Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Maf's Improved Garrisons Less Plebs
102 Comments
ExPR 25 Dec, 2018 @ 6:18am 
dei compatible?
Grandfather_Sky 1 Oct, 2018 @ 2:07am 
It doesnt even allow me to load the game with this mod.
JoeyEddy 11 Aug, 2018 @ 3:19am 
I'm really sorry, but I'm not seeing any differences from the vanilla game, this mod is literally plug and play, yes? I've tried having either and then both of your garrison mods installed though, and no difference, any advise would be lovely, I used to love this mod.
Thanks!
Emericus 21 Mar, 2018 @ 4:18pm 
Please update
whitedevil 18 Jun, 2017 @ 11:06am 
Good mod!
Thank you.
BeardedWoobie 1 Jan, 2017 @ 11:54am 
As Carthage when you upgrade the Hadasht to a Metroplex, you lose a libyan hoplite but gain a javelinman. I don't see how that makes sense. A Garrison should not lose a unit.
SkyMagicx 30 Jul, 2016 @ 8:56am 
is it up too date ?
Geo Guy 14 Mar, 2015 @ 4:11pm 
Thanks for your work!
Tenerife_Boy 8 Jan, 2015 @ 8:16am 
Is this updated? because I see plebs and mobs still around =(
maffers  [author] 5 Jan, 2015 @ 4:50pm 
@99worldoftanks99: This mod works without needing any other mods.
LOGANLIFE 1 Jan, 2015 @ 7:25pm 
do you have to have the other unit pakcs you have in order for this to work???
Garmata 21 Dec, 2014 @ 6:50am 
It does not work whis WOS.
Richard 18 Dec, 2014 @ 9:42pm 
Does this still work?
TexanChiss 18 Dec, 2014 @ 7:17pm 
Can you add at least one praetorian corhort to the top tier main buildings.
TexanChiss 25 Nov, 2014 @ 7:10pm 
Ok thanks I was just trying to figure out which mod was doing it. Found it.
maffers  [author] 25 Nov, 2014 @ 6:57pm 
@Roman501st: This mod does not modify any technologies.
TexanChiss 22 Nov, 2014 @ 12:51pm 
Does this mod by any chance touch professional soldiery? I am getting a 30 turn wait when researching.
TexanChiss 20 Nov, 2014 @ 11:26am 
patch 16
TexanChiss 14 Nov, 2014 @ 6:16pm 
Cannot seem to recruit Praetorian Guard. anyone else?
maffers  [author] 16 Oct, 2014 @ 11:13am 
The number of units that will be in a garrison is the number of times you a group in a garrison times the number of units in that group that are available to a faction. So if you list rom_barbarian_medium_melee twice, and rom_barbarian_medium_melee contains 2 units that are recruitable, then you will get 2*2 = 4 total units.

If a unit stops being recruitable, like if you research a technology that allows you to upgrade it, then it will not appear in the garrison anymore (the game doesn't know to upgrade it). That is why for the roman units one of each tech tier (princepes, legionairs, legionary cohort) is added to roman_strong_melee: because once you research the tech princepes no longer count for the purposes of the garrison.

Because your mod allows you to recruit a unit earlier than you can upgrade another unit to it, it makes it more difficult to do the garrisons which is why you may have to create duplicate units to get the exact numbers to work.
drazan 16 Oct, 2014 @ 3:09am 
if you want to help me with the mod, you are most welcom :p i could make you author. i'm really puzzled about this haha

following your example gives me 2 units of spear warriors, i get that. later they upgrade to noble spears but then i get only 1 noble spear again. i can't make a duplicate unit, for every unit that i touch. or is there a way to set unit numbers?
maffers  [author] 16 Oct, 2014 @ 2:57am 
What I would do to fix this is to make a new unit with the same stats/appearance as the spear warriors and have the levy spears upgrade to that instead and then list all 3 units in the file. So if you want a garrison that starts as 1 spear levy and 1 spear warrior and then becomes 2 spear warrios, I would make a group that is 1 spear levy, 1 spear warrior, and 1 fake spear warrior.
maffers  [author] 16 Oct, 2014 @ 2:53am 
@drazan: If you look at the roman_strong_melee category you can see how an example of upgrading units works in the base game. There is one entry each for legionaries, princepes, and legionary cohort, but not all of them are included in the garrison at the same time.

I think what would happen if for instance you had 1 levy spear and 1 spear warrior in a group is that orginally the garrison would have 1 levy spear and 1 spear warrior unit, but when you research the tech it would only have 1 spear warrior unit because the levy spear is no longer available and only 1 spear warrior unit is listed. I'm not 100% sure about this though so you might need to test it to make sure.
drazan 16 Oct, 2014 @ 2:29am 
2/2 if i now use same garrison group rom_barbarian_medium_meelee and add all the units in it. then chance big that much like bodyguard option you only get unit x(the upgraded unit) when the required technology is researched. and because the new unit completly replaces the old unit in "theory" i would have my new, improved garrison at the cost of the old one. right? aslong as i have the exact number of units in the garrison group (7 chosen spearman, 3 chosen sword and 2 celtic skirmishers) which would basically be the only thing i have to do. if this works then i can do the entire upgrades in just 1 garrison group, because later on those 3 chosen sword become oathsworn. the chosen spear become noble spear. so if i add the starting garrison, the upgraded garrison and the final garrison all in rom_barbarian_medium_meelee and keep what i previously said in mind(the delay, and the replacements) could that work?
drazan 16 Oct, 2014 @ 2:26am 
1/2 my mod also delays unit as bodyguard because you only get unit x(bodyguard) once you have the required barracks, or the required research. so at start you have only basic options for balance purpose(no elite) if i take this in mind now, and link it with an example "mafferstown has garrison 1 spear warrior,3 celtic warriors,3 celtic tribesmen,2 spear levy and 2 celtic youth. the garrison group is called rom_barbarian_medium_meelee. after some upgrades garrison would be this => 3 chosen swordsmen(replace celtic warrior) 6 chosen spearmen( 1 from spear warrior, 3 from celtic tribe + 2 from spear levy) and 2 celtic skirmisher( 2 from celtic youth)
drazan 16 Oct, 2014 @ 2:01am 
no problem man, the 1000 character restriction is a b*tch somethimes hehe, this post was very helpful.
basically my mod works as follows. a random city named mafferstown has as garrison 1 spear warrior,3 spear levy,3celtic tribesmen and 2 celtic youth. now after the first technology both the celtic tribesmen and spear levy become spear warriors. in "theory" that should become 7 spear warriors now(1 from start + 3 from celtic tribesmen + 3 from spear levy) and the 2 celtic youth skirmisher unit. but i only get 1 unit(2 in this case, as it's 2 different units that upgrade that each give 1 spear warrior) so the garrison group would have the random name of maffer_garrison and it has said 1 spear warrior,3 celtic tribesmen,3 spear levy and 2 celtic youth. how would i make the group(upgraded units) that then replaces the old units?
maffers  [author] 15 Oct, 2014 @ 5:44pm 
@drazan:That was a long post so I had to split it up, sorry.
maffers  [author] 15 Oct, 2014 @ 5:43pm 
For your case you should probably just add a new line to thearmed_citizenry_units_to_unit_groups_junctions file for the upgraded units using the same unit groups as the un-upgraded units.
maffers  [author] 15 Oct, 2014 @ 5:43pm 
The third one, building_level_armed_citizenry_junctions, assigns all the garrison units that a faction can recruit in a group to the building that is listed. For instance, an entry with a building level of "barb_city_2" and a unit group "rom_barbarian_medium_melee" would add all the units a faction can recruit from the garrison unit group "rom_barbarian_medium_melee" to the building "barb_city_2" which is a 2nd level town center building for barbarians. You can add multiple entries here per building to add more units for a particular level of building.

For the example above, an Iceni player would recieve one Bri_Sword_Band unit and nothing else. An Arverni player would get one Cel_Warriors unit and nothing else. If you modded the Iceni so that they could recruit Cel_Warriors also, then their garrison would get both the Sword Band unit AND the Celtic Warriors unit.

maffers  [author] 15 Oct, 2014 @ 5:43pm 
The second one, armed_citizenry_units_to_unit_groups_junctions, lists what units are a part of the group. This is designed so that its easy to add a generalized type of unit for different factions without having to add each unit to every building every time. So for instance you may see a multiple entries for "rom_barbarian_medium_melee". Cel_Galatian_Swords, Bri_Sword_Band, and Cel_Warriors are all under "rom_barbarian_medium_melee", so any time "rom_barbarian_medium_melee" is used all the units that a faction can field under that group will be included in the garrison. If a unit is listed multiple times for the same group, or if a faction can recruit different units that are listed in a group, then multiple units will be added to a garrison when that group is included in a garrison building.

maffers  [author] 15 Oct, 2014 @ 5:43pm 
@drazan: There are actually 3 files that modify garrisons: armed_citizenry_unit_groups, armed_citizenry_units_to_unit_groups_junctions, and building_level_armed_citizenry_junctions.

The first one, armed_citizenry_unit_groups, is just a list of the names of the groups of garrisons and adding stuff there will not actually add units, although you need to add an entry there if you want to create a new group.



drazan 15 Oct, 2014 @ 4:57pm 
yo maffer, i am drazan author op the unit upgrade mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=324769602 ) that is growing large with it's 2200+ subs but i have a small issue with the garrisons now. after my units upgrade i only get 1 upgraded unit. i fear that i have to make custom garrison groups now, with my upgaded units? example,in barbarian city 1 there are 3 celtib tribesmen. after supply foraging, they automatically upgrade to levy freemen. but because of no garrison group, i only get 1 levy freemen, instead of 3. do i have to make a new group, that has 3 levy spearmen? i'm really confused, i aheve never changed garrison
if you could help me a bit, or guide me in the right direction i would appreciate that
TexanChiss 22 Sep, 2014 @ 12:36pm 
do you know of any mods that add garrison units?
maffers  [author] 21 Sep, 2014 @ 2:36pm 
@Roman501st: Well they changed a couple things with the latest patch. One is that garrisons are now higher quality. You'll get princepes in towns as a default garrison unit. Recruitment structures now also give more units. The Manipular Barracks (tier 2) now gives 4x Hastati, so much of your garrisons will come from those type of buildings.

The original reason I added garrison units to all the buildings is because that is how the barbarian garrisons worked and I wanted to make it consistent across all factions. Now all factions are consistent in that they only get garrisons from the main town structure and recruitment buildings so its not necessary.

Someone could still make other buildings give garrison units, I just chose not to for the reasons above.
TexanChiss 21 Sep, 2014 @ 8:55am 
i am asking because my once reasonably sized garrisons now got reduced to 9 units roughly while my cities get 13 "not high as it once was" units
TexanChiss 21 Sep, 2014 @ 8:36am 
How come? would it not work?
maffers  [author] 21 Sep, 2014 @ 2:07am 
@Roman501st: Correct
TexanChiss 20 Sep, 2014 @ 2:40pm 
so we will not get additional units unless we upgrade the main building?
maffers  [author] 20 Sep, 2014 @ 4:41am 
@Dohrey: Sorrry, I actually forgot to update the description with the latest patch. This mod now doesn't add garrison units to other buildings but instead makes it so that your garrison gets larger as you upgrade the city center building.
Dohrey 20 Sep, 2014 @ 2:40am 
Started a game and none of the buildings that aren't the main city line buildings seem to have any garrison assigned to them at all? I think this mod is not working with Emperor Edition.
Anubis 16 Sep, 2014 @ 1:18pm 
Thanks a lot! Now it's more fun to upgrade mainbuildings, awesome... ;)
The Bay 16 Sep, 2014 @ 9:40am 
Thanks maffers you da bomb
maffers  [author] 16 Sep, 2014 @ 9:30am 
@The Bay: I'm working my way through my mods updating them, so it shouldn't be too long.
The Bay 16 Sep, 2014 @ 9:18am 
Update soon?
TexanChiss 4 Sep, 2014 @ 3:46pm 
thanks for the response from both mod pages. cannot wait for the next patch
maffers  [author] 4 Sep, 2014 @ 3:20pm 
@Roman501st: Garrisons will be the same size, but the units you get from this version are higher quality (instead of being plebs/mobs).
TexanChiss 4 Sep, 2014 @ 1:38pm 
will this mod redjce the size of the garrisons verses your other version?
TexanChiss 30 Jul, 2014 @ 8:02am 
right thx
maffers  [author] 30 Jul, 2014 @ 8:01am 
@Roman501st: It might be. Since my mod adds units to garrisons I was able to add my own file that doesn't overwrite the base game file, so its likely you could use both. I haven't tested it though so I can't be sure.
TexanChiss 29 Jul, 2014 @ 8:14pm 
another question. is this compatible with this mod here?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=235235820