Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Minor Factions
208 Comments
Hati 21 May, 2020 @ 2:08am 
outdated
azwildcats88 12 Feb, 2020 @ 2:15am 
Oof, abandoned mod. Why doesn't Steam hide these?
Brezonte 19 Apr, 2019 @ 7:51am 
update ir please!
RomeRising 1 Sep, 2018 @ 10:11am 
update
Lord Plunkett 11 Aug, 2018 @ 8:04pm 
update
-S★inted- 9 Mar, 2018 @ 11:24pm 
please update ?
DmitriyAgra 4 Feb, 2018 @ 12:57am 
Does it work with patch 18?
Mericaa 9 Jan, 2018 @ 4:45pm 
update mod
ksgustavo 5 Dec, 2017 @ 2:18pm 
do you plan to update to the latest patch?
EasyAce 9 Sep, 2017 @ 12:19pm 
Does not work. Etruscan league only holds Alalia (northern island west of Italia). It says the town produce 63 money. Still they've just built a 20unit stack... and that is on a 4tpy campaign where every unit cost about 1000g.
Ragnar 18 Jun, 2017 @ 10:27am 
DEI?
Poltergeist66 28 Jun, 2016 @ 5:05pm 
Will this mod effect Syracuse when you play as it?
AV-BriaN- 21 Mar, 2016 @ 10:43pm 
Can't tell if this mod is working or not, is it updated?
zakaria 24 Jan, 2016 @ 5:11am 
UPDATE PLEASE
Korpen 6 Dec, 2015 @ 8:19am 
Does this mod work well with "Guaranteed Major Factions" mod? Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=233589292
ziggy 8 Aug, 2015 @ 10:15am 
This isn't working for me in any campaign. Maybe I'm confused on what it actually does, does this mod make it so a minor faction only one city aren't making 2700 gold when if i would own them they would make 250? And if this is what it's supposed to do, what could be conflicting with it?
eXistenZ 11 Jul, 2015 @ 9:31am 
Is it gonna be updated for the beta patch, or do you wait for the official patch 17.

Also, is this ment to be used in tandem with "major factions"? Or is that just overkill?
squirtlesquad914 22 May, 2015 @ 12:22am 
Is this updated for Empire Edition?
Bruce_R 6 Apr, 2015 @ 11:36am 
Mori, it means the data file changes when compressed rounds to less than 500 bytes in size. I have a couple mods like that too. Kudos on the minimalism, btw.
Commiss4r 21 Mar, 2015 @ 9:29pm 
So I used this mod in conjunction with Radious Total War...not sure about anyone else but I barely made it out alive as Parthia https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=411879528 (allied with Aria, Arachosia, and Sagartia)
blowfishtuna 3 Feb, 2015 @ 10:26am 
awesome mod really made sense that the one region scum shouldn't have 3 full stacks but it should really be made compatible with imperator augusuts
Muertington 20 Jan, 2015 @ 9:38am 
Got the feeling it does not work with Imperator Augustus Campaign. Was testing it out with several campaign startings along with radious mod and the minor neighbours would still spam 2-3 stacks out of air. I could be wrong about it but seems it works only in the Grand Campaign.
Oleg Mongol 7 Jan, 2015 @ 9:34am 
Compatible with Radious Campaign Features?
Mori The Vampire Lord 1 Jan, 2015 @ 12:02pm 
why is the file size 0.000mb, is there nothing in this mod?
coekush 29 Nov, 2014 @ 10:21pm 
thank you very much sir
MANWHATADONGA 26 Nov, 2014 @ 9:59pm 
To Ryfelm17 this happens even with this mod they some how the ai finds money for mercenary armies.There was amod that stopped that but has been taken off.I to find this very annoying but not all factions do this.
Layin 14 Oct, 2014 @ 3:02pm 
I'm unsure if this is updated for Emperor edition or not.

I took Rhodos's only city and nearly destroyed an their only army leaving only 2 units plus their general alive. I invaded the city above their island (another nation), waiting for the siege time.

The next turn, that same army had a stack of mercenaries. Now, I'm no mathmetician but if their only city is gone, they should not have any income whatsoever. Let alone enough to hire and entire army of mercenaries.

This wasn't the only nation to do this either.

I remember this behavior from the AI before I subscribed to this mod. So I'm unsure what is going on.
SendNoobs23 28 Sep, 2014 @ 2:25pm 
Is this mod updated for Emperor edition yet?
Capitão 28 Sep, 2014 @ 5:27am 
Thank you so much.
Rainman Slim 8 Sep, 2014 @ 5:54am 
I got this mod and now the Etruscans can't support their armies, I was able to obliterate their armies and reduce what's left of their faction to a few small fleets.

thanks :)
Darick Skarr  [author] 7 Sep, 2014 @ 11:26pm 
Correct. Under normal situations that shouldn't happen. For example money can be traded in diplomacy. A buggy patch or mod that affects behaviors could create chaotic situations. Or the province might have saved the money before they got blitzkrieged down to one island. This mod changes simple income parameters so the problem will never be with this mod. Worst case it simply won't change anything if there is a conflict. They still have the possibility of building a max army with 1 territory on their own if they recruit the lowest tier soldier. Minor factions become nice targets for majors.
Rainman Slim 7 Sep, 2014 @ 6:36am 
So with this, the Etruscan League won't be fielding 4 armies and 6 fleets when they only control one village!?
Darick Skarr  [author] 7 Sep, 2014 @ 3:12am 
That probably has some truth to it. I've noticed them being a little smarter about reacting to my movements that they can see at least. Months ago I would always see them leaving front line areas vulnerable to attack. I was especially happy with the battle ai. I was attacked and they marched through the city like normal but as they starting going down the pathways the set up spearmen to protect their right, left and at times rear flanks. I had planned on smashing their back side since I didn't have the man power to do much else. So I died lol. It seems like no more ludicrous victories for me. I haven't tested a defensive siege yet though.
Echo 5 Sep, 2014 @ 7:07pm 
Well, I think the main reason AI does well without this mod in patch 15 is that squalor and food consumption have been rebalanced (made easier) so the (still stupid) AI no longer dies to starvation or crumbles from constant rebellions. It almost makes me think that these changes were made primarily for the AI, not for the players.
Darick Skarr  [author] 5 Sep, 2014 @ 3:24pm 
Also this mod is incapable of making anything stronger. Each campaign has thousands of variables that could making anything happen for any reason. More factions could have decided to war with the Averni etc. Sometimes a faction gets lucky and is able to sieze the moment. One thing to note though is that the factions that are still handicapped by this moment become easier targets for others to attack. The Seleucid's satripies are all minor factions, which is most of Asia Minor but Galatia, which is dead center is no long a minor faction. This gives Galatia a much better starting hand than they would normally have unfortunately.
Darick Skarr  [author] 5 Sep, 2014 @ 3:19pm 
It works just fine. I'll update as soon as patch 15 goes from beta to live but it still works if you alloy out of date mods. Of course the mod doesn't work as well as it originally did. Loads of factions became officially playable and re-labeled by CA as major factions. I have not been able to figure out how to reverse this even when changing the parameters in the game that should allow me to do this. Once I figure out this secret I will implement and rebalance this mod. That said, this mod basically still works as it always has. I feel the AI on both the campaign and battle map has come a long way in the patch 15 beta. I enjoyed playing a campaign with this mod turned off and just using the Major Factions Mods to give them a boost.
Echo 5 Sep, 2014 @ 1:11pm 
So seeing that patch 15 brought some changes to the factions' income, how does that conflict with this mod?
Joobi 21 Aug, 2014 @ 4:41pm 
I've noticed that since I downloaded this that minor factions seem to actually be stronger... For the first time, I see Massilia not only holding off the Arverni, but also expanding into northern Italy and north of the Alps. In my most recent playthough, Rhodes whooped the crap out of the Seleucids. Not sure what's going on there but I'm going to go ahead and get Major Factions as well and see what happens.
turkbob 9 Aug, 2014 @ 4:54pm 
Is this compatible with DEI?
Darick Skarr  [author] 5 Aug, 2014 @ 10:46pm 
I might try to do more in the future. There was some more stuff I really wanted to do but I just couldn't get it to work how I wanted and then I grew bored with Rome for a while. I'd like to check out a multiplayer campaign again with the new patch though.
Darick Skarr  [author] 5 Aug, 2014 @ 10:45pm 
Okay so Nova Carthago is considered a Minor Faction by CA. If you're using the Major Factions mod for Carthage though, the code that references Carthage affects both Carthage and Nova Carthago. This means Nova Carthago is both handicaped and then given a bonus, basically canceling each other out. It ends up being ever so slightly handicapped in the end but not noteworthy. They're basically like a normal faction because of this if you're using all the mods. I'm surprised Nova Carthago did so well though. I almost always see them beat to hell.
Caveman 5 Aug, 2014 @ 9:46pm 
Hey, great mods. I'm on here because I was noticing Nova Carthago has completely decimated almost all of the west in under 20 moves. Is it being considered apart of Carthage by code some how? I really like the concept of these mods you've provided us, but perhaps the handicap is too great? It seems so easy that I could practically turn every minor faction into a satrapy upon meeting them.

Either way, keep up the brilliant work.
For major factions, it would be cool to add geographically interesting factions such as Arverni, Suebi, Iceni, Pontus, Scythia, etc.
for Major Factions --- would tailor nicely to keeping the dramas high during the campaign.
graham 28 Jul, 2014 @ 8:51am 
can you put all these mods into a pack cheers
boris.markevich 11 Jun, 2014 @ 3:18pm 
Hi! I noticed one thing that I don't know how to explain. I'm trying to play Grand Campaign for Cherusci with your mod enabled. It lowers base income but all surrounding factions (Rugii, Frisii, Cimbri etc) still have roughly twice as much taxes income from their capitals as I do. I specifically tried playing on different difficulties but it's still the same. Is it also a hidden bonus?
Darick Skarr  [author] 7 May, 2014 @ 10:10pm 
No problem
Prince Of Rome 7 May, 2014 @ 10:12am 
cheers thank you
Darick Skarr  [author] 6 May, 2014 @ 6:34pm 
Something I have been thinking about. I don't like the Galations advantage in asia minor with the Minor Factions Mod installed. They, like the Nervii used to be affected by the mod as well but are no longer since they are a vanilla playable race now. I'm considering releasing an addition Minor Factions Specific add on that allows a handicap of a specific faction without affecting the way the original works. Just like the Major Factions Specific addons you'll be able to uncheck what you want or don't.
Darick Skarr  [author] 6 May, 2014 @ 6:29pm 
I found the video that explains what the player and ai recieves depending on difficulty. http://www.youtube.com/watch?v=jXLXgDXRSds&feature=player_detailpage
Darick Skarr  [author] 6 May, 2014 @ 6:26pm 
Keep in mind the Nervii faction became a playable faction after the release of Caesar in Gaul and as such CA relabeled them as a major faction. After the Caesar in Gaul patch this mod no longer affects the Nervii. (Sorry about being overly specific. I do that for others that may be reading the comments as well)
Darick Skarr  [author] 6 May, 2014 @ 6:17pm 
There was a great youtube video I watched a while back where someone had gone and explained in detail what the campaign difficulty settings and battle difficulty settings did. I believe the computer still recieves the same amount of money per campaign difficulty but the higher the difficulty, the less units costs/upkeep, they need less food to maintain buildings and build higher tier cities, as well as less public order negatives. Player campaign difficulty increases public order negatives and requires more food if I remember right. I don't think player upkeep or recruitment ever changes but I'd have to check.