is just try it and see.
Sturmführer 15 Jul @ 5:48am 
Does the mod also work on "very hard"? I don't like the fact that on legendary you can't save and can't issue commands while paused.
Sturmführer 15 Jul @ 5:43am 
So, does this mod also work with 4 TPH? I'd really like to test it, because I'm sick of this stupid vanilla AI anymore :D
Volcano  [author] 27 Jun @ 7:00pm 
Well, you can use it for 4 tpy mods if you like, but it really is just about the fact that the turns were scaled so that technology can be gained at historical points. While 4 tpy it would be faster than historical, but honestly -- who cares about that, really. Just keep in mind that the amount of time was created in mind for 1 turn per year, but beyond that it is your personal preference (more like a disclaimer than anything).
Sturmführer 27 Jun @ 1:44am 
Why doesn't the mod work with 4 tpy mods?
Volcano  [author] 28 Mar, 2024 @ 12:16pm 
Not sure. Best thing to do is put this at the top of the loading order and try it out and see if you like how it plays.
lwhのsama 28 Mar, 2024 @ 4:56am 
Great, daoe it work for DEI?
Volcano  [author] 26 Sep, 2023 @ 11:03pm 
:steamfacepalm:
Quin_BNK 26 Sep, 2023 @ 2:08am 
Me: gonna play (vanilla) legendary
Legendary: Seleucid pathetic eastern spearmen spam
Volcano  [author] 3 Jan, 2023 @ 10:53am 
@vaa
You are welcome. Happy gaming! :WH3_clasp:
vaa 3 Jan, 2023 @ 10:42am 
this is an excellent mod. ty!
Volcano  [author] 28 Dec, 2022 @ 3:22am 
No, sorry, that is not what this mod does. Whether or not the AI declares war depends on quite a few factors that this mod doesn't actually alter.
emerald10005 26 Dec, 2022 @ 8:54am 
from what i can tell, this mod doesn't really do anything to the AI except make all of them declare war on you because you're the player. that is really horrible game balance
kristianmorey333 13 Oct, 2022 @ 3:31pm 
I agree, chaotic mess is an understatement.
Volcano  [author] 13 Oct, 2022 @ 2:22pm 
Hmm, no I am not aware of a good guide to the priorities. Unfortunately you would just have to experiment with different values on a saved game to see if the AI does anything differently. But really, the AI priorities (at least all the way back in Rome 2) seem to be a chaotic mess, just a bunch of numbers being thrown at each other and then MAYBE something happens.
kristianmorey333 13 Oct, 2022 @ 11:20am 
Do you know of a good guide to ai priorities? Things like min_retreat_ratio have a scale but no explanation if its correlated positively or negatively with description. And other personality locations beside personality_strategic_components? I want to beef up the AI's likelihood to attack recently taken settlements of theirs even when reckless (ie sometimes i have a large army stationed and they have a large army but they refuse to attack, this is especially annoying if they just declared war and border me, they never send in troops unless the settlement is empty; this is absurd, the game needs pearl harbor moments)
Volcano  [author] 15 Aug, 2022 @ 6:41pm 
Well, the problem is that the research time changes wouldn't make sense, since the scale of the changes are based off the game's original time scale. So in that regard, it will not work together. However I do have a version of the mod that works with multiple turns per year, if I recall. You could try this one instead (which is kind of a diet version, which less changes, because some of the other campaigns have multiple turns per year by default - you could use it for all your multi-turn per year campaigns):

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=346957233
Greymantle 15 Aug, 2022 @ 1:33am 
I notice you said its not compatible with Turn per Year mods. The main reason I use them is I feel the time moves to fast and the NPC die to fast. Do you do anything to affect this in your mod? I look at your mod and slowing things down seems to be a goal of yours. Well aging in this game is fast and something I'm not a fan of.
Volcano  [author] 3 Feb, 2022 @ 4:27pm 
Hmm well, nothing in this mod tells the AI to spam a particular unit. All it does is, very generally, tell it to prioritize a certain % of melee to ranged to mounted to artillery ratio of troops in the armies. The fact that the AI is buying so many of one unit just means that its the best unit available them for the cost, at that particular moment.
Jeff 3 Feb, 2022 @ 4:21pm 
Hi, I've used the mod, and in the campaign, Roma spams Socii Extraordinari. I tried uninstalling all the mods and leaving only this one, and it keeps happening.
Moriarty 23 Jun, 2021 @ 2:31pm 
have you made any changes to the battles in this mod?
Volcano  [author] 3 Dec, 2020 @ 5:13pm 
If I recall, it doesn't limit the recruitment of mercenary or client state units. It only limits the most elite of the elite units, and for most of those, not in a very strict way - it just mainly ensures that you can't have full armies of say, Praetorian units.
Aslan Ponto 29 Nov, 2020 @ 2:21pm 
Hi, Volcano. I see one of the points of the mod is to limit elite units. How many are allowed? Are they related with Imperium? ( I cannot see it on Change LII).

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.
Volcano  [author] 14 Oct, 2019 @ 5:12pm 
@ AnImEToXiC: On normal they should perform more aggressive, yes, but of course on normal difficulty they won't perform as good as they would on higher levels, though.
Volcano  [author] 14 Oct, 2019 @ 5:11pm 
Sorry Gribshunden Macks, I missed your post from months ago. :O

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.
Epyon (AnimeToxic) 13 Oct, 2019 @ 7:45am 
hi again do the romans on normal difficulty expand into the big empire :(? i tried to play on normal and they dont expand fast o.o
Gribshunden 9 Feb, 2019 @ 2:09am 
Already got the "VBM" mod and I'm immensly enjoying it together with this one, but besides those? I'm thinking about using "No forced march", "Guaranteed major factions" to improve the AI and make it even more harder. Looking for your perspective regarding that, as you seem to be very knowledgeable on how to just improve the vanilla game, without changing too much. What's your take on it?
Volcano  [author] 9 Feb, 2019 @ 2:09am 
I guess usually these are the main ones:

*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)
Volcano  [author] 9 Feb, 2019 @ 2:03am 
Yes, I recommend my other mods that you can find here:

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).
Gribshunden 9 Feb, 2019 @ 1:38am 
Any other mods you'd recommend to play together with this?
Volcano  [author] 3 Oct, 2018 @ 2:19am 
Well, if you mean 4TPY Grand Campaign, then I suppose it is possible, but not by me (because I don't play 4 TPY Grand Campaign). But as the description says, you can use this mod for 4 or more TPY "smaller campaigns" like Rise of the Republic, Caeser in Gaul, Wrath of Sparta, Hannibal at the Gates.
Shiroyasha 3 Oct, 2018 @ 2:02am 
Is it possible to turn this mod into 4 tpy instead of 1 tpy?
Volcano  [author] 30 Sep, 2018 @ 1:52pm 
Well, unless the features were straight up lifted out of this mod (which would be a shame without credit), then I don't see how they would be the same. All of my changes and adjustments are original.

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.
Scipio 29 Sep, 2018 @ 7:54pm 
@Shiroyasha No and most of the desired features are already in DEI
Volcano  [author] 25 Sep, 2018 @ 3:21am 
Not sure, you would have to try it and see (I don't play DEI).
Shiroyasha 25 Sep, 2018 @ 3:17am 
Is this also compatible with Dei?
Volcano  [author] 23 Sep, 2018 @ 5:51pm 
Every tech? I don't think it is possible to get every tech, unless you play for several hundred turns or more. But its difficult to say - the player is advised to actually build research perk buildings and go after tech bonuses (which didn't matter before), and even then it will take a long time to get tech.

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).
Shiroyasha 23 Sep, 2018 @ 7:39am 
@Volcano467 Just wondering but how many turns would it take to finish every tech with this mod?And will this work with DEI since their reforms is based on imperium which i still feel like is earlier than it should be? Im trying to get it to as close as the historical reform dates as I can.
Volcano  [author] 22 Sep, 2018 @ 3:56am 
Hello all,

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.
Volcano  [author] 20 Sep, 2018 @ 2:39am 
Just an FYI to all...

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. :steamfacepalm:
Volcano  [author] 16 Sep, 2018 @ 10:57pm 
leo_akd_Ip, so it sounds like the issue you first describe is fixed now with recent updates to this mod.

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.

Volcano  [author] 16 Sep, 2018 @ 10:54pm 
The higher Wrath of Sparta income is intentional (see the recent change notes). It does mean that once the campaign starts you have to disband units, but the increased upkeep is intenational for various reasons (and it is increased for everyone).

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.
Boromir007 15 Sep, 2018 @ 12:40pm 
I play your mod with this mod: "Wrath of Sparta units in Grand Campaign"
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?
leoAkd22 15 Sep, 2018 @ 9:16am 
Last message sorry: i deleted all mods (mods like units compilations), verify cache and AI (only with your mod, no other aggresion mods) attacked well the big cities (maybe was a problem of the cache). But i still have the issue of AI waiting until surrender (they have a victory in autoresolve and even so they do not attack, they just wait while besieging, 5 turns). Situation: i have a garrison of 10 units and a armie of 12 units in Massilia citie. They have 2 complete armies or more sometimes.... i repeat that maybe its a vanilla´s problem but i hope that you can fix it (because its part of AI´s behavior and it's really boring not to be able to play any great siege). And i dont know what else i can do to fix it (dont find any other mod and the only AI mod that resolved this was Radious mod). And i prefer your mod more than Radious´s one...
leoAkd22 15 Sep, 2018 @ 5:46am 
I proove it the past few days... so the September´s update was working!! I played with your mod 2 days ago.
Volcano  [author] 14 Sep, 2018 @ 10:23pm 
Have you tried the mod lately though? I made changes to the AI a few weeks ago, and maybe this fixed the issue you describe?
leoAkd22 14 Sep, 2018 @ 9:37pm 
I have no idea of modding but i think that the problem its the aggresivity of the AI for attack big cities (maybe increase it) and the theme of didnt wait when they have a victory in the autoresolve. In the past i fixed this using a mod that increased siege hold-out time until they surrender (for example 13 turns) and i dont know why but worked (now i cant use it because it out of date). Sorry for the long text and maybe my bad english but i want to share my experience, hoping it will help you fix it. Thanks you so much for answer us...
leoAkd22 14 Sep, 2018 @ 9:33pm 
I dont know that its certainly a problem of your mod (i saw this AIs behavior in the past but i fixed it using radious AI mod). Now i found your mod and for me its perfect so i started using it... but i saw again this behavior!! I played with Massilia in Grand Campaign (they have a big citie) and i repeated the campaing 4 o 5 times... proove only your mod or with an other and happens allways. But i dont think that its a bug of a certain faction. I used my agents to explore other big cities and the same thing happen (with only your mod AI lot of times didnt attack and wait outside doing nothing. And with an other aggresive mod they attack but only waits until surrender).
Volcano  [author] 14 Sep, 2018 @ 6:55pm 
I haven't noticed this yet myself. Does it happen to a certain faction? Can you mention the campaign and faction that displays this behavior?
leoAkd22 14 Sep, 2018 @ 9:50am 
I have the same problem that @Paul... The AIs armies stay around a settlement (with walls, big settlements) without doing anything. I tested a lot of times and happens allways... im really tired!! Your AI mod its amazing, but this issue ruins all. I tested also with an other mod that increase AI aggresive: in this case they ATTACK THE SETTLEMENT (was an improvement) BUT THEY WAIT THE TURNS until the defender has no other option that go out of the city... So i never have the chance of playing a siege... AI never attacks (And they have 3 o 4 huge armies, not only one). Can you please fix this issue?? I love your mod and im really desperated to play a campaing with it.