Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

New Edicts Mod
66 Comments
Brugarolas 8 Aug, 2023 @ 4:28am 
Where did you get those building cards? I think they are cool
QENUVENDANAS 6 Apr, 2018 @ 4:13am 
update please
mimosgg 7 Jan, 2018 @ 10:34am 
It doesn't work man
Black Soull 2 Dec, 2017 @ 11:59pm 
Update pls and make resolution 1920X1080. Thx.
admagnus 2 Apr, 2016 @ 4:45am 
Excellent work. Have a question, which is off topic. How can I get the nice icons for the buildungs?
Jesus Loves You^_^ 15 Jan, 2016 @ 2:30am 
Excellent. How many slots the game allows for edicts ? Please add more....here game could have an extraordinary flavour. Thanks a lot.
BeardedCatDad 1 Jul, 2015 @ 9:15am 
How do you mod edicts?
Argakyan 25 Jan, 2015 @ 10:32am 
Very nice :)
Sir Boogulus Of Woogulus 17 Jan, 2015 @ 1:47pm 
This looks promising, intelligent, and well balanced. Good work!
steven-koster 17 Dec, 2014 @ 3:09am 
Is there an update coming for the latest version of the game?
Angry Squid 8 Oct, 2014 @ 9:17am 
This is a brilliant mod and I would not play Rome II without it. Excellent work.
Truck 24 Sep, 2014 @ 8:50am 
military subjugation does not give +15 Public Order .... could you perhaps look into this?
Empire autogladiators 22 Jul, 2014 @ 2:31am 
Loving it
Flynner 24 Jun, 2014 @ 11:21pm 
military subjugation isnt giving the +15 public order bonus
Sirandrewdrake 27 Feb, 2014 @ 1:10am 
Is thsi compatible with DEI?
Publius 5 Feb, 2014 @ 6:34pm 
I think 15% is gonna feel really balanced. This mod has come a long way since its first iterations. Good work!
Sarge  [author] 4 Feb, 2014 @ 6:04pm 
I've updated the mod to reduce the research bonus as it stacks with itself ( issue the edict in 5 provinces and you were getting 125% bonus)
Publius 2 Feb, 2014 @ 3:31pm 
Good luck on fixing it! It will be awesome if you can!
Sarge  [author] 2 Feb, 2014 @ 3:20pm 
the UI bug is a pain but removing edicts wont help as it depends on which faction you play as the vanilla edicts are from 4 to 6 depending on the faction I am working on fixing the UI bug to stop it
Publius 2 Feb, 2014 @ 2:34pm 
I love the new edicts, but the bug with the UI where the last two buttons on the list are cut off is very distracting, and breaks immersion. Would you consider somehow removing two edicts to avoid that issue?
Penakoto 30 Jan, 2014 @ 10:19am 
The UI bug is pretty annoying, I'd want that fixed before I'd wanna use this mod anymore.

Probably be a good idea to keep it to 8 edicts per faction, because 8 edicts there's no UI bugging out, but when you've got 9 and 10 edicts to choose from, it's awful.
Chief 25 Jan, 2014 @ 2:39am 
Hi Sarge,
i wanted to ask around permission to use your mod in my Roman Faction ALL IN ONE Mod. I would be glad. Full credit will be given. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=220149780
itz chrisstoph LG 23 Jan, 2014 @ 1:26am 
So what should I do now?
Penakoto 23 Jan, 2014 @ 1:17am 
Looks like a cool mod, gonna give it a try.

One thing I'd like to suggest, if it's possible, is more faction/culture specific edicts, to make them more distinct and unique.

Also, an edict designed with defensive capabilities in mind is an idea I had. Upgrades stuff like seige holdout time, attrition, replenishing, army movement speed within the province, defense against spy/champion agents, stuff like that, at the expense of army recruitment per turn slots (soldiers already busy maning defenses), food (stockpiling for seiges), and taxes (money is being used to pay for the extra defenses).
ToonTotalWar 23 Jan, 2014 @ 12:25am 
Thanks mate
Sarge  [author] 22 Jan, 2014 @ 7:13pm 
ToonTotalWar feel free to add it to your Compilation now
itz chrisstoph LG 22 Jan, 2014 @ 2:14am 
It happened again -.- Dont know if your mod is causing this right now, but I really havent changed anything and this is the only mod that updated :/ If you can't fix it, can you please send me a version of the mod how it was when you changed it for the first time? Thanks, appreciate it
itz chrisstoph LG 21 Jan, 2014 @ 6:13am 
Yeah! It works fine now. Thanks a bunch man! :D
Sarge  [author] 20 Jan, 2014 @ 6:58pm 
Skibb I've completely rebuilt the mod and reuploaded it so that should fix your problem
itz chrisstoph LG 20 Jan, 2014 @ 9:17am 
(update of this mod of course)
itz chrisstoph LG 20 Jan, 2014 @ 6:43am 
before this update, the game worked fine, with this and all my other mods. Now that you updated it, the campaign freezes as soon as I load it. please revert the changes!
Sarge  [author] 19 Jan, 2014 @ 12:29am 
Utumano thanks for the sugestions I was going to look at the vanillia edicts affter I had finished doing my edicts
Utumano 18 Jan, 2014 @ 9:08pm 
This is a fantastic modification to the game, would you consider also changing the current edicts to be more in line with your current edicts. For example,
1. Tax harvesting could apply a negative effect on public order due to increased squalor and discontent.
2. Bread and games could cost money each turn as the state pays for the extra food and games given to the people.
3. Noble philanthropy could decrease population growth (long explanation short) - less investment from wealthy classes leads to economic stagnation, lowing population growth in the long term.
4. Mercenary negotiation - not sure on the trade-off for this, possibly a one time cost or even

Possible additions
1. Cultral-isation e.g. Hellenisation, Romanisation, Punicisation ect, increases the culture rapidly towards equilibrium (+10 culture bonus in the province) with an increased cost due to the state sponsoring cultural events e.g. festivals, temple activities ect.
Anomaly707 18 Jan, 2014 @ 5:08pm 
well according to the Mod Manager i am using it says the 1 conflict is...
db\effect_budles_to_effects_junctions_tables\effects_bundles_to_effects_juntions
I dont know what that means or the affect of the conflict
Sarge  [author] 18 Jan, 2014 @ 4:26pm 
MD Stoic whats the conflict that your having with radious' campaing
Anomaly707 18 Jan, 2014 @ 4:15pm 
This mod says to have one conflict with radious_campaing_mod.pack
Sarge  [author] 17 Jan, 2014 @ 7:17pm 
found the construction time mod so forced labour will be changing soon and a new edict will be comming soon as well
Sarge  [author] 17 Jan, 2014 @ 4:42pm 
from what I've seen in the pack files there is no way of changing the times for construction of buildings as the times are managed by difrent tables to the edicts
AboveAverageDuck 17 Jan, 2014 @ 12:33pm 
could forced labour also decrease construction time?
wardspratlin 16 Jan, 2014 @ 1:20pm 
Whenever i activate this mod the stances on my armies dont come up the icons still do and i can still switch there stance but theres just no name its kinda annoying other then that all good.
Comrade_Branski 16 Jan, 2014 @ 7:45am 
I meant that the edict can only be passed in a province with a school. That might not be possible to do though.
HaangarDuNord 16 Jan, 2014 @ 4:01am 
too well.
it works with other mod. than happiness
TuckingFypo 15 Jan, 2014 @ 11:17pm 
Awesome mod! Can't wait to give it a go when I have time :D
Sarge  [author] 15 Jan, 2014 @ 8:49pm 
Archib@ld, I'm still tweeking the forced labour edict also it does stack with your research bonuses
Sarge  [author] 15 Jan, 2014 @ 8:47pm 
Comrade_Branski, research is a global only it can't be restricted to on province but your idea sounds good
Sarge  [author] 15 Jan, 2014 @ 8:43pm 
Black Stabbath its an issue with the edicts tab in the game when there is an odd number of edicts it doesn't show the last edict fully
Comrade_Branski 15 Jan, 2014 @ 8:17pm 
An "Investment in schools" edict would be good +35% research rate, -25% tax income (local province) but only in a province with a school built in the city.
Go0lden_Archer 15 Jan, 2014 @ 3:34am 
Love this new edicts, really helps to specialize provinces. Tho some of 'em seems little unbalanced, for example '+40% civil research rate' (BTW, it gives +50% in my campaign o_0)

P.S. Idea of faction-wide edict is also great.
Black Stabbath 15 Jan, 2014 @ 1:59am 
i'm unsure if it is my resolution thats causing it bit i cant see some of the edicts in the pop up menu :'( shame i really liked the look of this.

Good work anyway :)
Sarge  [author] 14 Jan, 2014 @ 4:56pm 
for some reason forced labour comes up as Tribute collection for some reason I'm trying to fix it