Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

More Garrisons (With Proper Pattern)
21 Comments
JAGER 18 Aug, 2021 @ 9:59am 
update pls
Scipio Africanvs  [author] 13 Dec, 2020 @ 3:43am 
It needs a lot of time yeah
PooPoo ʕ◉ᴥ◉ʔ 10 Dec, 2020 @ 7:15am 
Good mod, i tried to do the same but it was too much to do for every faction.
Scipio Africanvs  [author] 4 Feb, 2020 @ 2:40am 
Considerable
mantecol13 3 Feb, 2020 @ 12:44pm 
Hello, does this mod add a considerable garnish or similar to the vanilla garnish? ty
Scipio Africanvs  [author] 2 Feb, 2020 @ 12:28am 
You can either add lines by creating new lines with different id or replace existing lines if you overwrite a line with an existing id. You can also create garrison groups. You can also edit my own if you don't understand exactly what it is you must do. Just add or remove units in the garrison groups I already have made (for example if you add another hastati to the rom_roman_custom_hastati group, you immediately double all hastati, or if you add a rorarii then there's gonna be also rorarii wherever there is hastati, etc)
Teutonic Ritterin 1 Feb, 2020 @ 7:14pm 
oh nevermind, I tried making my own mod and studying from your pack file.
The new mod adds garrison to all building, although it's only the Tier 1 units(2 Rorarii in Roman Farms for example.)

the mod I made have almost 700 Columns, and it only cover the grand campaign.
Scipio Africanvs  [author] 1 Feb, 2020 @ 12:52pm 
I don't remember now, open it with pack file manager (or I'll tell you on Wednesday when I'll have access to pc). What's wrong with that column?
Teutonic Ritterin 1 Feb, 2020 @ 8:17am 
Oh, Oh no....
At Line column 300 of building_level_armed_citizenry
Teutonic Ritterin 1 Feb, 2020 @ 5:02am 
Small Question, what tables are you using to mod this?
Scipio Africanvs  [author] 24 Jan, 2020 @ 7:40am 
Yeah I don't like Rorarii because it's not historically accurate for the game era. Chosen sword is there so barbarian factions can be on par with other factions' garrisons for balance reasons. Also, eastern and African cultures now are very depended on Archers and Slingers, with only a few strong infantry.
Teutonic Ritterin 24 Jan, 2020 @ 6:49am 
Tried some of the Factions too:
-Rome
The Triplex Acies as Garrison is ok, but Not having Roarii feels off, even though they're a bad unit, they're very iconic.
-Carthage
Feels the same as the Greeks, but Hoplites are much more tanky in defending streets, and Libyan Infantry can be used to flank the enemy supported by the Peltast.
-Celtic Barbarian
Chosen Swordsman is a little bit strong, but that only means that they're very weak to cavalry, and having a Last stand in the settlement center could be a good strategy.
Teutonic Ritterin 24 Jan, 2020 @ 6:24am 
The Greeks with their Pikes, Thureos, and Archers are Great, it makes defenses much more of how do I out-manouver the enemy fast enough before the Pikes is Gone.

Haven't Tried the other culture, but I'll check it soon enough
Scipio Africanvs  [author] 24 Jan, 2020 @ 6:14am 
Valentina take a look I made new ones, with archers and slingers
Scipio Africanvs  [author] 23 Jan, 2020 @ 5:29am 
Also, of course this mod isn't meant to make every city impenetrable, it's a mere improvement over vanilla ridiculous garrisons. If you build also barracks and port, you should have 16 - 20 units in defense which is a whole army. Add to that a general and some mercenaries if the need is dire and you can pull a decent defense.
Scipio Africanvs  [author] 23 Jan, 2020 @ 5:26am 
It's not that easy. In order to do proper garrisons, units have to be available to all relevant factions or 1 unit can be available for Syracuse for example, another for Athens but if these 2 units are both available for Macedon, then Macedon gets double garrison which is unbalanced. I could create new unique units for each faction but I don't have that much free time in my hands.

TLDR: its not easy and I can't chose whatever unit I want, certain conditions have to be met and it took hours only to chose what units to put in the garrison groups.

Anyway I fixed the lvl3 armor,weapon buildings, they now have lvl 4 garrisons and horse settlements have now extra 2 units of medium horses.
Teutonic Ritterin 22 Jan, 2020 @ 11:00pm 
I don't know if Javelins is your taste, but Defending a Settlement is harder with Javelins for Greeks, I find it hard to defend my Settlement when my Javelins are out of Ammo, Archers or Slingers is probably better in defense in my opinion.
Scipio Africanvs  [author] 22 Jan, 2020 @ 4:07pm 
Pattern is for everyone
lvl 2: 1 elite, 2 med, 2 strong, 2 missile
lvl 3: 1 elite, 3 med, 3 strong, 3 missile
lvl 4: 1 elite, 4 med, 3 strong, 4 missile

Greeks are exception because I wanted to depict the transition from pikemen to thorax sword infantry. I don't think that's gonna change as mod is made for my personal taste.
Good point though for blacksmith and horse settlements. I'm gonna add something for that.
Teutonic Ritterin 21 Jan, 2020 @ 3:50am 
*By More infantry, just 1 to 3 Militia Hoplites for Blacksmith settlement could help
Teutonic Ritterin 21 Jan, 2020 @ 3:49am 
-Equipment Settlement(Blacksmith/Horses) is weak, due to needing a Technology to upgrade it to level 2.
Perhaps making those Level 1 Equipment Settlement have a Level 2 Garrison could help, and adds some extra stuff for their specialization, like Blacksmith Settlement giving more infantry units, because they can now equip more men, and Horse Settlement having 1 to 3 unit of Cavalry Garrison, even Citizen Cavalry is pretty useful in settlement Defenses.
Teutonic Ritterin 21 Jan, 2020 @ 3:49am 
Feedback:

-Level 2 Garrisons is kinda a Overkill, Turning Mobs to Thorax Swordsmen.
I get it that the mod is supposed to make Garrison in a High Leveled Settlement not super weak even against a army of Trashes.

-if the Garrison follow a Pattern it should be(in my opinion, using Greeks as a example) look like this:
Level 1: 1 Pikemen, 1 Militia Hoplite, 2 Mobs, 2 Slinger
Level 2: 1 Pikemen, 3 Militia Hoplite, 3 Slinger
Level 3: 1 Thorax Swordsmen, 2 Pikemen, 3 Militia Hoplite, 3 Slinger
Level 4: 1 Thorax Swordsmen, 2 Pikemen, 3 Hoplite, 3 Slinger

Level 3 and 4 gets a significantly higher garrison increase because of the increase in food cost and technology.